/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2016 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 <http://www.gnu.org/licenses/>. */ #include "net/eathena/beingrecv.h" #include "actormanager.h" #include "effectmanager.h" #include "game.h" #include "itemcolormanager.h" #include "notifymanager.h" #include "party.h" #include "being/mercenaryinfo.h" #include "const/resources/item/cards.h" #include "enums/resources/notifytypes.h" #include "particle/particle.h" #include "input/keyboardconfig.h" #include "gui/viewport.h" #include "gui/windows/skilldialog.h" #include "gui/windows/socialwindow.h" #include "gui/windows/outfitwindow.h" #include "net/serverfeatures.h" #include "net/ea/beingrecv.h" #include "net/ea/eaprotocol.h" #include "net/charserverhandler.h" #include "net/character.h" #include "net/messagein.h" #include "net/eathena/maptypeproperty2.h" #include "net/eathena/sprite.h" #include "resources/iteminfo.h" #include "resources/db/itemdb.h" #include "resources/map/map.h" #include "utils/timer.h" #include "debug.h" extern int packetVersion; extern int serverVersion; namespace EAthena { void BeingRecv::processBeingChangeLook2(Net::MessageIn &msg) { if (!actorManager) return; Being *const dstBeing = actorManager->findBeing( msg.readBeingId("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(msg, dstBeing, type, id, id2, nullptr); } void BeingRecv::processBeingChangeLookCards(Net::MessageIn &msg) { Being *dstBeing = nullptr; int cards[maxCards]; if (!actorManager) { // here can be look from char server if (!serverFeatures->haveAdvancedSprites()) return; Net::Characters &chars = Net::CharServerHandler::mCharacters; const BeingId id = msg.readBeingId("being id"); FOR_EACH (Net::Characters::iterator, it, chars) { Net::Character *character = *it; if (character->dummy && character->dummy->getId() == id) { dstBeing = character->dummy; break; } } } else { dstBeing = actorManager->findBeing( msg.readBeingId("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; for (int f = 0; f < maxCards; f ++) cards[f] = msg.readInt16("card"); if (!dstBeing) return; processBeingChangeLookContinue(msg, dstBeing, type, id, id2, &cards[0]); } void BeingRecv::processBeingChangeLookContinue(Net::MessageIn &msg, Being *const dstBeing, const uint8_t type, const int id, const int id2, const int *cards) { if (dstBeing->getType() == ActorType::Player) dstBeing->setOtherTime(); const ItemColor itemColor = ItemColorManager::getColorFromCards(cards); const std::string color; switch (type) { case 0: // change race dstBeing->setSubtype(fromInt(id, BeingTypeId), dstBeing->getLook()); break; case 1: // eAthena LOOK_HAIR dstBeing->setHairColor(fromInt(id, ItemColor)); 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, "", itemColor, true); dstBeing->setSprite(SPRITE_FLOOR, id2); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 3: // LOOK_HEAD_BOTTOM dstBeing->setSprite(SPRITE_WEAPON, id, color, itemColor); if (localPlayer) 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, itemColor); if (localPlayer) 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, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_BOTTOM); break; case 6: // eAthena LOOK_HAIR_COLOR dstBeing->setHairColor(fromInt(id, ItemColor)); dstBeing->setSpriteColor(SPRITE_HAIR_COLOR, ItemDB::get(dstBeing->getSpriteID( SPRITE_HAIR_COLOR)).getDyeColorsString( fromInt(id, ItemColor))); break; case 7: // Clothes color. Now used as look dstBeing->setLook(static_cast<uint8_t>(id)); break; case 8: // eAthena LOOK_SHIELD dstBeing->setSprite(SPRITE_FLOOR, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_FLOOR); break; case 9: // eAthena LOOK_SHOES dstBeing->setSprite(SPRITE_HAIR, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HAIR); break; case 10: // LOOK_GLOVES dstBeing->setSprite(SPRITE_SHOES, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_SHOES); break; case 11: // LOOK_FLOOR dstBeing->setSprite(SPRITE_SHIELD, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_SHIELD); break; case 12: // LOOK_ROBE dstBeing->setSprite(SPRITE_HEAD_TOP, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_TOP); break; case 13: // COSTUME_HEAD_TOP