/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "net/tmwa/beinghandler.h"
#include "actorspritemanager.h"
#include "being.h"
#include "client.h"
#include "effectmanager.h"
#include "guild.h"
#include "keyboardconfig.h"
#include "localplayer.h"
#include "log.h"
#include "party.h"
#include "playerrelations.h"
#include "configuration.h"
#include "gui/botcheckerwindow.h"
#include "gui/outfitwindow.h"
#include "gui/socialwindow.h"
#include "gui/killstats.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include "net/playerhandler.h"
#include "net/net.h"
#include "net/tmwa/protocol.h"
#include "resources/colordb.h"
#include <iostream>
extern Net::BeingHandler *beingHandler;
namespace TmwAthena
{
const int EMOTION_TIME = 500; /**< Duration of emotion icon */
Being *createBeing(int id, short job);
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_PLAYER_GUILD_PARTY_INFO,
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,
SMSG_SOLVE_CHAR_NAME,
SMSG_BEING_SPAWN,
SMSG_SKILL_CASTING,
SMSG_SKILL_CAST_CANCEL,
SMSG_SKILL_NO_DAMAGE,
SMSG_BEING_IP_RESPONSE,
SMSG_PVP_MAP_MODE,
SMSG_PVP_SET,
0
};
handledMessages = _messages;
beingHandler = this;
}
Being *createBeing(int id, short job)
{
if (!actorSpriteManager)
return 0;
ActorSprite::Type type = ActorSprite::UNKNOWN;
if (job <= 25 || (job >= 4001 && job <= 4049))
type = ActorSprite::PLAYER;
else if (job >= 46 && job <= 1000)
type = ActorSprite::NPC;
else if (job > 1000 && job <= 2000)
type = ActorSprite::MONSTER;
else if (job == 45)
type = ActorSprite::PORTAL;
Being *being = actorSpriteManager->createBeing(id, type, job);
if (type == ActorSprite::PLAYER || type == ActorSprite::NPC)
{
if (!being->updateFromCache())
{
MessageOut outMsg(0x0094);
outMsg.writeInt32(id); //readLong(2));
}
else
{
if (player_node)
player_node->checkNewName(being);
}
}
if (type == Being::PLAYER)
{
if (botCheckerWindow)
botCheckerWindow->updateList();
if (socialWindow)
socialWindow->updateActiveList();
}
return being;
}
void BeingHandler::requestNameById(int id)
{
MessageOut outMsg(0x0094);
outMsg.writeInt32(id); //readLong(2));
}
void BeingHandler::handleMessage(Net::MessageIn &msg)
{
if (!actorSpriteManager)
return;
int id;
short job, speed, gender;
Uint16 headTop, headMid, headBottom;
Uint16 shoes, gloves;
Uint16 weapon, shield;
Uint16 gmstatus;
int param1;
Uint16 stunMode;
int level;
Uint32 statusEffects;
int type, guild;
Uint16 status;
Being *srcBeing, *dstBeing;
int hairStyle, hairColor, flag;
int hp, maxHP, oldHP;
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 = actorSpriteManager->findBeing(id);
if (dstBeing && dstBeing->getType() == Being::MONSTER
&& !dstBeing->isAlive())
{
actorSpriteManager->destroy(dstBeing);
actorSpriteManager->erase(dstBeing);
dstBeing = 0;
}
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;
if (actorSpriteManager->isBlocked(id) == true)
break;
dstBeing = createBeing(id, job);
if (!dstBeing)
break;
if (job == 1022 && killStats)
killStats->jackoAlive(dstBeing->getId());
}
else
{
// undeleting marked for deletion being
if (dstBeing->getType() == Being::NPC)
{
actorSpriteManager->undelete(dstBeing);
}
}
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setMoveTime();
if (msg.getId() == SMSG_BEING_VISIBLE)
{
dstBeing->clearPath();
dstBeing->setActionTime(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->setSubtype(job);
if (dstBeing->getType() == ActorSprite::MONSTER && player_node)
player_node->checkNewName(dstBeing);
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
