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sapphire/src/servers/Server_Zone/PacketHandlers2.cpp

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2017-08-08 13:53:47 +02:00
#include <Server_Common/Common.h>
#include <Server_Common/CommonNetwork.h>
#include <Server_Common/Database.h>
#include <Server_Common/GamePacketNew.h>
#include <Server_Common/PacketContainer.h>
#include <boost/format.hpp>
#include "GameConnection.h"
#include "Session.h"
#include "Zone.h"
#include "ZonePosition.h"
#include "InitUIPacket.h"
#include "PingPacket.h"
#include "MoveActorPacket.h"
#include "ChatPacket.h"
#include "ServerNoticePacket.h"
#include "ActorControlPacket142.h"
#include "ActorControlPacket143.h"
#include "ActorControlPacket144.h"
#include "EventStartPacket.h"
#include "EventFinishPacket.h"
#include "PlayerStateFlagsPacket.h"
#include "GameCommandHandler.h"
#include "Player.h"
#include "Inventory.h"
#include "Globals.h"
#include "Forwards.h"
#include "EventHelper.h"
#include "Action.h"
#include "ActionTeleport.h"
#include "ActionCast.h"
extern Core::GameCommandHandler g_gameCommandMgr;
using namespace Core::Common;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::skillHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint32_t action = pInPacket->getValAt< uint32_t >( 0x24 );
uint32_t useCount = pInPacket->getValAt< uint32_t >( 0x28 );
uint64_t targetId = pInPacket->getValAt< uint64_t >( 0x30 );
if( action < 1000000 ) // normal action
{
std::string actionIdStr = boost::str( boost::format( "%|04X|" ) % action );
pPlayer->sendDebug( "---------------------------------------" );
pPlayer->sendDebug( "ActionHandler ( " + actionIdStr + " | " + g_exdData.m_actionInfoMap[action].name + " )" );
if( action == 5 )
{
auto currentAction = pPlayer->getCurrentAction();
// we should always have an action here, if not there is a bug
assert( currentAction );
currentAction->onStart();
}
else
{
Core::Entity::ActorPtr targetActor;
auto inRange = pPlayer->getInRangeActors();
for( auto actor : inRange )
{
if( actor->getId() == targetId )
{
targetActor = actor;
}
}
if( targetActor )
{
Action::ActionCastPtr pActionCast( new Action::ActionCast( pPlayer, targetActor, action ) );
pPlayer->setCurrentAction(pActionCast);
pPlayer->sendDebug( "setCurrentAction()" );
pPlayer->getCurrentAction()->onStart();
}
}
}
else if( action < 2000000 ) // craft action
{
}
else if( action < 3000000 ) // item action
{
auto info = g_exdData.getEventItemInfo( action );
if( info )
{
g_log.debug( info->name );
g_scriptMgr.onEventItem( pPlayer, action, info->eventId, info->castTime, targetId );
}
}
else if( action > 3000000 ) // unknown
{
}
}
void Core::Network::GameConnection::eventHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint16_t eventHandlerId = pInPacket->getValAt< uint16_t >( 0x12 );
// we need to abort the event in case it has not been scripted so the player wont be locked up
auto abortEventFunc = []( Core::Entity::PlayerPtr pPlayer, uint64_t actorId, uint32_t eventId )
{
pPlayer->queuePacket( EventStartPacket( pPlayer->getId(), actorId, eventId, 1, 0, 0 ) );
pPlayer->queuePacket( EventFinishPacket( pPlayer->getId(), eventId, 1, 0 ) );
// this isn't ideal as it will also reset any other status that might be active
pPlayer->queuePacket( PlayerStateFlagsPacket( pPlayer, PlayerStateFlagList{} ) );
};
std::string eventIdStr = boost::str( boost::format( "%|04X|" ) % static_cast< uint32_t >( eventHandlerId & 0xFFFF ) );
pPlayer->sendDebug( "---------------------------------------" );
pPlayer->sendDebug( "EventHandler ( " + eventIdStr + " )" );
switch( eventHandlerId )
{
case ClientIpcType::TalkEventHandler: // Talk event
{
uint64_t actorId = pInPacket->getValAt< uint64_t >( 0x20 );
uint32_t eventId = pInPacket->getValAt< uint32_t >( 0x28 );
if( !g_scriptMgr.onTalk( pPlayer, actorId, eventId ) )
abortEventFunc( pPlayer, actorId, eventId );
break;
}
case ClientIpcType::EmoteEventHandler: // Emote event
{
uint64_t actorId = pInPacket->getValAt< uint64_t >( 0x20 );
uint32_t eventId = pInPacket->getValAt< uint32_t >( 0x28 );
uint16_t emoteId = pInPacket->getValAt< uint16_t >( 0x2C );
std::string eventName = Event::getEventName( eventId );
if( !g_scriptMgr.onEmote( pPlayer, actorId, eventId, emoteId ) )
abortEventFunc( pPlayer, actorId, eventId );
break;
}
case ClientIpcType::WithinRangeEventHandler:
{
uint32_t eventId = pInPacket->getValAt< uint32_t >( 0x24 );
uint32_t eventParam1 = pInPacket->getValAt< uint32_t >( 0x20 );
float x = pInPacket->getValAt< float >( 0x28 );
float y = pInPacket->getValAt< float >( 0x2C );
float z = pInPacket->getValAt< float >( 0x30 );
std::string eventName = Event::getEventName( eventId );
if( !g_scriptMgr.onWithinRange( pPlayer, eventId, eventParam1, x, y, z ) )
abortEventFunc( pPlayer, 0, eventId );
break;
}
case ClientIpcType::OutOfRangeEventHandler:
{
uint32_t eventId = pInPacket->getValAt< uint32_t >( 0x24 );
uint32_t eventParam1 = pInPacket->getValAt< uint32_t >( 0x20 );
float x = pInPacket->getValAt< float >( 0x28 );
float y = pInPacket->getValAt< float >( 0x2C );
float z = pInPacket->getValAt< float >( 0x30 );
std::string eventName = Event::getEventName( eventId );
if( !g_scriptMgr.onOutsideRange( pPlayer, eventId, eventParam1, x, y, z ) )
abortEventFunc( pPlayer, 0, eventId );
break;
}
case ClientIpcType::EnterTeriEventHandler:
{
uint32_t eventId = pInPacket->getValAt< uint32_t >( 0x20 );
uint16_t eventParam1 = pInPacket->getValAt< uint16_t >( 0x24 );
uint16_t eventParam2 = pInPacket->getValAt< uint16_t >( 0x26 );
std::string eventName = Event::getEventName( eventId );
if( !g_scriptMgr.onEnterTerritory( pPlayer, eventId, eventParam1, eventParam2 ) )
abortEventFunc( pPlayer, 0, eventId );
break;
}
case ClientIpcType::ReturnEventHandler:
case ClientIpcType::TradeReturnEventHandler:
{
uint32_t eventId = pInPacket->getValAt< uint32_t >( 0x20 );
uint16_t subEvent = pInPacket->getValAt< uint16_t >( 0x24 );
uint16_t param1 = pInPacket->getValAt< uint16_t >( 0x26 );
uint16_t param2 = pInPacket->getValAt< uint16_t >( 0x28 );
uint16_t param3 = pInPacket->getValAt< uint16_t >( 0x2C );
std::string eventName = Event::getEventName( eventId );
if( !g_scriptMgr.onEventHandlerReturn( pPlayer, eventId, subEvent, param1, param2, param3 ) )
abortEventFunc( pPlayer, 0, eventId );
break;
}
}
}