dstBeing->setSprite(SPRITE_HEAD_MID, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_HEAD_MID); break; case 14: // COSTUME_HEAD_MID dstBeing->setSprite(SPRITE_ROBE, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_ROBE); break; case 15: // COSTUME_HEAD_LOW dstBeing->setSprite(SPRITE_EVOL2, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL2); break; case 16: // COSTUME_GARMENT dstBeing->setSprite(SPRITE_EVOL3, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL3); break; case 17: // ARMOR dstBeing->setSprite(SPRITE_EVOL4, id, color, itemColor); if (localPlayer) localPlayer->imitateOutfit(dstBeing, SPRITE_EVOL4); break; default: UNIMPLIMENTEDPACKET; break; } } void BeingRecv::processBeingVisible(Net::MessageIn &msg) { if (!actorManager) return; msg.readInt16("len"); const BeingType::BeingType type = static_cast<BeingType::BeingType>( msg.readUInt8("object type")); // Information about a being in range const BeingId id = msg.readBeingId("being id"); if (serverVersion == 0 || serverVersion >= 11) msg.readBeingId("char id"); BeingId spawnId; if (id == Ea::BeingRecv::mSpawnId) spawnId = Ea::BeingRecv::mSpawnId; else spawnId = BeingId_zero; Ea::BeingRecv::mSpawnId = BeingId_zero; int16_t speed = msg.readInt16("speed"); const uint16_t stunMode = msg.readInt16("opt1"); // probably wrong effect usage uint32_t statusEffects = msg.readInt16("opt2"); statusEffects |= (static_cast<uint32_t>(msg.readInt32("option"))) << 16; 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(msg, 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 != BeingId_zero) { 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(fromInt(job, BeingTypeId), 0); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); const int hairStyle = msg.readInt16("hair style"); const uint32_t weapon = static_cast<uint32_t>(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 ItemColor hairColor = fromInt(msg.readInt16("hair color"), ItemColor); 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<uint16_t>( msg.readInt32("opt3"))); dstBeing->setKarma(msg.readUInt8("karma")); uint8_t gender = static_cast<uint8_t>(msg.readUInt8("gender") & 3); if (dstBeing->getType() == ActorType::Player) { dstBeing->setGender(Being::intToGender(gender)); dstBeing->setHairColor(hairColor); // Set these after the gender, as the sprites may be gender-specific Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); Ea::BeingRecv::setSprite(dstBeing, SPRITE_WEAPON, headBottom); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); Ea::BeingRecv::setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR, shoes); Ea::BeingRecv::setSprite(dstBeing, SPRITE_SHOES, gloves); Ea::BeingRecv::setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); // Ea::BeingRecv::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"); applyPlayerAction(msg, dstBeing, 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<int>(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"); if (packetVersion >= 20150513) msg.readInt16("body2"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffffU)); } void BeingRecv::processBeingMove(Net::MessageIn &msg) { if (!actorManager) return; msg.readInt16("len"); const BeingType::BeingType type = static_cast<BeingType::BeingType>( msg.readUInt8("object type")); // Information about a being in range const BeingId id = msg.readBeingId("being id"); if (serverVersion == 0 || serverVersion >= 11) msg.readBeingId("char id"); BeingId spawnId; if (id == Ea::BeingRecv::mSpawnId) spawnId = Ea::BeingRecv::mSpawnId; else spawnId = BeingId_zero; Ea::BeingRecv::mSpawnId = BeingId_zero; int16_t speed = msg.readInt16("speed"); // if (visible) // { const uint16_t stunMode = msg.readInt16("opt1"); // probably wrong effect usage 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"); // } statusEffects |= (static_cast<uint32_t>(msg.readInt32("option"))) << 16; 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(msg, 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 != BeingId_zero) 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(fromInt(job, BeingTypeId), 0); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); const int hairStyle = msg.readInt16("hair