/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2015 The ManaPlus Developers * * This file is part of The ManaPlus 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/eathena/beinghandler.h" #include "actormanager.h" #include "effectmanager.h" #include "guildmanager.h" #include "being/localplayer.h" #include "being/mercenaryinfo.h" #include "being/playerinfo.h" #include "particle/particle.h" #include "input/keyboardconfig.h" #include "gui/windows/socialwindow.h" #include "gui/windows/outfitwindow.h" #include "net/serverfeatures.h" #include "net/ea/eaprotocol.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "net/eathena/sprite.h" #include "resources/iteminfo.h" #include "resources/db/itemdb.h" #include "utils/stringutils.h" #include "utils/timer.h" #include "debug.h" extern Net::BeingHandler *beingHandler; extern int serverVersion; namespace EAthena { BeingHandler::BeingHandler(const bool enableSync) : MessageHandler(), Ea::BeingHandler(enableSync) { static const uint16_t _messages[] = { SMSG_BEING_VISIBLE, SMSG_BEING_MOVE, SMSG_BEING_MOVE2, SMSG_BEING_REMOVE, SMSG_BEING_REMOVE_SKILL, SMSG_SKILL_DAMAGE, SMSG_BEING_ACTION, SMSG_BEING_ACTION2, SMSG_BEING_SELFEFFECT, SMSG_BEING_SPECIAL_EFFECT, SMSG_BEING_SPECIAL_EFFECT_NUM, SMSG_BEING_SOUND_EFFECT, SMSG_BEING_EMOTION, SMSG_BEING_CHANGE_LOOKS2, SMSG_BEING_NAME_RESPONSE, SMSG_BEING_NAME_RESPONSE2, SMSG_PLAYER_GUILD_PARTY_INFO, SMSG_BEING_CHANGE_DIRECTION, SMSG_PLAYER_STOP, SMSG_PLAYER_MOVE_TO_ATTACK, SMSG_PLAYER_STATUS_CHANGE, SMSG_PLAYER_STATUS_CHANGE2, SMSG_PLAYER_STATUS_CHANGE_NO_TICK, SMSG_BEING_STATUS_CHANGE, SMSG_BEING_STATUS_CHANGE2, SMSG_BEING_RESURRECT, SMSG_SOLVE_CHAR_NAME, SMSG_BEING_SPAWN, SMSG_SKILL_CASTING, SMSG_SKILL_CAST_CANCEL, SMSG_SKILL_NO_DAMAGE, SMSG_SKILL_GROUND_NO_DAMAGE, SMSG_SKILL_ENTRY, SMSG_PVP_MAP_MODE, SMSG_PVP_SET, SMSG_MAP_TYPE_PROPERTY2, SMSG_MAP_TYPE, SMSG_MONSTER_HP, SMSG_PLAYER_HP, SMSG_SKILL_AUTO_CAST, SMSG_RANKS_LIST, SMSG_BEING_FAKE_NAME, SMSG_BEING_STAT_UPDATE_1, SMSG_MOB_INFO, SMSG_BEING_MOVE3, 0 }; handledMessages = _messages; beingHandler = this; } void BeingHandler::requestNameById(const int id) const { createOutPacket(CMSG_NAME_REQUEST); outMsg.writeInt32(id, "being id"); } void BeingHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_BEING_VISIBLE: processBeingVisible(msg); break; case SMSG_BEING_MOVE: processBeingMove(msg); break; case SMSG_BEING_SPAWN: processBeingSpawn(msg); break; case SMSG_BEING_MOVE2: processBeingMove2(msg); break; case SMSG_BEING_REMOVE: processBeingRemove(msg); break; case SMSG_BEING_REMOVE_SKILL: processBeingRemoveSkil(msg); break; case SMSG_BEING_RESURRECT: processBeingResurrect(msg); break; case SMSG_SKILL_DAMAGE: processSkillDamage(msg); break; case SMSG_SKILL_AUTO_CAST: processSkillAutoCast(msg); break; case SMSG_BEING_ACTION: processBeingAction(msg); break; case SMSG_BEING_ACTION2: processBeingAction2(msg); break; case SMSG_BEING_SELFEFFECT: processBeingSelfEffect(msg); break; case SMSG_BEING_SPECIAL_EFFECT: processBeingSpecialEffect(msg); break; case SMSG_BEING_SPECIAL_EFFECT_NUM: processBeingSpecialEffectNum(msg); break; case SMSG_BEING_SOUND_EFFECT: processBeingSoundEffect(msg); break; case SMSG_BEING_EMOTION: processBeingEmotion(msg); break; case SMSG_BEING_CHANGE_LOOKS2: processBeingChangeLook2(msg); break; case SMSG_BEING_NAME_RESPONSE: processNameResponse(msg); break; case SMSG_BEING_NAME_RESPONSE2: processNameResponse2(msg); break; case SMSG_SOLVE_CHAR_NAME: break; case SMSG_PLAYER_GUILD_PARTY_INFO: processPlayerGuilPartyInfo(msg); break; case SMSG_BEING_CHANGE_DIRECTION: processBeingChangeDirection(msg); break; case SMSG_PLAYER_STOP: processPlayerStop(msg); break; case SMSG_PLAYER_MOVE_TO_ATTACK: processPlayerMoveToAttack(msg); break; case SMSG_PLAYER_STATUS_CHANGE: processPlaterStatusChange(msg); break; case SMSG_PLAYER_STATUS_CHANGE2: processPlaterStatusChange2(msg); break; case SMSG_PLAYER_STATUS_CHANGE_NO_TICK: processPlaterStatusChangeNoTick(msg); break; case SMSG_BEING_STATUS_CHANGE: case SMSG_BEING_STATUS_CHANGE2: processBeingStatusChange(msg); break; case SMSG_SKILL_CASTING: processSkillCasting(msg); break; case SMSG_SKILL_CAST_CANCEL: msg.readInt32("id?"); break; case SMSG_SKILL_NO_DAMAGE: processSkillNoDamage(msg); break; case SMSG_SKILL_GROUND_NO_DAMAGE: processSkillGroundNoDamage(msg); break; case SMSG_SKILL_ENTRY: processSkillEntry(msg); break; case SMSG_PVP_MAP_MODE: processPvpMapMode(msg); break; case SMSG_PVP_SET: processPvpSet(msg); break; case SMSG_MAP_TYPE_PROPERTY2: processMapTypeProperty(msg); break; case SMSG_MAP_TYPE: processMapType(msg); break; case SMSG_MONSTER_HP: case SMSG_PLAYER_HP: processMonsterHp(msg); break; case SMSG_RANKS_LIST: processRanksList(msg); break; case SMSG_BEING_FAKE_NAME: processBeingFakeName(msg); break; case SMSG_BEING_STAT_UPDATE_1: processBeingStatUpdate1(msg); break; case SMSG_MOB_INFO: processMobInfo(msg); break; case SMSG_BEING_MOVE3: processBeingMove3(msg); break; default: break; } } Being *BeingHandler::createBeing2(const int id, const int16_t job, const BeingType::BeingType beingType) { if (!actorManager) return nullptr; ActorType::Type type = ActorType::Unknown; switch (beingType) { case BeingType::PC: type = ActorType::Player; break; case BeingType::NPC: case BeingType::NPC_EVENT: type = ActorType::Npc; break; case BeingType::MONSTER: type = ActorType::Monster; break; case BeingType::MERSOL: type = ActorType::Mercenary; break; case BeingType::PET: type = ActorType::Pet; break; case BeingType::HOMUN: type = ActorType::Homunculus; break; case BeingType::ITEM: case BeingType::SKILL: case BeingType::ELEMENTAL: logger->log("not supported object type: %d, job: %d", static_cast(beingType), static_cast(job)); break; case BeingType::CHAT: default: type = ActorType::Monster; logger->log("not supported object type: %d, job: %d", static_cast(beingType), static_cast(job)); break; } if (job == 45 && beingType == BeingType::NPC_EVENT) type = ActorType::Portal; Being *const being = actorManager->createBeing(id, type, job); if (beingType == BeingType::MERSOL) { MercenaryInfo *const info = PlayerInfo::getMercenary(); if (info && info->id == id) PlayerInfo::setMercenaryBeing(being); } return being; } void BeingHandler::undress(Being *const being) const { being->setSprite(SPRITE_WEAPON, 0); being->setSprite(SPRITE_HEAD_BOTTOM, 0); being->setSprite(SPRITE_CLOTHES_COLOR, 0); being->setSprite(SPRITE_HAIR, 0); being->setSprite(SPRITE_SHOES, 0); // being->setSprite(SPRITE_BODY, 0, "", true); } void BeingHandler::requestRanks(const Rank::Rank rank) const { createOutPacket(CMSG_REQUEST_RANKS); outMsg.writeInt16(static_cast(rank), "type"); } void BeingHandler::processBeingChangeLook2(Net::MessageIn &msg) { if (!actorManager) return; Being *const dstBeing = actorManager->findBeing( msg.readInt32("being id")); const uint8_t type = msg.readUInt8("type"); const int id = msg.readInt16("id1"); unsigned int id2 = msg.readInt16("id2"); if (type != 2) id2 = 1; if (!localPlayer || !dstBeing) return; processBeingChangeLookContinue(dstBeing, type, id, id2); } void BeingHandler::processBeingChangeLookContinue(Being *const dstBeing, const uint8_t type, const int id, const int id2) { if (dstBeing->getType() == ActorType::Player) dstBeing->setOtherTime(); const std::string color; switch (type) { case 0: // change race dstBeing->setSubtype(static_cast(id), 0); break; case 1: // eAthena LOOK_HAIR dstBeing->setSpriteID(SPRITE_HAIR_COLOR, id *-1); break; case 2: // LOOK_WEAPON Weapon ID in id, Shield ID in id2 dstBeing->setSprite(SPRITE_BODY, id, "", 1, true); if (!mHideShield) dstBeing->setSprite(SPRITE_FLOOR, id2); localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // LOOK_HEAD_BOTTOM dstBeing->setSprite(SPRITE_WEAPON, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_WEAPON); break; case 4: // LOOK_HEAD_TOP Change upper headgear for eAthena, hat for us dstBeing->setSprite(SPRITE_CLOTHES_COLOR, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_CLOTHES_COLOR); break; case 5: // LOOK_HEAD_MID Change middle headgear for eathena, // armor for us dstBeing->setSprite(SPRITE_HEAD_BOTTOM, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR dstBeing->setSpriteColor(SPRITE_HAIR_COLOR, ItemDB::get(dstBeing->getSpriteID( SPRITE_HAIR_COLOR)).getDyeColorsString(id)); break; case 7: // Clothes color // ignoring it break; case 8: // eAthena LOOK_SHIELD if (!mHideShield) { dstBeing->setSprite(SPRITE_FLOOR, id, color, static_cast(id2)); } localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_HAIR, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_SHOES, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_FLOOR dstBeing->setSprite(SPRITE_SHIELD, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: // LOOK_ROBE dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); break; case 13: // COSTUME_HEAD_TOP dstBeing->setSprite(SPRITE_HEAD_MID, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); break; case 14: // COSTUME_HEAD_MID dstBeing->setSprite(SPRITE_ROBE, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: // COSTUME_HEAD_LOW dstBeing->setSprite(SPRITE_EVOL2, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2); break; case 16: // COSTUME_GARMENT dstBeing->setSprite(SPRITE_EVOL3, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL3); break; case 17: // ARMOR dstBeing->setSprite(SPRITE_EVOL4, id, color, static_cast(id2)); localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL4); break; default: logger->log("QQQ3 CHANGE_LOOKS: unsupported type: " "%d, id: %d", type, id); logger->log("ID: " + toString(dstBeing->getId())); logger->log("name: " + toString(dstBeing->getName())); break; } } void BeingHandler::processBeingVisible(Net::MessageIn &msg) { if (!actorManager) return; msg.readInt16("len"); const BeingType::BeingType type = static_cast( msg.readUInt8("object type")); // Information about a being in range const int id = msg.readInt32("being id"); int spawnId; if (id == mSpawnId) spawnId = mSpawnId; else spawnId = 0; mSpawnId = 0; int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); // probably wrong effect usage const uint32_t statusEffects = msg.readInt16("opt2"); msg.readInt32("option"); const int16_t job = msg.readInt16("class"); Being *dstBeing = actorManager->findBeing(id); if (dstBeing && dstBeing->getType() == ActorType::Monster && !dstBeing->isAlive()) { actorManager->destroy(dstBeing); actorManager->erase(dstBeing); dstBeing = nullptr; } if (!dstBeing) { if (actorManager->isBlocked(id) == true) return; dstBeing = createBeing2(id, job, type); if (!dstBeing) return; } else { // undeleting marked for deletion being if (dstBeing->getType() == ActorType::Npc) actorManager->undelete(dstBeing); } if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); if (spawnId) { dstBeing->setAction(BeingAction::SPAWN, 0); } else { dstBeing->clearPath(); dstBeing->setActionTime(tick_time); dstBeing->setAction(BeingAction::STAND, 0); } // Prevent division by 0 when calculating frame if (speed == 0) speed = 150; dstBeing->setWalkSpeed(Vector(speed, speed, 0)); dstBeing->setSubtype(job, 0); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); const int hairStyle = msg.readInt16("hair style"); const uint32_t weapon = static_cast(msg.readInt32("weapon")); const uint16_t headBottom = msg.readInt16("head bottom"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const int hairColor = msg.readInt16("hair color"); const uint16_t shoes = msg.readInt16("shoes or clothes color?"); const uint16_t gloves = msg.readInt16("head dir / gloves"); // may be use robe as gloves? msg.readInt16("robe"); msg.readInt32("guild id"); msg.readInt16("guild emblem"); dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, static_cast( msg.readInt32("opt3"))); dstBeing->setKarma(msg.readUInt8("karma")); uint8_t gender = static_cast(msg.readUInt8("gender") & 3); if (dstBeing->getType() == ActorType::Player) { dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); setSprite(dstBeing, SPRITE_WEAPON, headBottom); setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); setSprite(dstBeing, SPRITE_HAIR, shoes); setSprite(dstBeing, SPRITE_SHOES, gloves); setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); // if (!mHideShield) // setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) { dstBeing->setGender(Being::intToGender(gender)); } uint8_t dir; uint16_t x, y; msg.readCoordinates(x, y, dir, "position"); msg.readInt8("xs"); msg.readInt8("ys"); msg.readUInt8("action