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sapphire/src/servers/Server_Zone/PacketHandlers.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/Logger.h>
#include <Server_Common/ExdData.h>
#include <Server_Common/PacketContainer.h>
#include <boost/format.hpp>
#include "GameConnection.h"
#include "Session.h"
#include "Zone.h"
#include "ZonePosition.h"
#include "ServerZone.h"
#include "ZoneMgr.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 "Forwards.h"
#include "EventHelper.h"
#include "Action.h"
#include "ActionTeleport.h"
extern Core::Logger g_log;
extern Core::Db::Database g_database;
extern Core::ServerZone g_serverZone;
extern Core::ZoneMgr g_zoneMgr;
extern Core::Data::ExdData g_exdData;
extern Core::GameCommandHandler g_gameCommandMgr;
using namespace Core::Common;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
void Core::Network::GameConnection::fcInfoReqHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
GamePacketPtr pPe( new GamePacket( 0xDD, 0x78, pPlayer->getId(), pPlayer->getId() ) );
pPe->setValAt< uint8_t >( 0x48, 0x01 );
queueOutPacket( pPe );
}
void Core::Network::GameConnection::setSearchInfoHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint32_t inval = pInPacket->getValAt< uint32_t >( 0x20 );
uint32_t inval1 = pInPacket->getValAt< uint32_t >( 0x24 );
uint64_t status = pInPacket->getValAt< uint64_t >( 0x20 );
uint8_t selectRegion = pInPacket->getValAt< uint8_t >( 0x31 );
pPlayer->setSearchInfo( selectRegion, 0, pInPacket->getStringAt( 0x32 ) );
pPlayer->setOnlineStatusMask( status );
if( pPlayer->isNewAdventurer() && !( inval & 0x01000000 ) )
// mark player as not new adventurer anymore
pPlayer->setNewAdventurer( false );
else if( inval & 0x01000000 )
// mark player as new adventurer
pPlayer->setNewAdventurer( true );
GamePacketNew< FFXIVIpcSetOnlineStatus > statusPacket( pPlayer->getId() );
statusPacket.data().onlineStatusFlags = status;
queueOutPacket( statusPacket );
GamePacketNew< FFXIVIpcSetSearchInfo > searchInfoPacket( pPlayer->getId() );
searchInfoPacket.data().onlineStatusFlags = status;
searchInfoPacket.data().selectRegion = pPlayer->getSearchSelectRegion();
sprintf( searchInfoPacket.data().searchMessage, pPlayer->getSearchMessage() );
queueOutPacket( searchInfoPacket );
pPlayer->sendToInRangeSet( ActorControlPacket142( pPlayer->getId(), SetStatusIcon,
static_cast< uint8_t >( pPlayer->getOnlineStatus() ) ),
true );
}
void Core::Network::GameConnection::reqSearchInfoHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
GamePacketNew< FFXIVIpcInitSearchInfo > searchInfoPacket( pPlayer->getId() );
searchInfoPacket.data().onlineStatusFlags = pPlayer->getOnlineStatusMask();
searchInfoPacket.data().selectRegion = pPlayer->getSearchSelectRegion();
sprintf( searchInfoPacket.data().searchMessage, pPlayer->getSearchMessage() );
queueOutPacket( searchInfoPacket );
}
void Core::Network::GameConnection::linkshellListHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
GamePacketNew< FFXIVIpcLinkshellList > linkshellListPacket( pPlayer->getId() );
queueOutPacket( linkshellListPacket );
}
// TODO: move this and the handlers to a gm command handler
enum GmCommand
{
Pos = 0x0000,
Lv = 0x0001,
Race = 0x0002,
Tribe = 0x0003,
Sex = 0x0004,
Time = 0x0005,
Weather = 0x0006,
Call = 0x0007,
Inspect = 0x0008,
Speed = 0x0009,
Invis = 0x000D,
Raise = 0x0010,
Kill = 0x000E,
Icon = 0x0012,
Hp = 0x0064,
Mp = 0x0065,
Tp = 0x0066,
Gp = 0x0067,
Item = 0x00C8,