if (dstBeing->getType() == ActorSprite::MONSTER)
{
hp = msg.readInt32();
maxHP = msg.readInt32();
if (hp && maxHP)
{
oldHP = dstBeing->getHP();
if (!oldHP || oldHP > hp)
dstBeing->setHP(hp);
dstBeing->setMaxHP(maxHP);
}
gloves = 0;
guild = 0;
}
else
{
gloves = msg.readInt16(); // head dir - "abused" as gloves
guild = msg.readInt32(); // guild
msg.readInt16(); // guild emblem
}
// logger->log("being guild: " + toString(guild));
/*
if (guild == 0)
dstBeing->clearGuilds();
else
dstBeing->setGuild(Guild::getGuild(static_cast<short>(guild)));
*/
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
gender = msg.readInt8();
if (dstBeing->getType() == ActorSprite::PLAYER)
{
dstBeing->setGender((gender == 0)
? GENDER_FEMALE : GENDER_MALE);
// Set these after the gender, as the sprites may be gender-specific
dstBeing->setSprite(SPRITE_HAIR, hairStyle * -1,
ColorDB::get(hairColor));
dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom);
dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid);
dstBeing->setSprite(SPRITE_HAT, headTop);
dstBeing->setSprite(SPRITE_SHOE, shoes);
dstBeing->setSprite(SPRITE_GLOVES, gloves);
dstBeing->setSprite(SPRITE_WEAPON, weapon, "", true);
if (!config.getBoolValue("hideShield"))
dstBeing->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);
// if (player_node && player_node->getTarget() == dstBeing)
// player_node->targetMoved();
}
else
{
Uint8 dir;
Uint16 x, y;
msg.readCoordinates(x, y, dir);
dstBeing->setTileCoords(x, y);
if (job == 45 && socialWindow && outfitWindow)
{
int num = socialWindow->getPortalIndex(x, y);
if (num >= 0)
{
dstBeing->setName(keyboard.getKeyShortString(
outfitWindow->keyName(num)));
}
else
{
dstBeing->setName("");
}
}
dstBeing->setDirection(getDirection(dir));
}
msg.readInt8(); // unknown
msg.readInt8(); // unknown
// msg.readInt8(); // unknown / sit
msg.readInt16();
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 = actorSpriteManager->findBeing(msg.readInt32());
/*
* 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)
break;
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
msg.readInt32(); // Server tick
dstBeing->setAction(Being::STAND);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setMoveTime();
// if (player_node && player_node->getTarget() == dstBeing)
// {
// logger->log("SMSG_BEING_MOVE2");
// player_node->targetMoved();
// }
break;
case SMSG_BEING_SPAWN:
// skipping this packet
msg.readInt32(); // id
msg.readInt16(); // speed
msg.readInt16(); // opt1
msg.readInt16(); // opt2
msg.readInt16(); // option
msg.readInt16(); // disguise
break;
case SMSG_BEING_REMOVE:
// A being should be removed or has died
id = msg.readInt32();
dstBeing = actorSpriteManager->findBeing(id);
if (!dstBeing)
break;
player_node->followMoveTo(dstBeing, 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);
if (dstBeing->getName() == "Jack O" && killStats)
killStats->jackoDead(id);
}
else
{
if (dstBeing->getType() == Being::PLAYER)
{
if (botCheckerWindow)
botCheckerWindow->updateList();
if (socialWindow)
socialWindow->updateActiveList();
}
actorSpriteManager->destroy(dstBeing);
}
break;
case SMSG_BEING_RESURRECT:
// A being changed mortality status
id = msg.readInt32();
dstBeing = actorSpriteManager->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 = actorSpriteManager->findBeing(msg.readInt32());
dstBeing = actorSpriteManager->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)
{
// Perhaps a new skill attack type should be created and used?