type"); dstBeing->setTileCoords(x, y); if (job == 45 && socialWindow && outfitWindow) { const int num = socialWindow->getPortalIndex(x, y); if (num >= 0) { dstBeing->setName(keyboard.getKeyShortString( outfitWindow->keyName(num))); } else { dstBeing->setName(""); } } dstBeing->setDirection(dir); const int level = static_cast(msg.readInt16("level")); if (level) dstBeing->setLevel(level); msg.readInt16("font"); const int maxHP = msg.readInt32("max hp"); const int hp = msg.readInt32("hp"); dstBeing->setMaxHP(maxHP); dstBeing->setHP(hp); msg.readInt8("is boss"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast( statusEffects & 0xffffU)); } void BeingHandler::processBeingMove(Net::MessageIn &msg) { if (!actorManager) return; msg.readInt16("len"); const BeingType::BeingType type = static_cast( msg.readUInt8("object type")); // Information about a being in range const int id = msg.readInt32("being id"); int spawnId; if (id == mSpawnId) spawnId = mSpawnId; else spawnId = 0; mSpawnId = 0; int16_t speed = msg.readInt16("speed"); // if (visible) // { const uint16_t stunMode = msg.readInt16("opt1"); // probably wrong effect usage const uint32_t statusEffects = msg.readInt16("opt2"); // } // else // { // commented for now, probably it can be removed after testing // msg.readInt16("body state"); // msg.readInt16("health state"); // } msg.readInt32("effect state"); const int16_t job = msg.readInt16("class"); Being *dstBeing = actorManager->findBeing(id); if (dstBeing && dstBeing->getType() == ActorType::Monster && !dstBeing->isAlive()) { actorManager->destroy(dstBeing); actorManager->erase(dstBeing); dstBeing = nullptr; } if (!dstBeing) { if (actorManager->isBlocked(id) == true) return; dstBeing = createBeing2(id, job, type); if (!dstBeing) return; } else { // undeleting marked for deletion being if (dstBeing->getType() == ActorType::Npc) actorManager->undelete(dstBeing); } if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); if (spawnId) dstBeing->setAction(BeingAction::SPAWN, 0); // Prevent division by 0 when calculating frame if (speed == 0) speed = 150; dstBeing->setWalkSpeed(Vector(speed, speed, 0)); dstBeing->setSubtype(job, 0); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); const int hairStyle = msg.readInt16("hair style"); const uint32_t weapon = static_cast(msg.readInt32("weapon")); const uint16_t headBottom = msg.readInt16("head bottom"); msg.readInt32("tick"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const int hairColor = msg.readInt16("hair color"); const uint16_t shoes = msg.readInt16("shoes or clothes color?"); const uint16_t gloves = msg.readInt16("head dir / gloves"); // may be use robe as gloves? msg.readInt16("robe"); msg.readInt32("guild id"); msg.readInt16("guild emblem"); dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, static_cast( msg.readInt32("opt3"))); dstBeing->setKarma(msg.readUInt8("karma")); uint8_t gender = static_cast(msg.readUInt8("gender") & 3); if (dstBeing->getType() == ActorType::Player) { dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); setSprite(dstBeing, SPRITE_WEAPON, headBottom); setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); setSprite(dstBeing, SPRITE_HAIR, shoes); setSprite(dstBeing, SPRITE_SHOES, gloves); setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); // if (!mHideShield) // setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) { dstBeing->setGender(Being::intToGender(gender)); } uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readUInt8("(sx<<4) | (sy&0x0f)"); msg.readInt8("xs"); msg.readInt8("ys"); dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(srcX, srcY); if (!serverFeatures->haveMove3()) dstBeing->setDestination(dstX, dstY); // because server don't send direction in move packet, we fixing it uint8_t d = 0; if (srcX == dstX && srcY == dstY) { // if player did one step from invisible area to visible, // move path is broken int x2 = localPlayer->getTileX(); int y2 = localPlayer->getTileY(); if (abs(x2 - srcX) > abs(y2 - srcY)) y2 = srcY; else x2 = srcX; d = dstBeing->calcDirection(x2, y2); } else { d = dstBeing->calcDirection(dstX, dstY); } if (d && dstBeing->getDirection() != d) dstBeing->setDirection(d); const int level = static_cast(msg.readInt16("level")); if (level) dstBeing->setLevel(level); msg.readInt16("font"); const int maxHP = msg.readInt32("max hp"); const int hp = msg.readInt32("hp"); dstBeing->setMaxHP(maxHP); dstBeing->setHP(hp); msg.readInt8("is boss"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast( statusEffects & 0xffffU)); } void BeingHandler::processBeingSpawn(Net::MessageIn &msg) { if (!actorManager) return; msg.readInt16("len"); const BeingType::BeingType type = static_cast( msg.readUInt8("object type")); // Information about a being in range const int id = msg.readInt32("being id"); mSpawnId = id; const int spawnId = id; int16_t speed = msg.readInt16("speed"); // if (visible) // { const uint16_t stunMode = msg.readInt16("opt1"); // probably wrong effect usage const uint32_t statusEffects = msg.readInt16("opt2"); // } // else // { // commented for now, probably it can be removed after testing // msg.readInt16("body state"); // msg.readInt16("health state"); // } msg.readInt32("effect state"); const int16_t job = msg.readInt16("class"); Being *dstBeing = actorManager->findBeing(id); if (dstBeing && dstBeing->getType() == ActorType::Monster && !dstBeing->isAlive()) { actorManager->destroy(dstBeing); actorManager->erase(dstBeing); dstBeing = nullptr; } if (!dstBeing) { if (actorManager->isBlocked(id) == true) return; dstBeing = createBeing2(id, job, type); if (!dstBeing) return; } else { // undeleting marked for deletion being if (dstBeing->getType() == ActorType::Npc) actorManager->undelete(dstBeing); } if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); if (spawnId) { dstBeing->setAction(BeingAction::SPAWN, 0); } // Prevent division by 0 when calculating frame if (speed == 0) speed = 150; dstBeing->setWalkSpeed(Vector(speed, speed, 0)); dstBeing->setSubtype(job, 0); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); const int hairStyle = msg.readInt16("hair style"); const uint32_t weapon = static_cast(msg.readInt32("weapon")); const uint16_t headBottom = msg.readInt16("head bottom"); const uint16_t headTop = msg.readInt16("head top"); const uint16_t headMid = msg.readInt16("head mid"); const int hairColor = msg.readInt16("hair color"); const uint16_t shoes = msg.readInt16("shoes or clothes color?"); const uint16_t gloves = msg.readInt16("head dir / gloves"); // may be use robe as gloves? msg.readInt16("robe"); msg.readInt32("guild id"); msg.readInt16("guild emblem"); dstBeing->setManner(msg.readInt16("manner")); dstBeing->setStatusEffectBlock(32, static_cast( msg.readInt32("opt3"))); dstBeing->setKarma(msg.readUInt8("karma")); uint8_t gender = static_cast(msg.readUInt8("gender") & 3); if (dstBeing->getType() == ActorType::Player) { dstBeing->setGender(Being::intToGender(gender)); // Set these after the gender, as the sprites may be gender-specific setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); setSprite(dstBeing, SPRITE_WEAPON, headBottom); setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); setSprite(dstBeing, SPRITE_HAIR, shoes); setSprite(dstBeing, SPRITE_SHOES, gloves); setSprite(dstBeing, SPRITE_BODY, weapon, "", 1, true); // if (!mHideShield) // setSprite(dstBeing, SPRITE_FLOOR, shield); } else if (dstBeing->getType() == ActorType::Npc && serverFeatures->haveNpcGender()) { dstBeing->setGender(Being::intToGender(gender)); } uint8_t dir; uint16_t x, y; msg.readCoordinates(x, y, dir, "position"); msg.readInt8("xs"); msg.readInt8("ys"); dstBeing->setTileCoords(x, y); if (job == 45 && socialWindow && outfitWindow) { const int num = socialWindow->getPortalIndex(x, y); if (num >= 0) { dstBeing->setName(keyboard.getKeyShortString( outfitWindow->keyName(num))); } else { dstBeing->setName(""); } } dstBeing->setDirection(dir); const int level = static_cast(msg.readInt16("level")); if (level) dstBeing->setLevel(level); msg.readInt16("font"); const int maxHP = msg.readInt32("max hp"); const int hp = msg.readInt32("hp"); dstBeing->setMaxHP(maxHP); dstBeing->setHP(hp); msg.readInt8("is boss"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast( statusEffects & 0xffffU)); } void