style"); const uint32_t weapon = static_cast<uint32_t>(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 ItemColor hairColor = fromInt( msg.readInt16("hair color"), ItemColor); 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<uint16_t>( msg.readInt32("opt3"))); dstBeing->setKarma(msg.readUInt8("karma")); uint8_t gender = static_cast<uint8_t>(msg.readUInt8("gender") & 3); if (dstBeing->getType() == ActorType::Player) { dstBeing->setGender(Being::intToGender(gender)); dstBeing->setHairColor(hairColor); // Set these after the gender, as the sprites may be gender-specific Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); if (!serverFeatures->haveMove3()) { Ea::BeingRecv::setSprite(dstBeing, SPRITE_WEAPON, headBottom); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); Ea::BeingRecv::setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR, shoes); Ea::BeingRecv::setSprite(dstBeing, SPRITE_SHOES, gloves); Ea::BeingRecv::setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); } // Ea::BeingRecv::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 (localPlayer) localPlayer->followMoveTo(dstBeing, srcX, srcY, dstX, dstY); 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<int>(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"); if (packetVersion >= 20150513) msg.readInt16("body2"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffffU)); } void BeingRecv::processBeingSpawn(Net::MessageIn &msg) { if (!actorManager) return; msg.readInt16("len"); const BeingType::BeingType type = static_cast<BeingType::BeingType>( msg.readUInt8("object type")); // Information about a being in range const BeingId id = msg.readBeingId("being id"); if (serverVersion == 0 || serverVersion >= 11) msg.readBeingId("char id"); Ea::BeingRecv::mSpawnId = id; const BeingId spawnId = id; int16_t speed = msg.readInt16("speed"); // if (visible) // { const uint16_t stunMode = msg.readInt16("opt1"); // probably wrong effect usage 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"); // } statusEffects |= (static_cast<uint32_t>(msg.readInt32("option"))) << 16; 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(msg, 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 != BeingId_zero) 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(fromInt(job, BeingTypeId), 0); if (dstBeing->getType() == ActorType::Monster && localPlayer) localPlayer->checkNewName(dstBeing); const int hairStyle = msg.readInt16("hair style"); const uint32_t weapon = static_cast<uint32_t>(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 ItemColor hairColor = fromInt( msg.readInt16("hair color"), ItemColor); 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<uint16_t>( msg.readInt32("opt3"))); dstBeing->setKarma(msg.readUInt8("karma")); uint8_t gender = static_cast<uint8_t>(msg.readUInt8("gender") & 3); if (dstBeing->getType() == ActorType::Player) { dstBeing->setGender(Being::intToGender(gender)); dstBeing->setHairColor(hairColor); // Set these after the gender, as the sprites may be gender-specific Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); Ea::BeingRecv::setSprite(dstBeing, SPRITE_WEAPON, headBottom); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HEAD_BOTTOM, headMid); Ea::BeingRecv::setSprite(dstBeing, SPRITE_CLOTHES_COLOR, headTop); Ea::BeingRecv::setSprite(dstBeing, SPRITE_HAIR, shoes); Ea::BeingRecv::setSprite(dstBeing, SPRITE_SHOES, gloves); Ea::BeingRecv::setSprite(dstBeing, SPRITE_BODY, weapon, "", ItemColor_one, true); // Ea::BeingRecv::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<int>(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"); if (packetVersion >= 20150513) msg.readInt16("body2"); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffffU)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffffU)); } void BeingRecv::processMapTypeProperty(Net::MessageIn &msg) { const int16_t type = msg.readInt16("type"); const int flags = msg.readInt32("flags"); if (type == 0x28) { // +++ need get other flags from here MapTypeProperty2 props; props.data = static_cast<uint32_t>(flags); Game *const game = Game::instance(); if (!game) return; Map *const map = game->getCurrentMap(); if (!map) return; map->setPvpMode(props.bits.party | (props.bits.guild * 2)); } } void BeingRecv::processMapType(Net::MessageIn &msg) { const int16_t type = msg.readInt16("type"); if (type == 19) NotifyManager::notify(NotifyTypes::MAP_TYPE_BATTLEFIELD); else UNIMPLIMENTEDPACKET; } void BeingRecv::processSkillCasting(Net::MessageIn &msg) { const BeingId srcId = msg.readBeingId("src id"); const BeingId dstId = msg.readBeingId("dst id"); const int dstX = msg.readInt16("dst x"); const int dstY = msg.readInt16("dst y"); const int skillId = msg.readInt16("skill id"); msg.readInt32("property"); // can be used to trigger effect const int castTime = msg.readInt32("cast time"); msg.readInt8("dispossable"); if (!effectManager) return; if (srcId == BeingId_zero) { UNIMPLIMENTEDPACKET; return; } else if (dstId != BeingId_zero) { // being to being Being *const srcBeing = actorManager->findBeing(srcId); Being *const dstBeing = actorManager->findBeing(dstId); if (srcBeing) srcBeing->setAction(BeingAction::CAST, skillId); skillDialog->playCastingSrcEffect(skillId, srcBeing); skillDialog->playCastingDstEffect(skillId, dstBeing); } else if (dstX != 0 || dstY != 0) { // being to position Being *const srcBeing = actorManager->findBeing(srcId); if (srcBeing) srcBeing->setAction(BeingAction::CAST, skillId); skillDialog->playCastingDstTileEffect(skillId, dstX, dstY, castTime); } } void BeingRecv::processBeingStatusChange(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingStatusChange") if (!actorManager) { BLOCK_END("BeingRecv::processBeingStatusChange") return; } // Status change const uint16_t status = msg.readInt16("status"); const BeingId id = msg.readBeingId("being id"); const Enable flag = fromBool( msg.readUInt8("flag: 0: stop, 1: start"), Enable); 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("BeingRecv::processBeingStatusChange") } void BeingRecv::processBeingStatusChange2(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingStatusChange") if (!actorManager) { BLOCK_END("BeingRecv::processBeingStatusChange") return; } // Status change const uint16_t status = msg.readInt16("status"); const BeingId id = msg.readBeingId("being id"); const Enable flag = fromBool( msg.readUInt8("flag: 0: stop, 1: start"), Enable); 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("BeingRecv::processBeingStatusChange") } void BeingRecv::processBeingMove2(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingMove2") if (!actorManager) { BLOCK_END("BeingRecv::processBeingMove2") return; } /* * A simplified movement packet, used by the * later versions of eAthena for both mobs and * players */ Being *const dstBeing = actorManager->findBeing( msg.readBeingId("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("BeingRecv::processBeingMove2") return; } dstBeing->setTileCoords(srcX, srcY); if (localPlayer) localPlayer->followMoveTo(dstBeing, srcX, srcY, dstX, dstY); if (!serverFeatures->haveMove3()) dstBeing->setDestination(dstX, dstY); if (dstBeing->getType() == ActorType::Player) dstBeing->setMoveTime(); BLOCK_END("BeingRecv::processBeingMove2") } void BeingRecv::processBeingAction2(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingAction2") if (!actorManager) { BLOCK_END("BeingRecv::processBeingAction2") return; } Being *const srcBeing = actorManager->findBeing( msg.readBeingId("src being id")); Being *const dstBeing = actorManager->findBeing( msg.readBeingId("dst being id")); msg.readInt32("tick"); const int srcSpeed = msg.readInt32("src speed"); msg.readInt32("dst speed"); const int param1 = msg.readInt32("damage"); if (serverVersion == 0 || serverVersion >= 11) msg.readUInt8("is sp damaged"); msg.readInt16("count"); const AttackTypeT type = static_cast<AttackTypeT>( msg.readUInt8("action")); msg.readInt32("left damage"); switch (type) { case AttackType::HIT: // Damage case AttackType::CRITICAL: // Critical Damage case AttackType::MULTI: // Critical Damage case AttackType::MULTI_REFLECT: case AttackType::REFLECT: // Reflected Damage case AttackType::FLEE: // Lucky Dodge case AttackType::SPLASH: case AttackType::SKILL: case AttackType::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) { // level not present, using 1 