Gil = 0x00C9,
Collect = 0x00CA,
QuestAccept = 0x012C,
QuestCancel = 0x012D,
QuestComplete = 0x012E,
QuestIncomplete = 0x012F,
QuestSequence = 0x0130,
QuestInspect = 0x0131,
GC = 0x0154,
GCRank = 0x0155,
TeriInfo = 0x025D,
Jump = 0x025E,
JumpNpc = 0x025F,
};
void Core::Network::GameConnection::gm1Handler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint32_t commandId = pInPacket->getValAt< uint32_t >( 0x20 );
uint32_t param1 = pInPacket->getValAt< uint32_t >( 0x24 );
uint32_t param2 = pInPacket->getValAt< uint32_t >( 0x28 );
uint32_t param3 = pInPacket->getValAt< uint32_t >( 0x38 );
g_log.debug( pPlayer->getName() + " used GM1 commandId: " + std::to_string( commandId ) + ", params: " + std::to_string( param1 ) + ", " + std::to_string( param2 ) + ", " + std::to_string( param3 ) );
Core::Entity::ActorPtr targetActor;
if( pPlayer->getId() == param3 )
{
targetActor = pPlayer;
}
else {
auto inRange = pPlayer->getInRangeActors();
for( auto actor : inRange )
{
if( actor->getId() == param3 )
{
targetActor = actor;
}
}
}
switch( commandId )
{
case GmCommand::Kill:
{
targetActor->takeDamage( 9999999 );
pPlayer->sendNotice( "Killed " + std::to_string( targetActor->getId() ) );
break;
}
case GmCommand::QuestSequence:
{
targetActor->getAsPlayer()->updateQuest( param1, param2 );
break;
}
case GmCommand::QuestComplete:
{
targetActor->getAsPlayer()->finishQuest( param1 );
break;
}
case GmCommand::QuestAccept:
{
targetActor->getAsPlayer()->updateQuest( param1, 1 );
break;
}
case GmCommand::QuestCancel:
{
targetActor->getAsPlayer()->removeQuest( param1 );
break;
}
case GmCommand::QuestIncomplete:
{
targetActor->getAsPlayer()->unfinishQuest( param1 );
break;
}
case GmCommand::Speed:
{
targetActor->getAsPlayer()->queuePacket( ActorControlPacket143( pPlayer->getId(), Flee, param1 ) );
pPlayer->sendNotice( "Speed for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
break;
}
case GmCommand::Gil:
{
targetActor->getAsPlayer()->addCurrency( 1, param1 );
pPlayer->sendNotice( "Added " + std::to_string( param1 ) + " Gil for " + targetActor->getAsPlayer()->getName() );
break;
}
case GmCommand::Lv:
{
targetActor->getAsPlayer()->setLevel( param1 );
pPlayer->sendNotice( "Level for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
break;
}
case GmCommand::Hp:
{
targetActor->getAsPlayer()->setHp( param1 );
pPlayer->sendNotice( "Tp for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
break;
}
case GmCommand::Mp:
{
targetActor->getAsPlayer()->setMp( param1 );
pPlayer->sendNotice( "Mp for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
break;
}
case GmCommand::Gp:
{
targetActor->getAsPlayer()->setHp( param1 );
pPlayer->sendNotice( "Gp for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
break;
}
case GmCommand::Sex:
{
targetActor->getAsPlayer()->setLookAt( CharaLook::Gender, param1 );
pPlayer->sendNotice( "Sex for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
targetActor->spawn( targetActor->getAsPlayer() );
auto inRange = targetActor->getInRangeActors();
for( auto actor : inRange )
{
targetActor->getAsPlayer()->despawn( actor->getAsPlayer() );
targetActor->getAsPlayer()->spawn( actor->getAsPlayer() );
}
break;
}
case GmCommand::Race:
{
targetActor->getAsPlayer()->setLookAt( CharaLook::Race, param1 );
pPlayer->sendNotice( "Race for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
targetActor->spawn( targetActor->getAsPlayer() );
auto inRange = targetActor->getInRangeActors();
for( auto actor : inRange )