BeingHandler::processMapTypeProperty(Net::MessageIn &msg) { msg.readInt16("type"); // +++ need get pvp and other flags from here msg.readInt32("flags"); } void BeingHandler::processMapType(Net::MessageIn &msg) { // battle ground map or not msg.readInt16("type"); } void BeingHandler::processSkillCasting(Net::MessageIn &msg) { msg.readInt32("src id"); msg.readInt32("dst id"); msg.readInt16("dst x"); msg.readInt16("dst y"); msg.readInt16("skill id"); msg.readInt32("property"); // can be used to trigger effect msg.readInt32("cast time"); msg.readInt8("dispossable"); } void BeingHandler::processBeingStatusChange(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processBeingStatusChange") if (!actorManager) { BLOCK_END("BeingHandler::processBeingStatusChange") return; } const bool status1 = msg.getId() == SMSG_BEING_STATUS_CHANGE; // Status change const uint16_t status = msg.readInt16("status"); const int id = msg.readInt32("being id"); const bool flag = msg.readUInt8("flag: 0: stop, 1: start"); if (status1) msg.readInt32("total"); msg.readInt32("left"); msg.readInt32("val1"); msg.readInt32("val2"); msg.readInt32("val3"); Being *const dstBeing = actorManager->findBeing(id); if (dstBeing) dstBeing->setStatusEffect(status, flag); BLOCK_END("BeingHandler::processBeingStatusChange") } void BeingHandler::processBeingMove2(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processBeingMove2") if (!actorManager) { BLOCK_END("BeingHandler::processBeingMove2") return; } /* * A simplified movement packet, used by the * later versions of eAthena for both mobs and * players */ Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id")); uint16_t srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY, "move path"); msg.readUInt8("(sx<<4) | (sy&0x0f)"); msg.readInt32("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) { BLOCK_END("BeingHandler::processBeingMove2") return; } dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(srcX, srcY); if (!serverFeatures->haveMove3()) dstBeing->setDestination(dstX, dstY); if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); BLOCK_END("BeingHandler::processBeingMove2") } void BeingHandler::processBeingAction2(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processBeingAction2") if (!actorManager) { BLOCK_END("BeingHandler::processBeingAction2") return; } Being *const srcBeing = actorManager->findBeing( msg.readInt32("src being id")); Being *const dstBeing = actorManager->findBeing( msg.readInt32("dst being id")); msg.readInt32("tick"); const int srcSpeed = msg.readInt32("src speed"); msg.readInt32("dst speed"); const int param1 = msg.readInt32("damage"); msg.readInt16("count"); const uint8_t type = msg.readUInt8("action"); msg.readInt32("left damage"); switch (type) { case Being::HIT: // Damage case Being::CRITICAL: // Critical Damage case Being::MULTI: // Critical Damage case Being::MULTI_REFLECT: case Being::REFLECT: // Reflected Damage case Being::FLEE: // Lucky Dodge case Being::SPLASH: case Being::SKILL: case Being::REPEATE: if (srcBeing) { if (srcSpeed && srcBeing->getType() == ActorType::Player) srcBeing->setAttackDelay(srcSpeed); // attackid=1, type srcBeing->handleAttack(dstBeing, param1, 1); if (srcBeing->getType() == ActorType::Player) srcBeing->setAttackTime(); } if (dstBeing) { dstBeing->takeDamage(srcBeing, param1, static_cast(type)); } break; case Being::PICKUP: break; case Being::TOUCH_SKILL: break; case Being::SIT: if (srcBeing) { srcBeing->setAction(BeingAction::SIT, 0); if (srcBeing->getType() == ActorType::Player) { srcBeing->setMoveTime(); if (localPlayer) localPlayer->imitateAction(srcBeing, BeingAction::SIT); } } break; case Being::STAND: if (srcBeing) { srcBeing->setAction(BeingAction::STAND, 0); if (srcBeing->getType() == ActorType::Player) { srcBeing->setMoveTime(); if (localPlayer) { localPlayer->imitateAction(srcBeing, BeingAction::STAND); } } } break; default: 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; } BLOCK_END("BeingHandler::processBeingAction2") } void BeingHandler::processMonsterHp(Net::MessageIn &msg) { Being *const dstBeing = actorManager->findBeing( msg.readInt32("monster id")); const int hp = msg.readInt32("hp"); const