/*
* The Mana Client
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana Client.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "net/ea/beinghandler.h"
#include "being.h"
#include "beingmanager.h"
#include "effectmanager.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "npc.h"
#include "party.h"
#include "playerrelations.h"
#include "net/ea/protocol.h"
#include "resources/colordb.h"
#include
namespace EAthena {
const int EMOTION_TIME = 150; /**< Duration of emotion icon */
BeingHandler::BeingHandler(bool enableSync):
mSync(enableSync)
{
static const Uint16 _messages[] = {
SMSG_BEING_VISIBLE,
SMSG_BEING_MOVE,
SMSG_BEING_MOVE2,
SMSG_BEING_REMOVE,
SMSG_SKILL_DAMAGE,
SMSG_BEING_ACTION,
SMSG_BEING_SELFEFFECT,
SMSG_BEING_EMOTION,
SMSG_BEING_CHANGE_LOOKS,
SMSG_BEING_CHANGE_LOOKS2,
SMSG_BEING_NAME_RESPONSE,
SMSG_BEING_CHANGE_DIRECTION,
SMSG_PLAYER_UPDATE_1,
SMSG_PLAYER_UPDATE_2,
SMSG_PLAYER_MOVE,
SMSG_PLAYER_STOP,
SMSG_PLAYER_MOVE_TO_ATTACK,
SMSG_PLAYER_STATUS_CHANGE,
SMSG_BEING_STATUS_CHANGE,
SMSG_BEING_RESURRECT,
0
};
handledMessages = _messages;
}
Being *createBeing(int id, short job)
{
Being::Type type = Being::UNKNOWN;
if (job <= 25 || (job >= 4001 && job <= 4049))
type = Being::PLAYER;
else if (job >= 46 && job <= 1000)
type = Being::NPC;
else if (job > 1000 && job <= 2000)
{
type = Being::MONSTER;
job -= 1002;
}
Being *being = beingManager->createBeing(id, type, job);
if (type == Being::PLAYER || type == Being::NPC)
{
MessageOut outMsg(0x0094);
outMsg.writeInt32(id);//readLong(2));
}
return being;
}
void BeingHandler::handleMessage(Net::MessageIn &msg)
{
int id;
short job, speed, gender;
Uint16 headTop, headMid, headBottom;
Uint16 shoes, gloves;
Uint16 weapon, shield;
Uint16 gmstatus;
int param1;
int stunMode;
Uint32 statusEffects;
int type;
Uint16 status;
Being *srcBeing, *dstBeing;
Player *player;
int hairStyle, hairColor, flag;
std::string player_followed;
switch (msg.getId())
{
case SMSG_BEING_VISIBLE:
case SMSG_BEING_MOVE:
if (!beingManager)
return;
// Information about a being in range
id = msg.readInt32();
speed = msg.readInt16();
stunMode = msg.readInt16(); // opt1
statusEffects = msg.readInt16(); // opt2
statusEffects |= ((Uint32)msg.readInt16()) << 16; // option
job = msg.readInt16(); // class
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
{
// Being with id >= 110000000 and job 0 are better
// known as ghosts, so don't create those.