{
targetActor->getAsPlayer()->despawn( actor->getAsPlayer() );
targetActor->getAsPlayer()->spawn( actor->getAsPlayer() );
}
break;
}
case GmCommand::Tribe:
{
targetActor->getAsPlayer()->setLookAt( CharaLook::Tribe, param1 );
pPlayer->sendNotice( "Tribe for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
targetActor->spawn( targetActor->getAsPlayer() );
auto inRange = targetActor->getInRangeActors();
for( auto actor : inRange )
{
targetActor->getAsPlayer()->despawn( actor->getAsPlayer() );
targetActor->getAsPlayer()->spawn( actor->getAsPlayer() );
}
break;
}
case GmCommand::Item:
{
if( param2 < 1 || param2 > 99 )
{
param2 = 1;
}
if( ( param1 == 0xcccccccc ) )
{
pPlayer->sendUrgent( "Syntaxerror." );
return;
}
if( !targetActor->getAsPlayer()->addItem( -1, param1, param2 ) )
pPlayer->sendUrgent( "Item " + std::to_string( param1 ) + " not found..." );
break;
}
case GmCommand::Weather:
{
targetActor->getAsPlayer()->getCurrentZone()->setWeatherOverride( param1 );
pPlayer->sendNotice( "Weather in Zone \"" + targetActor->getAsPlayer()->getCurrentZone()->getName() + "\" of " + targetActor->getAsPlayer()->getName() + " set in range." );
break;
}
case GmCommand::TeriInfo:
{
pPlayer->sendNotice( "ZoneId: " + std::to_string( pPlayer->getZoneId() ) + "\nName: " + pPlayer->getCurrentZone()->getName() + "\nInternalName: " + pPlayer->getCurrentZone()->getInternalName() + "\nPopCount: " + std::to_string( pPlayer->getCurrentZone()->getPopCount() ) +
"\nCurrentWeather:" + std::to_string( pPlayer->getCurrentZone()->getCurrentWeather() ) + "\nNextWeather:" + std::to_string( pPlayer->getCurrentZone()->getNextWeather() ) );
break;
}
case GmCommand::Jump:
{
auto inRange = pPlayer->getInRangeActors();
for( auto actor : inRange )
{
pPlayer->changePosition( targetActor->getPos().x, targetActor->getPos().y, targetActor->getPos().z, targetActor->getRotation() );
}
pPlayer->sendNotice( "Jumping to " + targetActor->getAsPlayer()->getName() + " in range." );
break;
}
case GmCommand::Collect:
{
uint32_t gil = targetActor->getAsPlayer()->getCurrency( 1 );
if( gil < param1 )
{
pPlayer->sendUrgent( "Player does not have enough Gil(" + std::to_string( gil ) + ")" );
}
else
{
targetActor->getAsPlayer()->removeCurrency( 1, param1 );
pPlayer->sendNotice( "Removed " + std::to_string( param1 ) + " Gil from " + targetActor->getAsPlayer()->getName() + "(" + std::to_string( gil ) + " before)" );
}
break;
}
case GmCommand::Icon:
{
targetActor->getAsPlayer()->setOnlineStatusMask( param1 );
GamePacketNew< FFXIVIpcSetOnlineStatus > statusPacket( targetActor->getAsPlayer()->getId() );
statusPacket.data().onlineStatusFlags = param1;
queueOutPacket( statusPacket );
GamePacketNew< FFXIVIpcSetSearchInfo > searchInfoPacket( targetActor->getAsPlayer()->getId() );
searchInfoPacket.data().onlineStatusFlags = param1;
searchInfoPacket.data().selectRegion = targetActor->getAsPlayer()->getSearchSelectRegion();
sprintf( searchInfoPacket.data().searchMessage, targetActor->getAsPlayer()->getSearchMessage() );
targetActor->getAsPlayer()->queuePacket( searchInfoPacket );
targetActor->getAsPlayer()->sendToInRangeSet( ActorControlPacket142( pPlayer->getId(), SetStatusIcon,
static_cast< uint8_t >( pPlayer->getOnlineStatus() ) ),
true );
pPlayer->sendNotice( "Icon for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( param1 ) );
break;
}
case GmCommand::GC:
{
targetActor->getAsPlayer()->setGc( param1 );