dstBeing->takeDamage(srcBeing, param1, static_cast<AttackTypeT>(type), 1); } break; case AttackType::PICKUP: break; case AttackType::TOUCH_SKILL: break; case AttackType::SIT: if (srcBeing) { srcBeing->setAction(BeingAction::SIT, 0); if (srcBeing->getType() == ActorType::Player) { srcBeing->setMoveTime(); if (localPlayer) localPlayer->imitateAction(srcBeing, BeingAction::SIT); } } break; case AttackType::STAND: if (srcBeing) { srcBeing->setAction(BeingAction::STAND, 0); if (srcBeing->getType() == ActorType::Player) { srcBeing->setMoveTime(); if (localPlayer) { localPlayer->imitateAction(srcBeing, BeingAction::STAND); } } } break; default: case AttackType::MISS: case AttackType::SKILLMISS: UNIMPLIMENTEDPACKET; break; } BLOCK_END("BeingRecv::processBeingAction2") } void BeingRecv::processMonsterHp(Net::MessageIn &msg) { Being *const dstBeing = actorManager->findBeing( msg.readBeingId("monster id")); const int hp = msg.readInt32("hp"); const int maxHP = msg.readInt32("max hp"); if (dstBeing) { dstBeing->setHP(hp); dstBeing->setMaxHP(maxHP); } } void BeingRecv::processSkillAutoCast(Net::MessageIn &msg) { const int id = msg.readInt16("skill id"); msg.readInt16("inf"); msg.readInt16("unused"); const int level = msg.readInt16("skill level"); msg.readInt16("sp"); msg.readInt16("range"); msg.readString(24, "skill name"); msg.readInt8("unused"); if (localPlayer) { localPlayer->handleSkill(localPlayer, 0, id, level); localPlayer->takeDamage(localPlayer, 0, AttackType::SKILL, id, level); } } void BeingRecv::processRanksList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ here need window with rank tables. msg.readInt16("rank type"); for (int f = 0; f < 10; f ++) msg.readString(24, "name"); for (int f = 0; f < 10; f ++) msg.readInt32("points"); msg.readInt32("my points"); } void BeingRecv::processBlacksmithRanksList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ here need window with rank tables. for (int f = 0; f < 10; f ++) msg.readString(24, "name"); for (int f = 0; f < 10; f ++) msg.readInt32("points"); } void BeingRecv::processAlchemistRanksList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ here need window with rank tables. for (int f = 0; f < 10; f ++) msg.readString(24, "name"); for (int f = 0; f < 10; f ++) msg.readInt32("points"); } void BeingRecv::processTaekwonRanksList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ here need window with rank tables. for (int f = 0; f < 10; f ++) msg.readString(24, "name"); for (int f = 0; f < 10; f ++) msg.readInt32("points"); } void BeingRecv::processPkRanksList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ here need window with rank tables. for (int f = 0; f < 10; f ++) msg.readString(24, "name"); for (int f = 0; f < 10; f ++) msg.readInt32("points"); } void BeingRecv::processBeingChangeDirection(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingChangeDirection") if (!actorManager) { BLOCK_END("BeingRecv::processBeingChangeDirection") return; } Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); msg.readInt16("head direction"); const uint8_t dir = Net::MessageIn::fromServerDirection( static_cast<uint8_t>(msg.readUInt8("player direction") & 0x0FU)); if (!dstBeing) { BLOCK_END("BeingRecv::processBeingChangeDirection") return; } dstBeing->setDirection(dir); if (localPlayer) localPlayer->imitateDirection(dstBeing, dir); BLOCK_END("BeingRecv::processBeingChangeDirection") } void BeingRecv::processBeingSpecialEffect(Net::MessageIn &msg) { if (!effectManager || !actorManager) return; const BeingId id = msg.readBeingId("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 BeingRecv::processBeingSpecialEffectNum(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ need somhow show this effects. // type is not same with self/misc effect. msg.readBeingId("account id"); msg.readInt32("effect type"); msg.readInt32("num"); // effect variable } void BeingRecv::processBeingSoundEffect(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; // +++ need play this effect. msg.readString(24, "sound effect name"); msg.readUInt8("type"); msg.readInt32("unused"); msg.readInt32("source being id"); } void BeingRecv::processSkillGroundNoDamage(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("skill