/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011 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/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
extern Net::BeingHandler *beingHandler;
namespace TmwAthena
{
BeingHandler::BeingHandler(bool enableSync):
Ea::BeingHandler(enableSync)
{
static const Uint16 _messages[] =
{
SMSG_BEING_VISIBLE,
SMSG_BEING_MOVE,
SMSG_BEING_MOVE2,
SMSG_BEING_REMOVE,
SMSG_SKILL_DAMAGE,
SMSG_BEING_ACTION,
SMSG_BEING_SELFEFFECT,
SMSG_BEING_EMOTION,
SMSG_BEING_CHANGE_LOOKS,
SMSG_BEING_CHANGE_LOOKS2,
SMSG_BEING_NAME_RESPONSE,
SMSG_BEING_NAME_RESPONSE2,
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;
}
void BeingHandler::requestNameById(int id)
{
MessageOut outMsg(0x0094);
outMsg.writeInt32(id); //readLong(2));
}
void BeingHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_BEING_VISIBLE:
case SMSG_BEING_MOVE:
processBeingVisibleOrMove(msg, msg.getId() == SMSG_BEING_VISIBLE);
break;
case SMSG_BEING_MOVE2:
processBeingMove2(msg);
break;
case SMSG_BEING_SPAWN:
processBeingSpawn(msg);
break;
case SMSG_BEING_REMOVE:
processBeingRemove(msg);
break;
case SMSG_BEING_RESURRECT:
processBeingResurrect(msg);
break;
case SMSG_SKILL_DAMAGE:
{
processSkillDamage(msg);
break;
}
case SMSG_BEING_ACTION:
{
processBeingAction(msg);
break;
}
case SMSG_BEING_SELFEFFECT:
{
processBeingSelfEffect(msg);
break;
}
case SMSG_BEING_EMOTION:
processBeingEmotion(msg);
break;
case SMSG_BEING_CHANGE_LOOKS:
case SMSG_BEING_CHANGE_LOOKS2:
processBeingChangeLook(msg,
msg.getId() == SMSG_BEING_CHANGE_LOOKS2);
break;
case SMSG_BEING_NAME_RESPONSE:
processNameResponse(msg);
break;
case SMSG_BEING_NAME_RESPONSE2:
processNameResponse2(msg);
break;
case SMSG_BEING_IP_RESPONSE:
processIpResponse(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_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
int type;
switch (msg.getId())
{
case SMSG_PLAYER_UPDATE_1:
type = 1;
break;
case SMSG_PLAYER_UPDATE_2:
type = 2;
break;
case SMSG_PLAYER_MOVE:
type = 3;
break;
default:
return;
}
processPlayerMoveUpdate(msg, type);
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_BEING_STATUS_CHANGE:
processBeingStatusChange(msg);
break;
case SMSG_SKILL_CASTING:
processSkilCasting(msg);
break;
case SMSG_SKILL_CAST_CANCEL:
msg.readInt32(); // id
break;
case SMSG_SKILL_NO_DAMAGE:
processSkillNoDamage(msg);
break;
case SMSG_PVP_MAP_MODE:
processPvpMapMode(msg);
break;
case SMSG_PVP_SET:
processPvpSet(msg);
break;
default:
break;
}
}
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);
}
void BeingHandler::processBeingChangeLook(Net::MessageIn &msg, bool look2)
{
if (!actorSpriteManager)
return;
Being *dstBeing;
/*
* 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())))
return;
int type = msg.readInt8();
int id = 0;
int id2 = 0;
std::string color;
if (!look2)
{
id = msg.readInt8();
id2 = 1; // default color
}
else
{ // SMSG_BEING_CHANGE_LOOKS2
id = msg.readInt16();
if (type == 2 || serverVersion > 0)
id2 = msg.readInt16();
else
id2 = 1;
color = "";
}
if (dstBeing->getType() == Being::PLAYER)
dstBeing->setOtherTime();
if (!player_node)
return;
switch (type)
{
case 0: // change race
dstBeing->setSubtype(static_cast(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, "", 1, 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, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_BOTTOMCLOTHES);
break;
case 4: // Change upper headgear for eAthena, hat for us
dstBeing->setSprite(SPRITE_HAT, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_HAT);
break;
case 5: // Change middle headgear for eathena, armor for us
dstBeing->setSprite(SPRITE_TOPCLOTHES, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_TOPCLOTHES);
break;
case 6: // eAthena LOOK_HAIR_COLOR
dstBeing->setSpriteColor(SPRITE_HAIR,
ColorDB::getHairColor(id));
break;
case 8: // eAthena LOOK_SHIELD
if (!config.getBoolValue("hideShield"))
{
dstBeing->setSprite(SPRITE_SHIELD, id, color,
static_cast(id2));
}
player_node->imitateOutfit(dstBeing, SPRITE_SHIELD);
break;
case 9: // eAthena LOOK_SHOES
dstBeing->setSprite(SPRITE_SHOE, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_SHOE);
break;
case 10: // LOOK_GLOVES