pPlayer->sendNotice( "GC for " + targetActor->getAsPlayer()->getName() + " was set to " + std::to_string( targetActor->getAsPlayer()->getGc() ) );
break;
}
case GmCommand::GCRank:
{
targetActor->getAsPlayer()->setGcRankAt( targetActor->getAsPlayer()->getGc() - 1, param1 );
pPlayer->sendNotice( "GC Rank for " + targetActor->getAsPlayer()->getName() + " for GC " + std::to_string( targetActor->getAsPlayer()->getGc()) + " was set to " + std::to_string( targetActor->getAsPlayer()->getGcRankArray()[targetActor->getAsPlayer()->getGc() - 1] ) );
break;
}
default:
pPlayer->sendUrgent( "GM1 Command not implemented: " + std::to_string( commandId ) );
break;
}
}
void Core::Network::GameConnection::gm2Handler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint32_t commandId = pInPacket->getValAt< uint32_t >( 0x20 );
std::string param1 = pInPacket->getStringAt( 0x34 );
g_log.debug( pPlayer->getName() + " used GM2 commandId: " + std::to_string( commandId ) + ", params: " + param1 );
auto targetSession = g_serverZone.getSession( param1 );
Core::Entity::ActorPtr targetActor;
if( targetSession != nullptr )
{
targetActor = targetSession->getPlayer();
}
else
{
if( param1 == "self" )
{
targetActor = pPlayer;
}
else
{
pPlayer->sendUrgent("Player " + param1 + " not found on this server.");
return;
}
}
switch( commandId )
{
case GmCommand::Raise:
{
targetActor->getAsPlayer()->resetHp();
targetActor->getAsPlayer()->resetMp();
targetActor->getAsPlayer()->setStatus( Entity::Actor::ActorStatus::Idle );
targetActor->getAsPlayer()->setSyncFlag( Status );
targetActor->getAsPlayer()->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), ZoneIn, 0x01, 0x01, 0, 113 ), true );
targetActor->getAsPlayer()->sendToInRangeSet( ActorControlPacket142( pPlayer->getId(), SetStatus, static_cast< uint8_t >( Entity::Actor::ActorStatus::Idle ) ), true );
pPlayer->sendNotice( "Raised " + targetActor->getAsPlayer()->getName());
break;
}
case GmCommand::Jump:
{
if( targetActor->getAsPlayer()->getZoneId() != pPlayer->getZoneId() )
{
pPlayer->setZone( targetActor->getAsPlayer()->getZoneId() );
}
pPlayer->changePosition( targetActor->getPos().x, targetActor->getPos().y, targetActor->getPos().z, targetActor->getRotation() );
pPlayer->sendNotice( "Jumping to " + targetActor->getAsPlayer()->getName());
break;
}
case GmCommand::Call:
{
if( targetActor->getAsPlayer()->getZoneId() != pPlayer->getZoneId() )
{
targetActor->getAsPlayer()->setZone( pPlayer->getZoneId() );
}
targetActor->getAsPlayer()->changePosition( pPlayer->getPos().x, pPlayer->getPos().y, pPlayer->getPos().z, pPlayer->getRotation() );
pPlayer->sendNotice( "Calling " + targetActor->getAsPlayer()->getName() );
break;
}
case GmCommand::Inspect:
{
pPlayer->sendNotice( "Name: " + targetActor->getAsPlayer()->getName() + "\nGil: " + std::to_string( targetActor->getAsPlayer()->getCurrency( 1 ) ) + "\nZone: " + targetActor->getAsPlayer()->getCurrentZone()->getName() + "(" + std::to_string( targetActor->getAsPlayer()->getZoneId() ) + ")" +
"\nClass: " + std::to_string( targetActor->getAsPlayer()->getClass() ) + "\nLevel: " + std::to_string( targetActor->getAsPlayer()->getLevel() ) + "\nExp: " + std::to_string( targetActor->getAsPlayer()->getExp() ) + "\nSearchMessage: " + targetActor->getAsPlayer()->getSearchMessage() +
"\nPlayTime: " + std::to_string( targetActor->getAsPlayer()->getPlayTime() ) );
break;
}
default:
pPlayer->sendUrgent( "GM2 Command not implemented: " + std::to_string( commandId ) );
break;
}
}
