1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
|
/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "net/ea/beinghandler.h"
#include "net/ea/protocol.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "being.h"
#include "beingmanager.h"
#include "effectmanager.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "npc.h"
#include "player_relations.h"
#include "gui/npc_text.h"
#include <iostream>
extern NpcTextDialog *npcTextDialog;
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_BEING_ACTION,
SMSG_BEING_SELFEFFECT,
SMSG_BEING_EMOTION,
SMSG_BEING_CHANGE_LOOKS,
SMSG_BEING_CHANGE_LOOKS2,
SMSG_BEING_NAME_RESPONSE,
SMSG_PLAYER_UPDATE_1,
SMSG_PLAYER_UPDATE_2,
SMSG_PLAYER_MOVE,
SMSG_PLAYER_STOP,
SMSG_PLAYER_MOVE_TO_ATTACK,
0x0119,
0x0196,
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(MessageIn &msg)
{
int id;
short job, speed;
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;
int hairStyle, hairColor, flag;
switch (msg.getId())
{
case SMSG_BEING_VISIBLE:
case SMSG_BEING_MOVE:
// 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);
}
else if (dstBeing->getType() == Being::MONSTER)
{
job -= 1002;
}
if (msg.getId() == 0x0078)
{
dstBeing->clearPath();
dstBeing->mFrame = 0;
dstBeing->mWalkTime = tick_time;
dstBeing->setAction(Being::STAND);
}
// Prevent division by 0 when calculating frame
if (speed == 0) { speed = 150; }
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
hairStyle = msg.readInt16();
dstBeing->setSprite(Being::WEAPON_SPRITE, msg.readInt16());
headBottom = msg.readInt16();
if (msg.getId() == SMSG_BEING_MOVE)
{
msg.readInt32(); // server tick
}
dstBeing->setSprite(Being::SHIELD_SPRITE, 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
dstBeing->setGender(
(msg.readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE);
// Set these after the gender, as the sprites may be gender-specific
dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
dstBeing->setSprite(Being::HAT_SPRITE, headTop);
dstBeing->setSprite(Being::SHOE_SPRITE, shoes);
dstBeing->setSprite(Being::GLOVES_SPRITE, gloves);
dstBeing->setHairStyle(hairStyle, hairColor);
if (msg.getId() == SMSG_BEING_MOVE)
{
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->setAction(Being::STAND);
dstBeing->mX = srcX;
dstBeing->mY = srcY;
dstBeing->setDestination(dstX, dstY);
}
else
{
Uint8 dir;
msg.readCoordinates(dstBeing->mX, dstBeing->mY, dir);
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->mX = srcX;
dstBeing->mY = srcY;
dstBeing->setDestination(dstX, dstY);
}
break;
case SMSG_BEING_REMOVE:
// A being should be removed or has died
id = msg.readInt32();
if (id == current_npc)
npcTextDialog->showCloseButton();
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::DEAD);
else
beingManager->destroyBeing(dstBeing);
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->mFrame = 0;
srcBeing->setAction(Being::SIT);
}
break;
case 0x03: // Stand up
if (srcBeing)
{
srcBeing->mFrame = 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))
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;
}
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
dstBeing->setHairStyle(id, -1);
break;
case 2: // Weapon ID in id, Shield ID in id2
dstBeing->setSprite(Being::WEAPON_SPRITE, id);
dstBeing->setSprite(Being::SHIELD_SPRITE, id2);
break;
case 3: // Change lower headgear for eAthena, pants for us
dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, id);
break;
case 4: // Change upper headgear for eAthena, hat for us
dstBeing->setSprite(Being::HAT_SPRITE, id);
break;
case 5: // Change middle headgear for eathena, armor for us
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, id);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setHairStyle(-1, id);
break;
case 8: // eAthena LOOK_SHIELD
dstBeing->setSprite(Being::SHIELD_SPRITE, id);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(Being::SHOE_SPRITE, id);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(Being::GLOVES_SPRITE, id);
break;
case 11: // LOOK_CAPE
dstBeing->setSprite(Being::CAPE_SPRITE, id);
break;
case 12:
dstBeing->setSprite(Being::MISC1_SPRITE, id);
break;
case 13:
dstBeing->setSprite(Being::MISC2_SPRITE, 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_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);
}
else if (dstBeing->getType() == Being::MONSTER)
{
job -= 1002;
}
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = 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();
msg.readInt16(); // clothes color - Aethyra-"abused" as shoes, we ignore it
msg.readInt16(); // head dir - Aethyra-"abused" as gloves, we ignore it
msg.readInt32(); // guild
msg.readInt16(); // emblem
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
dstBeing->setGender(
(msg.readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE);
// Set these after the gender, as the sprites may be gender-specific
dstBeing->setSprite(Being::WEAPON_SPRITE, weapon);
dstBeing->setSprite(Being::SHIELD_SPRITE, shield);
dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
dstBeing->setSprite(Being::HAT_SPRITE, headTop);
//dstBeing->setSprite(Being::CAPE_SPRITE, cape);
//dstBeing->setSprite(Being::MISC1_SPRITE, misc1);
//dstBeing->setSprite(Being::MISC2_SPRITE, misc2);
dstBeing->setHairStyle(hairStyle, hairColor);
if (msg.getId() == SMSG_PLAYER_MOVE)
{
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
dstBeing->mX = srcX;
dstBeing->mY = srcY;
dstBeing->setDestination(dstX, dstY);
}
else
{
Uint8 dir;
msg.readCoordinates(dstBeing->mX, dstBeing->mY, dir);
dstBeing->setDirection(dir);
}
gmstatus = msg.readInt16();
if (gmstatus & 0x80)
dstBeing->setGM();
if (msg.getId() == SMSG_PLAYER_UPDATE_1)
{
switch (msg.readInt8())
{
case 2:
dstBeing->setAction(Being::SIT);
break;
}
}
else if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readInt8(); // unknown
}
msg.readInt8(); // Lv
msg.readInt8(); // unknown
dstBeing->mWalkTime = tick_time;
dstBeing->mFrame = 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) {
dstBeing->mX = msg.readInt16();
dstBeing->mY = msg.readInt16();
if (dstBeing->mAction == Being::WALK) {
dstBeing->mFrame = 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 0x0119:
// 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 0x0196:
// 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;
}
}
|