dstBeing->takeDamage(srcBeing, param1, Being::HIT);
}
if (srcBeing)
srcBeing->handleAttack(dstBeing, param1, Being::HIT);
break;
case SMSG_BEING_ACTION:
srcBeing = actorSpriteManager->findBeing(msg.readInt32());
dstBeing = actorSpriteManager->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);
if (srcBeing->getType() == Being::PLAYER)
srcBeing->setAttackTime();
}
break;
case 0x02: // Sit
if (srcBeing)
{
srcBeing->setAction(Being::SIT);
if (srcBeing->getType() == Being::PLAYER)
{
srcBeing->setMoveTime();
if (player_node)
{
player_node->imitateAction(
srcBeing, Being::SIT);
}
}
}
break;
case 0x03: // Stand up
if (srcBeing)
{
srcBeing->setAction(Being::STAND);
if (srcBeing->getType() == Being::PLAYER)
{
srcBeing->setMoveTime();
if (player_node)
{
player_node->imitateAction(
srcBeing, Being::STAND);
}
}
}
break;
default:
break;
/*
logger->log("QQQ1 SMSG_BEING_ACTION:");
if (srcBeing)
logger->log("srcBeing:" + toString(srcBeing->getId()));
if (dstBeing)
logger->log("dstBeing:" + toString(dstBeing->getId()));
logger->log("type: " + toString(type));
*/
}
break;
case SMSG_BEING_SELFEFFECT:
{
if (!effectManager)
return;
id = (Uint32)msg.readInt32();
Being* being = actorSpriteManager->findBeing(id);
if (!being)
break;
int effectType = msg.readInt32();
effectManager->trigger(effectType, being);
if (being && effectType == 3
&& being->getType() == Being::PLAYER
&& socialWindow)
{ //reset received damage
socialWindow->resetDamage(being->getName());
}
break;
}
case SMSG_BEING_EMOTION:
if (!player_node)
break;
if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
break;
if (player_relations.hasPermission(dstBeing,
PlayerRelation::EMOTE))
{
unsigned char emote = msg.readInt8();
if (emote)
{
dstBeing->setEmote(emote, EMOTION_TIME);
player_node->imitateEmote(dstBeing, emote);
}
}
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setOtherTime();
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 = actorSpriteManager->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();
}
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setOtherTime();
if (!player_node)
break;
switch (type)
{
case 0: // change race
dstBeing->setSubtype(id);
break;
case 1: // eAthena LOOK_HAIR
dstBeing->setSpriteID(SPRITE_HAIR, id *-1);
break;
case 2: // Weapon ID in id, Shield ID in id2
dstBeing->setSprite(SPRITE_WEAPON, id, "", true);
if (!config.getBoolValue("hideShield"))
dstBeing->setSprite(SPRITE_SHIELD, id2);
player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 3: // Change lower headgear for eAthena, pants for us
dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, id);
player_node->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES);
break;
case 4: // Change upper headgear for eAthena, hat for us
dstBeing->setSprite(SPRITE_HAT, id);
player_node->imitateOutfit(dstBeing, SPRITE_HAT);
break;
case 5: // Change middle headgear for eathena, armor for us
dstBeing->setSprite(SPRITE_TOPCLOTHES, id);
player_node->imitateOutfit(dstBeing, SPRITE_TOPCLOTHES);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setSpriteColor(SPRITE_HAIR, ColorDB::get(id));
break;
case 8: // eAthena LOOK_SHIELD
if (!config.getBoolValue("hideShield"))
dstBeing->setSprite(SPRITE_SHIELD, id);
player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(SPRITE_SHOE, id);
player_node->imitateOutfit(dstBeing, SPRITE_SHOE);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(SPRITE_GLOVES, id);
player_node->imitateOutfit(dstBeing, SPRITE_GLOVES);
break;
case 11: // LOOK_CAPE
dstBeing->setSprite(SPRITE_CAPE, id);
player_node->imitateOutfit(dstBeing, SPRITE_CAPE);
break;
case 12:
dstBeing->setSprite(SPRITE_MISC1, id);
player_node->imitateOutfit(dstBeing, SPRITE_MISC1);
break;
case 13:
dstBeing->setSprite(SPRITE_MISC2, id);
player_node->imitateOutfit(dstBeing, SPRITE_MISC2);
break;
case 14:
dstBeing->setSprite(SPRITE_EVOL1, id);
player_node->imitateOutfit(dstBeing, SPRITE_EVOL1);
break;
case 15:
dstBeing->setSprite(SPRITE_EVOL2, id);
player_node->imitateOutfit(dstBeing, SPRITE_EVOL2);
break;
default:
logger->log("QQQ3 CHANGE_LOOKS: unsupported type: "
"%d, id: %d", type, id);
if (dstBeing)
{