if (job == 0 && id >= 110000000)
{
break;
}
dstBeing = createBeing(id, job);
}
player = dynamic_cast(dstBeing);
// Fix monster jobs
if (dstBeing->getType() == Being::MONSTER)
{
job -= 1002;
}
if (msg.getId() == 0x0078)
{
dstBeing->clearPath();
dstBeing->setFrame(0);
dstBeing->setWalkTime(tick_time);
dstBeing->setAction(Being::STAND);
}
// Prevent division by 0 when calculating frame
if (speed == 0) { speed = 150; }
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setJob(job);
hairStyle = msg.readInt16();
weapon = msg.readInt16();
headBottom = msg.readInt16();
if (msg.getId() == SMSG_BEING_MOVE)
{
msg.readInt32(); // server tick
}
shield = msg.readInt16();
headTop = msg.readInt16();
headMid = msg.readInt16();
hairColor = msg.readInt16();
shoes = msg.readInt16(); // clothes color - "abused" as shoes
gloves = msg.readInt16(); // head dir - "abused" as gloves
msg.readInt16(); // guild
msg.readInt16(); // unknown
msg.readInt16(); // unknown
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
gender = msg.readInt8();
if (player)
{
player->setGender((gender == 0)
? GENDER_FEMALE : GENDER_MALE);
// Set these after the gender, as the sprites may be gender-specific
player->setSprite(SPRITE_HAIR, hairStyle * -1, ColorDB::get(hairColor));
player->setSprite(SPRITE_BOTTOMCLOTHES, headBottom);
player->setSprite(SPRITE_TOPCLOTHES, headMid);
player->setSprite(SPRITE_HAT, headTop);
player->setSprite(SPRITE_SHOE, shoes);
player->setSprite(SPRITE_GLOVES, gloves);
player->setSprite(SPRITE_WEAPON, weapon, "", true);
player->setSprite(SPRITE_SHIELD, shield);
}
if (msg.getId() == SMSG_BEING_MOVE)
{
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->setAction(Being::STAND);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
}
else
{
Uint8 dir;
Uint16 x, y;
msg.readCoordinates(x, y, dir);
dstBeing->setTileCoords(x, y);
dstBeing->setDirection(dir);
}
msg.readInt8(); // unknown
msg.readInt8(); // unknown
msg.readInt8(); // unknown / sit
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff);
dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
break;
case SMSG_BEING_MOVE2:
/*
* A simplified movement packet, used by the
* later versions of eAthena for both mobs and
* players
*/
dstBeing = beingManager->findBeing(msg.readInt32());
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
msg.readInt32(); // Server tick
/*
* This packet doesn't have enough info to actually
* create a new being, so if the being isn't found,
* we'll just pretend the packet didn't happen
*/
if (dstBeing)
{
dstBeing->setAction(Being::STAND);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
}
break;
case SMSG_BEING_REMOVE:
// A being should be removed or has died
id = msg.readInt32();
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
break;
player_followed = player_node->getFollow();
if (!player_followed.empty())
{
if (dstBeing->getName() == player_followed)
{
player_node->setDestination(player_node->getNextDestX(), player_node->getNextDestY());
}
}
// If this is player's current target, clear it.
if (dstBeing == player_node->getTarget())
player_node->stopAttack();
if (msg.readInt8() == 1)
dstBeing->setAction(Being::DEAD);
else
beingManager->destroyBeing(dstBeing);
break;
case SMSG_BEING_RESURRECT:
// A being changed mortality status
id = msg.readInt32();
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
break;
// If this is player's current target, clear it.
if (dstBeing == player_node->getTarget())
player_node->stopAttack();
if (msg.readInt8() == 1)
dstBeing->setAction(Being::STAND);
break;
case SMSG_SKILL_DAMAGE:
msg.readInt16(); // Skill Id
srcBeing = beingManager->findBeing(msg.readInt32());
dstBeing = beingManager->findBeing(msg.readInt32());
msg.readInt32(); // Server tick
msg.readInt32(); // src speed
msg.readInt32(); // dst speed
param1 = msg.readInt32(); // Damage
msg.readInt16(); // Skill level
msg.readInt16(); // Div
msg.readInt8(); // Skill hit/type (?)
if (dstBeing)
dstBeing->takeDamage(srcBeing, param1, Being::HIT); // Perhaps a new skill attack type should be created and used?
if (srcBeing)
srcBeing->handleAttack(dstBeing, param1, Being::HIT);
break;
case SMSG_BEING_ACTION:
srcBeing = beingManager->findBeing(msg.readInt32());
dstBeing = beingManager->findBeing(msg.readInt32());
msg.readInt32(); // server tick
msg.readInt32(); // src speed
msg.readInt32(); // dst speed
param1 = msg.readInt16();
msg.readInt16(); // param 2
type = msg.readInt8();
msg.readInt16(); // param 3
switch (type)
{
case Being::HIT: // Damage
case Being::CRITICAL: // Critical Damage
case Being::MULTI: // Critical Damage
case Being::REFLECT: // Reflected Damage
case Being::FLEE: // Lucky Dodge
if (dstBeing)
dstBeing->takeDamage(srcBeing, param1,
(Being::AttackType)type);
if (srcBeing)
srcBeing->handleAttack(dstBeing, param1,
(Being::AttackType)type);
break;
case 0x02: // Sit
if (srcBeing)
{
srcBeing->setFrame(0);
srcBeing->setAction(Being::SIT);
}
break;
case 0x03: // Stand up
if (srcBeing)
{
srcBeing->setFrame(0);
srcBeing->setAction(Being::STAND);
}
break;
}
break;
case SMSG_BEING_SELFEFFECT: {
id = (Uint32)msg.readInt32();
if (!beingManager->findBeing(id))
break;
int effectType = msg.readInt32();
Being* being = beingManager->findBeing(id);
effectManager->trigger(effectType, being);
break;
}
case SMSG_BEING_EMOTION:
if (!(dstBeing = beingManager->findBeing(msg.readInt32())))
{
break;
}
if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE))
{
// only set emote if one doesnt already exist
if (!dstBeing->getEmotion())
dstBeing->setEmote(msg.readInt8(), EMOTION_TIME);
}
break;
case SMSG_BEING_CHANGE_LOOKS:
case SMSG_BEING_CHANGE_LOOKS2:
{
/*
* SMSG_BEING_CHANGE_LOOKS (0x00c3) and
* SMSG_BEING_CHANGE_LOOKS2 (0x01d7) do basically the same
* thing. The difference is that ...LOOKS carries a single
* 8 bit value, where ...LOOKS2 carries two 16 bit values.