void Core::Network::GameConnection::updatePositionHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
// if the player is marked for zoning we no longer want to update his pos
if( pPlayer->isMarkedForZoning() )
return;
struct testMov
{
uint32_t specialMovement : 23; // 0x00490FDA
uint32_t strafe : 7;
uint32_t moveBackward : 1;
uint32_t strafeRight : 1; // if 0, strafe left.
} IPC_OP_019A;
struct testMov1
{
uint16_t bit1 : 1; // 0x00490FDA
uint16_t bit2 : 1;
uint16_t bit3 : 1;
uint16_t bit4 : 1;
uint16_t bit5 : 1;
uint16_t bit6 : 1;
uint16_t bit7 : 1;
uint16_t bit8 : 1;
uint16_t bit9 : 1; // 0x00490FDA
uint16_t bit10 : 1;
uint16_t bit11 : 1;
uint16_t bit12 : 1;
uint16_t bit13 : 1;
uint16_t bit14 : 1;
uint16_t bit15 : 1;
uint16_t bit16 : 1;
} IPC_OP_019AB;
uint16_t flags = pInPacket->getValAt<uint16_t>( 0x28 );
memcpy( &IPC_OP_019AB, &flags, 2 );
uint32_t flags1 = pInPacket->getValAt<uint32_t>( 0x24 );
memcpy( &IPC_OP_019A, &flags1, 4 );
//g_log.Log(LoggingSeverity::debug, "" + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit1)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit2)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit3)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit4)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit5)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit6)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit7)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit8)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit9)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit10)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit11)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit12)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit13)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit14)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit15)
// + boost::lexical_cast<std::string>((int)IPC_OP_019AB.bit16)
// + " " + boost::lexical_cast<std::string>((int)flags));
//g_log.Log(LoggingSeverity::debug, "\n" + boost::lexical_cast<std::string>((int)IPC_OP_019A.specialMovement) + "\n"
// + boost::lexical_cast<std::string>((int)IPC_OP_019A.strafe) + "\n"
// + boost::lexical_cast<std::string>((int)IPC_OP_019A.moveBackward) + "\n"
// + boost::lexical_cast<std::string>((int)IPC_OP_019A.strafeRight));
//g_log.Log(LoggingSeverity::debug, pInPacket->toString());
//pInPacket->debugPrint();
bool bPosChanged = false;
if( ( pPlayer->getPos().x != pInPacket->getValAt< float >( 0x2c ) ) ||
( pPlayer->getPos().y != pInPacket->getValAt< float >( 0x30 ) ) ||
( pPlayer->getPos().z != pInPacket->getValAt< float >( 0x34 ) ) )
bPosChanged = true;
if( !bPosChanged && pPlayer->getRotation() == pInPacket->getValAt< float >( 0x20 ) )
return;
pPlayer->setRotation( pInPacket->getValAt< float >( 0x20 ) );
pPlayer->setPosition( pInPacket->getValAt< float >( 0x2c ),
pInPacket->getValAt< float >( 0x30 ),
pInPacket->getValAt< float >( 0x34 ) );
pPlayer->setSyncFlag( PlayerSyncFlags::Position );
if( ( pPlayer->getCurrentAction() != nullptr ) && bPosChanged )
pPlayer->getCurrentAction()->setInterrupted();
// if no one is in range, don't bother trying to send a position update
if( !pPlayer->hasInRangeActor() )
return;
uint8_t unk = pInPacket->getValAt< uint8_t >( 0x29 );
uint16_t moveType = pInPacket->getValAt< uint16_t >( 0x28 );
uint8_t unk1 = 0;
uint8_t unk2 = 0;
uint8_t unk3 = unk;
uint16_t unk4 = 0;
// HACK: This part is hackish, we need to find out what all theese things really do.