id"); msg.readInt32("src id"); msg.readInt16("val"); msg.readInt16("x"); msg.readInt16("y"); msg.readInt32("tick"); } void BeingRecv::processSkillEntry(Net::MessageIn &msg) { msg.readInt16("len"); const BeingId id = msg.readBeingId("skill unit id"); msg.readBeingId("creator accound id"); const int x = msg.readInt16("x"); const int y = msg.readInt16("y"); const int job = msg.readInt32("job"); msg.readUInt8("radius"); msg.readUInt8("visible"); const int level = msg.readUInt8("level"); Being *const dstBeing = createBeing2(msg, id, job, BeingType::SKILL); if (!dstBeing) return; dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(x, y); dstBeing->setLevel(level); } void BeingRecv::processPlaterStatusChange(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPlayerStop") if (!actorManager) { BLOCK_END("BeingRecv::processPlayerStop") return; } // Change in players' flags const BeingId id = msg.readBeingId("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<uint32_t>(msg.readInt32("option"))) << 16; dstBeing->setKarma(msg.readUInt8("karma")); dstBeing->setStunMode(stunMode); dstBeing->setStatusEffectBlock(0, static_cast<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); BLOCK_END("BeingRecv::processPlayerStop") } void BeingRecv::processPlaterStatusChange2(Net::MessageIn &msg) { if (!actorManager) return; // look like this function unused on server const BeingId id = msg.readBeingId("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<uint16_t>( (statusEffects >> 16) & 0xffff)); dstBeing->setStatusEffectBlock(16, static_cast<uint16_t>( statusEffects & 0xffff)); } void BeingRecv::processPlaterStatusChangeNoTick(Net::MessageIn &msg) { const uint16_t status = msg.readInt16("index"); const BeingId id = msg.readBeingId("account id"); const Enable flag = fromBool(msg.readUInt8("state") ? true : false, Enable); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) return; dstBeing->setStatusEffect(status, flag); } void BeingRecv::processBeingResurrect(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingResurrect") if (!actorManager || !localPlayer) { BLOCK_END("BeingRecv::processBeingResurrect") return; } // A being changed mortality status const BeingId id = msg.readBeingId("being id"); msg.readInt16("unused"); Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) { BLOCK_END("BeingRecv::processBeingResurrect") return; } // If this is player's current target, clear it. if (dstBeing == localPlayer->getTarget()) localPlayer->stopAttack(); dstBeing->setAction(BeingAction::STAND, 0); BLOCK_END("BeingRecv::processBeingResurrect") } void BeingRecv::processPlayerGuilPartyInfo(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPlayerGuilPartyInfo") if (!actorManager) { BLOCK_END("BeingRecv::processPlayerGuilPartyInfo") return; } Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); if (dstBeing) { dstBeing->setName(msg.readString(24, "char name")); dstBeing->setPartyName(msg.readString(24, "party name")); dstBeing->setGuildName(msg.readString(24, "guild name")); dstBeing->setGuildPos(msg.readString(24, "guild pos")); dstBeing->addToCache(); } BLOCK_END("BeingRecv::processPlayerGuilPartyInfo") } void BeingRecv::processBeingRemoveSkill(Net::MessageIn &msg) { const BeingId id = msg.readBeingId("skill unit id"); if (!actorManager) return; Being *const dstBeing = actorManager->findBeing(id); if (!dstBeing) return; actorManager->destroy(dstBeing); } void BeingRecv::processBeingFakeName(Net::MessageIn &msg) { const BeingType::BeingType type = static_cast<BeingType::BeingType>( msg.readUInt8("object type")); const BeingId id = msg.readBeingId("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, "unused"); Being *const dstBeing = createBeing2(msg, id, job, type); if (!dstBeing) return; dstBeing->setSubtype(fromInt(job, BeingTypeId), 0); dstBeing->setTileCoords(x, y); dstBeing->setDirection(dir); } void BeingRecv::processBeingStatUpdate1(Net::MessageIn &msg) { const BeingId id = msg.readBeingId("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) { UNIMPLIMENTEDPACKET; return; } dstBeing->setManner(value); } void