*
* If type = 2, then the first 16 bit value is the weapon ID,
* and the second 16 bit value is the shield ID. If no
* shield is equipped, or type is not 2, then the second
* 16 bit value will be 0.
*/
if (!(dstBeing = beingManager->findBeing(msg.readInt32())))
{
break;
}
player = dynamic_cast(dstBeing);
int type = msg.readInt8();
int id = 0;
int id2 = 0;
if (msg.getId() == SMSG_BEING_CHANGE_LOOKS)
{
id = msg.readInt8();
}
else
{ // SMSG_BEING_CHANGE_LOOKS2
id = msg.readInt16();
id2 = msg.readInt16();
}
switch (type)
{
case 1: // eAthena LOOK_HAIR
player->setSpriteID(SPRITE_HAIR, id *-1);
break;
case 2: // Weapon ID in id, Shield ID in id2
player->setSprite(SPRITE_WEAPON, id, "", true);
player->setSprite(SPRITE_SHIELD, id2);
break;
case 3: // Change lower headgear for eAthena, pants for us
player->setSprite(SPRITE_BOTTOMCLOTHES, id);
break;
case 4: // Change upper headgear for eAthena, hat for us
player->setSprite(SPRITE_HAT, id);
break;
case 5: // Change middle headgear for eathena, armor for us
player->setSprite(SPRITE_TOPCLOTHES, id);
break;
case 6: // eAthena LOOK_HAIR_COLOR
player->setSpriteColor(SPRITE_HAIR, ColorDB::get(id));
break;
case 8: // eAthena LOOK_SHIELD
player->setSprite(SPRITE_SHIELD, id);
break;
case 9: // eAthena LOOK_SHOES
player->setSprite(SPRITE_SHOE, id);
break;
case 10: // LOOK_GLOVES
player->setSprite(SPRITE_GLOVES, id);
break;
case 11: // LOOK_CAPE
player->setSprite(SPRITE_CAPE, id);
break;
case 12:
player->setSprite(SPRITE_MISC1, id);
break;
case 13:
player->setSprite(SPRITE_MISC2, id);
break;
default:
logger->log("SMSG_BEING_CHANGE_LOOKS: unsupported type: "
"%d, id: %d", type, id);
break;
}
}
break;
case SMSG_BEING_NAME_RESPONSE:
if ((dstBeing = beingManager->findBeing(msg.readInt32())))
{
dstBeing->setName(msg.readString(24));
}
break;
case SMSG_BEING_CHANGE_DIRECTION:
if (!(dstBeing = beingManager->findBeing(msg.readInt32())))
{
break;
}
msg.readInt16(); // unused
dstBeing->setDirection(msg.readInt8());
break;
case SMSG_PLAYER_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
// An update about a player, potentially including movement.