int maxHP = msg.readInt32("max hp"); if (dstBeing) { dstBeing->setHP(hp); dstBeing->setMaxHP(maxHP); } } void BeingHandler::processSkillAutoCast(Net::MessageIn &msg) { msg.readInt16("skill id"); msg.readInt16("inf"); msg.readInt16("unused"); msg.readInt16("skill level"); msg.readInt16("sp"); msg.readInt16("range"); msg.readString(24, "skill name"); msg.readInt8("unused"); } void BeingHandler::processRanksList(Net::MessageIn &msg) { // +++ here need window with rank tables. msg.readInt16("rank type"); for (int f = 0; f < 10; f ++) { msg.readString(24, "name"); msg.readInt32("points"); } msg.readInt32("my points"); } void BeingHandler::processBeingChangeDirection(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processBeingChangeDirection") if (!actorManager) { BLOCK_END("BeingHandler::processBeingChangeDirection") return; } Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id")); msg.readInt16("head direction"); const uint8_t dir = static_cast( msg.readUInt8("player direction") & 0x0FU); if (!dstBeing) { BLOCK_END("BeingHandler::processBeingChangeDirection") return; } dstBeing->setDirection(dir); if (localPlayer) localPlayer->imitateDirection(dstBeing, dir); BLOCK_END("BeingHandler::processBeingChangeDirection") } void BeingHandler::processBeingSpecialEffect(Net::MessageIn &msg) { if (!effectManager || !actorManager) return; const int id = static_cast(msg.readInt32("being id")); Being *const being = actorManager->findBeing(id); if (!being) return; const int effectType = msg.readInt32("effect type"); if (Particle::enabled) effectManager->trigger(effectType, being); // +++ need dehard code effectType == 3 if (effectType == 3 && being->getType() == ActorType::Player && socialWindow) { // reset received damage socialWindow->resetDamage(being->getName()); } } void BeingHandler::processBeingSpecialEffectNum(Net::MessageIn &msg) { // +++ need somhow show this effects. // type is not same with self/misc effect. msg.readInt32("account id"); msg.readInt32("effect type"); msg.readInt32("num"); // effect variable } void BeingHandler::processBeingSoundEffect(Net::MessageIn &msg) { // +++ need play this effect. msg.readString(24, "sound effect name"); msg.readUInt8("type"); msg.readInt32("unused"); msg.readInt32("source being id"); } void BeingHandler::applyPlayerAction(Being *const being, const uint8_t type) { switch (type) { case 0: being->setAction(BeingAction::STAND, 0); localPlayer->imitateAction(being, BeingAction::STAND); break; case 1: if (being->getCurrentAction() != BeingAction::DEAD) { being->setAction(BeingAction::DEAD, 0); being->recalcSpritesOrder(); } break; case 2: being->setAction(BeingAction::SIT, 0); localPlayer->imitateAction(being, BeingAction::SIT); break; default: // need set stand state? logger->log("QQQ2 SMSG_PLAYER_UPDATE_1:" + toString(type)); logger->log("being id:" + toString(being->getId())); logger->log("being name:" + being->getName()); break; } } void BeingHandler::viewPlayerEquipment(const Being *const being) { if (!being) return; createOutPacket(CMSG_PLAYER_VIEW_EQUIPMENT); outMsg.writeInt32(being->getId(), "account id"); } void BeingHandler::processSkillGroundNoDamage(Net::MessageIn &msg) { msg.readInt16("skill id"); msg.readInt32("src id"); msg.readInt16("val"); msg.readInt16("x"); msg.readInt16("y"); msg.readInt32("tick"); } void BeingHandler::processSkillEntry(Net::MessageIn &msg) { msg.readInt16("len"); msg.readInt32("accound id"); msg.readInt32("creator accound id"); msg.readInt16("x"); msg.readInt16("y"); msg.readInt32("job"); msg.readUInt8("radius"); msg.readUInt8("visible"); msg.readUInt8("level"); } void BeingHandler::processPlaterStatusChange(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processPlayerStop") if (!actorManager) { BLOCK_END("BeingHandler::processPlayerStop") return; } // Change in players' flags const int id = msg.readInt32("account id"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) return; const uint16_t stunMode = msg.readInt16("stun mode"); uint32_t statusEffects = msg.readInt16("status effect"); statusEffects |= (static_cast(msg.readInt32("opt?"))) << 