logger->log("ID: " + toString(dstBeing->getId()));
logger->log("name: " + toString(dstBeing->getName()));
}
break;
}
}
break;
case SMSG_BEING_NAME_RESPONSE:
{
int beingId = msg.readInt32();
if ((dstBeing = actorSpriteManager->findBeing(beingId)))
{
if (beingId == player_node->getId())
{
player_node->pingResponse();
}
else
{
dstBeing->setName(msg.readString(24));
dstBeing->updateGuild();
dstBeing->addToCache();
if (dstBeing->getType() == Being::PLAYER)
dstBeing->updateColors();
if (player_node)
{
Party *party = player_node->getParty();
if (party && party->isMember(dstBeing->getId()))
{
PartyMember *member = party->getMember(
dstBeing->getId());
if (member)
member->setName(dstBeing->getName());
}
player_node->checkNewName(dstBeing);
}
}
}
}
break;
case SMSG_BEING_IP_RESPONSE:
{
if ((dstBeing = actorSpriteManager->findBeing(
msg.readInt32())))
{
dstBeing->setIp(ipToString(msg.readInt32()));
}
}
break;
case SMSG_SOLVE_CHAR_NAME:
{
logger->log1("SMSG_SOLVE_CHAR_NAME");
logger->log(toString(msg.readInt32()));
logger->log(msg.readString(24));
}
break;
case SMSG_PLAYER_GUILD_PARTY_INFO:
if ((dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
{
dstBeing->setPartyName(msg.readString(24));
dstBeing->setGuildName(msg.readString(24));
dstBeing->setGuildPos(msg.readString(24));
dstBeing->addToCache();
msg.readString(24); // Discard this
}
break;
case SMSG_BEING_CHANGE_DIRECTION:
{
if (!(dstBeing = actorSpriteManager->findBeing(msg.readInt32())))
break;
msg.readInt16(); // unused
unsigned char dir = getDirection(msg.readInt8());
dstBeing->setDirection(dir);
if (player_node)
player_node->imitateDirection(dstBeing, dir);
break;
}
case SMSG_PLAYER_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
if (!actorSpriteManager || !player_node)
break;
// 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 = actorSpriteManager->findBeing(id);
if (!dstBeing)
{
if (actorSpriteManager->isBlocked(id) == true)
break;
dstBeing = createBeing(id, job);
if (!dstBeing)
break;
}
if (Party *party = player_node->getParty())
{
if (party->isMember(id))
dstBeing->setParty(party);
}
dstBeing->setWalkSpeed(Vector(speed, speed, 0));
dstBeing->setSubtype(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(); //sd->head_dir
guild = msg.readInt32(); // guild
if (guild == 0)
dstBeing->clearGuilds();
else
dstBeing->setGuild(Guild::getGuild(static_cast<short>(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(SPRITE_WEAPON, weapon, "", true);
if (!config.getBoolValue("hideShield"))
dstBeing->setSprite(SPRITE_SHIELD, shield);
//dstBeing->setSprite(SPRITE_SHOE, shoes);
dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom);
dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid);
dstBeing->setSprite(SPRITE_HAT, headTop);
//dstBeing->setSprite(SPRITE_GLOVES, gloves);
//dstBeing->setSprite(SPRITE_CAPE, cape);
//dstBeing->setSprite(SPRITE_MISC1, misc1);
//dstBeing->setSprite(SPRITE_MISC2, misc2);
dstBeing->setSprite(SPRITE_HAIR, hairStyle * -1,
ColorDB::get(hairColor));
player_node->imitateOutfit(dstBeing);
if (msg.getId() == SMSG_PLAYER_MOVE)
{
Uint16 srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
player_node->followMoveTo(dstBeing, srcX, srcY, dstX, dstY);
dstBeing->setTileCoords(srcX, srcY);
dstBeing->setDestination(dstX, dstY);
if (player_node->getCurrentAction() != Being::STAND)
player_node->imitateAction(dstBeing, Being::STAND);
if (player_node->getDirection() != dstBeing->getDirection())
{
player_node->imitateDirection(dstBeing,
dstBeing->getDirection());
}
}
else
{
Uint8 dir;
Uint16 x, y;
msg.readCoordinates(x, y, dir);
dstBeing->setTileCoords(x, y);
dir = getDirection(dir);
dstBeing->setDirection(dir);
player_node->imitateDirection(dstBeing, dir);
}
gmstatus = msg.readInt16();
if (gmstatus & 0x80)
dstBeing->setGM(true);
if (msg.getId() == SMSG_PLAYER_UPDATE_1)
{
int type = msg.readInt8();
switch (type)
{
case 0:
dstBeing->setAction(Being::STAND);
player_node->imitateAction(dstBeing, Being::STAND);
break;
case 1:
dstBeing->setAction(Being::DEAD);
break;
case 2:
dstBeing->setAction(Being::SIT);
player_node->imitateAction(dstBeing, Being::SIT);
break;
default:
//need set stay state?