dstBeing->setSprite(SPRITE_GLOVES, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_GLOVES);
break;
case 11: // LOOK_CAPE
dstBeing->setSprite(SPRITE_CAPE, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_CAPE);
break;
case 12:
dstBeing->setSprite(SPRITE_MISC1, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_MISC1);
break;
case 13:
dstBeing->setSprite(SPRITE_MISC2, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_MISC2);
break;
case 14:
dstBeing->setSprite(SPRITE_EVOL1, id, color,
static_cast(id2));
player_node->imitateOutfit(dstBeing, SPRITE_EVOL1);
break;
case 15:
dstBeing->setSprite(SPRITE_EVOL2, id, color,
static_cast(id2));
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;
}
}
void BeingHandler::processNameResponse2(Net::MessageIn &msg)
{
if (!actorSpriteManager || !player_node)
return;
Being *dstBeing;
int len = msg.readInt16();
int beingId = msg.readInt32();
std::string str = msg.readString(len - 8);
if ((dstBeing = actorSpriteManager->findBeing(beingId)))
{
if (beingId == player_node->getId())
{
player_node->pingResponse();
}
else
{
dstBeing->setName(str);
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);
}
}
}
}
void BeingHandler::processPlayerMoveUpdate(Net::MessageIn &msg, int msgType)
{
if (!actorSpriteManager || !player_node)
return;
Uint16 headTop, headMid, headBottom;
Uint16 weapon, shield;
Uint16 gmstatus;
int level;
int guild;
Being *dstBeing;
int hairStyle, hairColor;
unsigned char colors[9];
Uint8 dir;
// An update about a player, potentially including movement.
int id = msg.readInt32();
short speed = msg.readInt16();
Uint16 stunMode = msg.readInt16(); // opt1; Aethyra use this as cape
Uint32 statusEffects = msg.readInt16(); // opt2; Aethyra use this as misc1
statusEffects |= (static_cast(msg.readInt16()))
<< 16; // status.options; Aethyra uses this as misc2
short job = msg.readInt16();
dstBeing = actorSpriteManager->findBeing(id);
if (!dstBeing)
{
if (actorSpriteManager->isBlocked(id) == true)
return;
dstBeing = createBeing(id, job);
if (!dstBeing)
return;
}
dir = dstBeing->getDirectionDelayed();
if (dir)
{
if (dir != dstBeing->getDirection())
dstBeing->setDirection(dir);
}
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 (msgType == 3)
msg.readInt32(); // server tick
headTop = msg.readInt16();
headMid = msg.readInt16();
hairColor = msg.readInt16();
colors[0] = msg.readInt8();
colors[1] = msg.readInt8();
colors[2] = msg.readInt8();
msg.readInt8(); //unused
// 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(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, "", 1, true);
if (!config.getBoolValue("hideShield"))
dstBeing->setSprite(SPRITE_SHIELD, shield);
//dstBeing->setSprite(SPRITE_SHOE, shoes);
if (serverVersion > 0)
{
dstBeing->setSprite(SPRITE_BOTTOMCLOTHES, headBottom,
"", colors[0]);
dstBeing->setSprite(SPRITE_TOPCLOTHES, headMid, "", colors[2]);
dstBeing->setSprite(SPRITE_HAT, headTop, "", colors[1]);
}
else
{
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::getHairColor(hairColor));
player_node->imitateOutfit(dstBeing);
if (msgType == 3)
{
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);
// because server dont send direction in move packet,
// we fixing it
if (srcX != dstX || srcY != dstY)
{
int dir = dstBeing->calcDirection(dstX, dstY);
if (dir && dstBeing->getDirection() != dir)
dstBeing->setDirectionDelayed(static_cast(dir));
}
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);
dstBeing->setDirection(dir);
player_node->imitateDirection(dstBeing, dir);
}
gmstatus = msg.readInt16();
if (gmstatus & 0x80)
dstBeing->setGM(true);
if (msgType == 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 (msgType == 3)
{
msg.readInt8(); // unknown
}
level = msg.readInt8(); // Lv
if (level)
dstBeing->setLevel(level);
msg.readInt8(); // unknown
if (dstBeing->getType() != Being::PLAYER
|| msgType != 3)
{
dstBeing->setActionTime(tick_time);
// dstBeing->reset();
}
dstBeing->setStunMode(stunMode);
dstBeing->setStatusEffectBlock(0, static_cast(
(statusEffects >> 16) & 0xffff));
dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff);
if (msgType == 3 && dstBeing->getType() == Being::PLAYER)
dstBeing->setMoveTime();
}
} // namespace TmwAthena