16; dstBeing->setKarma(msg.readUInt8("karma")); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast( statusEffects & 0xffff)); BLOCK_END("BeingHandler::processPlayerStop") } void BeingHandler::processPlaterStatusChange2(Net::MessageIn &msg) { if (!actorManager) return; const int id = msg.readInt32("account id"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) return; uint32_t statusEffects = msg.readInt32("status effect"); dstBeing->setLevel(msg.readInt32("level")); msg.readInt32("showEFST"); dstBeing->setStatusEffectBlock(0, static_cast( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast( statusEffects & 0xffff)); } void BeingHandler::processPlaterStatusChangeNoTick(Net::MessageIn &msg) { // +++ probably need show some effect? msg.readInt16("index"); msg.readInt32("account id"); msg.readUInt8("state"); } void BeingHandler::processBeingResurrect(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processBeingResurrect") if (!actorManager || !localPlayer) { BLOCK_END("BeingHandler::processBeingResurrect") return; } // A being changed mortality status const int id = msg.readInt32("being id"); msg.readInt16("unused"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) { BLOCK_END("BeingHandler::processBeingResurrect") return; } // If this is player's current target, clear it. if (dstBeing == localPlayer->getTarget()) localPlayer->stopAttack(); dstBeing->setAction(BeingAction::STAND, 0); BLOCK_END("BeingHandler::processBeingResurrect") } void BeingHandler::processPlayerGuilPartyInfo(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processPlayerGuilPartyInfo") if (!actorManager) { BLOCK_END("BeingHandler::processPlayerGuilPartyInfo") return; } Being *const dstBeing = actorManager->findBeing(msg.readInt32("being id")); if (dstBeing) { dstBeing->setName(msg.readString(24, "char name")); dstBeing->setPartyName(msg.readString(24, "party name")); if (!guildManager || !GuildManager::getEnableGuildBot()) { dstBeing->setGuildName(msg.readString(24, "guild name")); dstBeing->setGuildPos(msg.readString(24, "guild pos")); } else { msg.readString(24, "guild name"); msg.readString(24, "guild pos"); } dstBeing->addToCache(); } BLOCK_END("BeingHandler::processPlayerGuilPartyInfo") } void BeingHandler::processBeingRemoveSkil(Net::MessageIn &msg) { // +++ if skill unit was added, here need remove it from actors msg.readInt32("skill unit id"); } void BeingHandler::processBeingFakeName(Net::MessageIn &msg) { const BeingType::BeingType type = static_cast( msg.readUInt8("object type")); const int id = msg.readInt32("npc id"); msg.skip(8, "unused"); const uint16_t job = msg.readInt16("class?"); // 111 msg.skip(30, "unused"); uint16_t x, y; uint8_t dir; msg.readCoordinates(x, y, dir, "position"); msg.readUInt8("sx"); msg.readUInt8("sy"); msg.skip(4, "unsued"); Being *const dstBeing = createBeing2(id, job, type); dstBeing->setSubtype(job, 0); dstBeing->setTileCoords(x, y); dstBeing->setDirection(dir); } void BeingHandler::processBeingStatUpdate1(Net::MessageIn &msg) { const int id = msg.readInt32("account id"); const int type = msg.readInt16("type"); const int value = msg.readInt32("value"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) return; if (type != Ea::MANNER) { logger->log("Error: unknown being stat type: %d", type); return; } dstBeing->setManner(value); } void BeingHandler::processBeingSelfEffect(Net::MessageIn &msg) { BLOCK_START("BeingHandler::processBeingSelfEffect") if (!effectManager || !actorManager) { BLOCK_END("BeingHandler::processBeingSelfEffect") return; } const int id = static_cast(msg.readInt32("being id")); Being *const being = actorManager->findBeing(id); if (!being) { BLOCK_END("BeingHandler::processBeingSelfEffect") return; } const int effectType = msg.readInt32("effect type"); if (Particle::enabled) effectManager->trigger(effectType, being); BLOCK_END("BeingHandler::processBeingSelfEffect") } void BeingHandler::processMobInfo(Net::MessageIn &msg) { const int len = msg.readInt16("len"); if (len < 12) return; Being *const dstBeing = actorManager->findBeing( msg.readInt32("monster id")); const int attackRange = msg.readInt32("range"); if (dstBeing) dstBeing->setAttackRange(attackRange); } } // namespace EAthena