BeingRecv::processBeingSelfEffect(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processBeingSelfEffect") if (!effectManager || !actorManager) { BLOCK_END("BeingRecv::processBeingSelfEffect") return; } const BeingId id = msg.readBeingId("being id"); Being *const being = actorManager->findBeing(id); if (!being) { BLOCK_END("BeingRecv::processBeingSelfEffect") return; } const int effectType = msg.readInt32("effect type"); if (Particle::enabled) effectManager->trigger(effectType, being); BLOCK_END("BeingRecv::processBeingSelfEffect") } void BeingRecv::processMobInfo(Net::MessageIn &msg) { const int len = msg.readInt16("len"); if (len < 12) return; Being *const dstBeing = actorManager->findBeing( msg.readBeingId("monster id")); const int attackRange = msg.readInt32("range"); if (dstBeing) dstBeing->setAttackRange(attackRange); } void BeingRecv::processBeingAttrs(Net::MessageIn &msg) { const int len = msg.readInt16("len"); if (len < 12) return; const bool haveMount = serverFeatures->haveExtendedRiding(); if (haveMount && len < 14) return; Being *const dstBeing = actorManager->findBeing( msg.readBeingId("player id")); const int gmLevel = msg.readInt32("gm level"); uint16_t mount = 0; if (haveMount) mount = msg.readInt16("mount"); if (dstBeing) { if (gmLevel) { if (dstBeing == localPlayer) localPlayer->setGMLevel(gmLevel); dstBeing->setGM(true); } else { if (dstBeing == localPlayer) localPlayer->setGMLevel(0); if (dstBeing) dstBeing->setGM(false); } if (haveMount) { dstBeing->setHorse(mount); } } } void BeingRecv::processMonsterInfo(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("class"); msg.readInt16("level"); msg.readInt16("size"); msg.readInt32("hp"); msg.readInt16("def"); msg.readInt16("race"); msg.readInt16("mdef"); msg.readInt16("ele"); } void BeingRecv::processClassChange(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("being id"); msg.readUInt8("type"); msg.readInt32("class"); } void BeingRecv::processSpiritBalls(Net::MessageIn &msg) { Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); const int balls = msg.readInt16("spirits amount"); if (dstBeing) dstBeing->setSpiritBalls(balls); } void BeingRecv::processBladeStop(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("src being id"); msg.readInt32("dst being id"); msg.readInt32("flag"); } void BeingRecv::processComboDelay(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("being id"); msg.readInt32("wait"); } void BeingRecv::processWddingEffect(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("being id"); } void BeingRecv::processBeingSlide(Net::MessageIn &msg) { Being *const dstBeing = actorManager->findBeing( msg.readBeingId("being id")); const int x = msg.readInt16("x"); const int y = msg.readInt16("y"); if (!dstBeing) return; if (localPlayer == dstBeing) { localPlayer->stopAttack(); localPlayer->navigateClean(); if (viewport) viewport->returnCamera(); } dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(x, y); dstBeing->updatePets(); } void BeingRecv::processStarsKill(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readString(24, "map name"); msg.readInt32("monster id"); msg.readUInt8("start"); msg.readUInt8("result"); } void BeingRecv::processGladiatorFeelRequest(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readUInt8("which"); } void BeingRecv::processBossMapInfo(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readUInt8("info type"); msg.readInt32("x"); msg.readInt32("y"); msg.readInt16("min hours"); msg.readInt16("min minutes"); msg.readInt16("max hours"); msg.readInt16("max minutes"); msg.readString(24, "monster name"); // really can be used 51 byte? } void BeingRecv::processBeingFont(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("account id"); msg.readInt16("font"); } void BeingRecv::processBeingMilleniumShield(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("account id"); msg.readInt16("shields"); msg.readInt16("unused"); } void BeingRecv::processBeingCharm(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("account id"); msg.readInt16("charm type"); msg.readInt16("charm count"); } void BeingRecv::processBeingViewEquipment(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; const int count = (msg.readInt16("len") - 