id = msg.readInt32();
speed = msg.readInt16();
stunMode = msg.readInt16(); // opt1; Aethyra use this as cape
statusEffects = msg.readInt16(); // opt2; Aethyra use this as misc1
statusEffects |= ((Uint32) msg.readInt16())
<< 16; // status.options; Aethyra uses this as misc2
job = msg.readInt16();
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
{
dstBeing = createBeing(id, job);
}
player = dynamic_cast(dstBeing);
if (Party *party = player_node->getParty()){
if (party->isMember(id))
{
player->setParty(party);
}
}
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setJob(job);
hairStyle = msg.readInt16();
weapon = msg.readInt16();
shield = msg.readInt16();
headBottom = msg.readInt16();
if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readInt32(); // server tick
}
headTop = msg.readInt16();
headMid = msg.readInt16();
hairColor = msg.readInt16();
shoes = msg.readInt16();
gloves = msg.readInt16();
msg.readInt32(); // guild
msg.readInt16(); // emblem
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
player->setGender((msg.readInt8() == 0)
? GENDER_FEMALE : GENDER_MALE);
// Set these after the gender, as the sprites may be gender-specific
player->setSprite(SPRITE_WEAPON, weapon, "", true);
player->setSprite(SPRITE_SHIELD, shield);
//player->setSprite(SPRITE_SHOE, shoes);
player->setSprite(SPRITE_BOTTOMCLOTHES, headBottom);
player->setSprite(SPRITE_TOPCLOTHES, headMid);
player->setSprite(SPRITE_HAT, headTop);
//player->setSprite(SPRITE_GLOVES, gloves);
//player->setSprite(SPRITE_CAPE, cape);
//player->setSprite(SPRITE_MISC1, misc1);
//player->setSprite(SPRITE_MISC2, misc2);
player->setSprite(SPRITE_HAIR, hairStyle * -1, ColorDB::get(hairColor));
if (msg.getId() == SMSG_PLAYER_MOVE)
{
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
player_followed = player_node->getFollow();
if (!player_followed.empty())
{
if (dstBeing->getName() == player_followed)
{
player_node->setNextDest(dstX, dstY);
player_node->setDestination(srcX, srcY);
}
}
}
else
{
Uint8 dir;
Uint16 x, y;
msg.readCoordinates(x, y, dir);
dstBeing->setTileCoords(x, y);
dstBeing->setDirection(dir);
}
gmstatus = msg.readInt16();
if (gmstatus & 0x80)
player->setGM(true);
if (msg.getId() == SMSG_PLAYER_UPDATE_1)
{
switch (msg.readInt8())
{
case 1:
dstBeing->setAction(Being::DEAD);
break;
case 2:
dstBeing->setAction(Being::SIT);
break;
}
}
else if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readInt8(); // unknown
}
msg.readInt8(); // Lv
msg.readInt8(); // unknown
dstBeing->setWalkTime(tick_time);
dstBeing->setFrame(0);
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff);
dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
break;
case SMSG_PLAYER_STOP:
/*
* Instruction from server to stop walking at x, y.
*
* Some people like having this enabled. Others absolutely
* despise it. So I'm setting to so that it only affects the
* local player if the person has set a key "EnableSync" to "1"
* in their config.xml file.
*
* This packet will be honored for all other beings, regardless
* of the config setting.
*/
id = msg.readInt32();
if (mSync || id != player_node->getId())
{
dstBeing = beingManager->findBeing(id);
if (dstBeing)
{
Uint16 x, y;
x = msg.readInt16();
y = msg.readInt16();
dstBeing->setTileCoords(x, y);
if (dstBeing->getCurrentAction() == Being::WALK)
{
dstBeing->setFrame(0);
dstBeing->setAction(Being::STAND);
}
}
}
break;
case SMSG_PLAYER_MOVE_TO_ATTACK:
/*
* This is an *advisory* message, telling the client that
* it needs to move the character before attacking
* a target (out of range, obstruction in line of fire).
* We can safely ignore this...
*/
break;
case SMSG_PLAYER_STATUS_CHANGE:
// Change in players' flags
id = msg.readInt32();
dstBeing = beingManager->findBeing(id);
stunMode = msg.readInt16();
statusEffects = msg.readInt16();
statusEffects |= ((Uint32) msg.readInt16()) << 16;
msg.readInt8();
if (dstBeing)
{
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff);
dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
}
break;
case SMSG_BEING_STATUS_CHANGE:
// Status change
status = msg.readInt16();
id = msg.readInt32();
flag = msg.readInt8(); // 0: stop, 1: start
dstBeing = beingManager->findBeing(id);
if (dstBeing)
dstBeing->setStatusEffect(status, flag);
break;
}
}
} // namespace EAthena