logger->log("QQQ2 SMSG_PLAYER_UPDATE_1:"
+ toString(id) + " " + toString(type));
if (dstBeing)
{
logger->log("dstBeing id:"
+ toString(dstBeing->getId()));
logger->log("dstBeing name:"
+ dstBeing->getName());
}
break;
}
}
else if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readInt8(); // unknown
}
level = msg.readInt8(); // Lv
if (level)
dstBeing->setLevel(level);
msg.readInt8(); // unknown
dstBeing->setActionTime(tick_time);
dstBeing->reset();
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff);
dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
if (msg.getId() == SMSG_PLAYER_MOVE
&& dstBeing->getType() == Being::PLAYER)
{
dstBeing->setMoveTime();
}
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 = actorSpriteManager->findBeing(id);
if (dstBeing)
{
Uint16 x, y;
x = msg.readInt16();
y = msg.readInt16();
dstBeing->setTileCoords(x, y);
if (dstBeing->getCurrentAction() == Being::MOVE)
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...
*/
if (player_node)
player_node->fixAttackTarget();
break;
case SMSG_PLAYER_STATUS_CHANGE:
// Change in players' flags
id = msg.readInt32();
dstBeing = actorSpriteManager->findBeing(id);
if (!dstBeing)
break;
stunMode = msg.readInt16();
statusEffects = msg.readInt16();
statusEffects |= ((Uint32) msg.readInt16()) << 16;
msg.readInt8(); // Unused?
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 = actorSpriteManager->findBeing(id);
if (dstBeing)
dstBeing->setStatusEffect(status, flag);
break;
case SMSG_SKILL_CASTING:
msg.readInt32(); // src id
msg.readInt32(); // dst id
msg.readInt16(); // dst x
msg.readInt16(); // dst y
msg.readInt16(); // skill num
msg.readInt32(); // skill get pl
msg.readInt32(); // cast time
break;
case SMSG_SKILL_CAST_CANCEL:
msg.readInt32(); // id
break;
case SMSG_SKILL_NO_DAMAGE:
msg.readInt16(); // skill id
msg.readInt16(); // heal
msg.readInt32(); // dst id
msg.readInt32(); // src id
msg.readInt8(); // fail
break;
case SMSG_PVP_MAP_MODE:
{
Game *game = Game::instance();
if (!game)
break;
Map *map = game->getCurrentMap();
if (map)
map->setPvpMode(msg.readInt16());
break;
}
case SMSG_PVP_SET:
{
int id = msg.readInt32(); // id
int rank = msg.readInt32(); // rank
msg.readInt32(); // num
dstBeing = actorSpriteManager->findBeing(id);
if (dstBeing)
dstBeing->setPvpRank(rank);
break;
}
default:
break;
}
}
Uint8 BeingHandler::getDirection(Uint8 dir)
{
if (dir == 0)
dir = 8;
return dir;
}
void BeingHandler::undress(Being *being)
{
being->setSprite(SPRITE_BOTTOMCLOTHES, 0);
being->setSprite(SPRITE_TOPCLOTHES, 0);
being->setSprite(SPRITE_HAT, 0);
being->setSprite(SPRITE_SHOE, 0);
being->setSprite(SPRITE_GLOVES, 0);
// being->setSprite(SPRITE_WEAPON, 0, "", true);
}
} // namespace TmwAthena