45) / 31; msg.readString(24, "name"); msg.readInt16("job"); msg.readInt16("head"); msg.readInt16("accessory"); msg.readInt16("accessory2"); msg.readInt16("accessory3"); msg.readInt16("robe"); msg.readInt16("hair color"); msg.readInt16("body color"); msg.readUInt8("gender"); for (int f = 0; f < count; f ++) { msg.readInt16("index"); msg.readInt16("item id"); msg.readUInt8("item type"); msg.readInt32("location"); msg.readInt32("wear state"); msg.readInt8("refine"); for (int d = 0; d < maxCards; d ++) msg.readInt16("card"); msg.readInt32("hire expire date (?)"); msg.readInt16("equip type"); msg.readInt16("item sprite number"); msg.readUInt8("flags"); } } void BeingRecv::processPvpSet(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processPvpSet") const BeingId id = msg.readBeingId("being id"); const int rank = msg.readInt32("rank"); msg.readInt32("num"); if (actorManager) { Being *const dstBeing = actorManager->findBeing(id); if (dstBeing) dstBeing->setPvpRank(rank); } BLOCK_END("BeingRecv::processPvpSet") } void BeingRecv::processNameResponse2(Net::MessageIn &msg) { BLOCK_START("BeingRecv::processNameResponse2") if (!actorManager || !localPlayer) { BLOCK_END("BeingRecv::processNameResponse2") return; } const int len = msg.readInt16("len"); const BeingId beingId = msg.readBeingId("account ic"); const std::string str = msg.readString(len - 8, "name"); Being *const dstBeing = actorManager->findBeing(beingId); if (dstBeing) { if (beingId == localPlayer->getId()) { localPlayer->pingResponse(); } else { dstBeing->setName(str); dstBeing->updateGuild(); dstBeing->addToCache(); if (dstBeing->getType() == ActorType::Player) dstBeing->updateColors(); if (localPlayer) { const Party *const party = localPlayer->getParty(); if (party && party->isMember(dstBeing->getId())) { PartyMember *const member = party->getMember( dstBeing->getId()); if (member) member->setName(dstBeing->getName()); } localPlayer->checkNewName(dstBeing); } } } BLOCK_END("BeingRecv::processNameResponse2") } Being *BeingRecv::createBeing2(Net::MessageIn &msg, const BeingId id, const int16_t job, const BeingType::BeingType beingType) { if (!actorManager) return nullptr; ActorTypeT 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::SKILL: type = ActorType::SkillUnit; break; case BeingType::ITEM: case BeingType::ELEMENTAL: logger->log("not supported object type: %d, job: %d", static_cast<int>(beingType), static_cast<int>(job)); break; case BeingType::CHAT: default: UNIMPLIMENTEDPACKET; type = ActorType::Monster; logger->log("not supported object type: %d, job: %d", static_cast<int>(beingType), static_cast<int>(job)); break; } if (job == 45 && beingType == BeingType::NPC_EVENT) type = ActorType::Portal; Being *const being = actorManager->createBeing( id, type, fromInt(job, BeingTypeId)); if (beingType == BeingType::MERSOL) { MercenaryInfo *const info = PlayerInfo::getMercenary(); if (info && info->id == id) PlayerInfo::setMercenaryBeing(being); } else if (beingType == BeingType::PET) { if (PlayerInfo::getPetBeingId() == id) PlayerInfo::setPetBeing(being); } return being; } void BeingRecv::processSkillCancel(Net::MessageIn &msg) { msg.readInt32("id?"); } void BeingRecv::processSolveCharName(Net::MessageIn &msg) { const int id = msg.readInt32("char id"); const std::string name = msg.readString(24, "name"); if (actorManager) actorManager->addChar(id, name); } void BeingRecv::processGraffiti(Net::MessageIn &msg) { const BeingId id = msg.readBeingId("graffiti id"); msg.readBeingId("creator id"); const int x = msg.readInt16("x"); const int y = msg.readInt16("y"); const int job = msg.readUInt8("job"); msg.readUInt8("visible"); msg.readUInt8("is content"); const std::string text = msg.readString(80, "text"); Being *const dstBeing = createBeing2(msg, id, job, BeingType::SKILL); if (!dstBeing) return; dstBeing->setAction(BeingAction::STAND, 0); dstBeing->setTileCoords(x, y); dstBeing->setShowName(true); dstBeing->setName(text); } void BeingRecv::applyPlayerAction(Net::MessageIn &msg, Being *const being, const uint8_t type) { if (!being) return; 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: UNIMPLIMENTEDPACKET; break; } } } // namespace EAthena