switch( moveType )
{
case MoveType::Strafe:
{
if( IPC_OP_019A.strafeRight == 1 )
unk1 = 0xbf;
else
unk1 = 0x5f;
unk4 = 0x3C;
break;
}
case 6:
{
unk1 = 0xFF;
unk2 = 0x06;
unk4 = 0x18;
break;
}
// case MoveType::Land:
// {
// unk1 = 0x7F;
// //unk2 = 0x40;
// unk4 = 0x3C;
// break;
// }
// case MoveType::Jump:
// {
// unk1 = 0x7F;
// if(unk == 0x01)
// {
// // unk2 = 0x20;
// //unk4 = 0x32;
// unk4 = 0x32;
// }
// else
// {
// // unk2 = 0xA0;
// unk4 = 0x3C;
// }
//
// break;
// }
// case MoveType::Fall:
// {
// unk1 = 0x7F;
// //unk2 = 0xA0;
// unk4 = 0x3C;
//
// break;
// }
default:
{
if( static_cast< int >( IPC_OP_019A.moveBackward ) )
{
unk1 = 0xFF;
unk2 = 0x06;
unk4 = 0x18; // animation speed?
}
else
{
unk1 = 0x7F;
unk4 = 0x3C; // animation speed?
}
break;
}
}
MoveActorPacket movePacket( pPlayer, unk1, unk2, unk3, unk4 );
pPlayer->sendToInRangeSet( movePacket );
}
void Core::Network::GameConnection::zoneLineHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint32_t zoneLineId = pInPacket->getValAt< uint32_t >( 0x20 );
auto pZone = pPlayer->getCurrentZone();
auto pLine = g_zoneMgr.getZonePosition( zoneLineId );
Common::FFXIVARR_POSITION3 targetPos;
uint32_t targetZone;
float rotation = 0.0f;
if( pLine != nullptr )
{
g_log.debug( "ZoneLine " + std::to_string( zoneLineId ) + " found." );
targetPos = pLine->getTargetPosition();
targetZone = pLine->getTargetZoneId();
rotation = pLine->getTargetRotation();
GamePacketNew< FFXIVIpcPrepareZoning > preparePacket( pPlayer->getId() );
preparePacket.data().targetZone = targetZone;
//ActorControlPacket143 controlPacket( pPlayer, ActorControlType::DespawnZoneScreenMsg,
// 0x03, pPlayer->getId(), 0x01, targetZone );
pPlayer->queuePacket( preparePacket );
}
else
{
// No zoneline found, revert to last zone
g_log.debug( "ZoneLine " + std::to_string( zoneLineId ) + " not found." );
targetPos.x = 0;
targetPos.y = 0;
targetPos.z = 0;
targetZone = pZone->getId();
}
pPlayer->performZoning( targetZone, targetPos, rotation);
pPlayer->setSyncFlag( PlayerSyncFlags::Position );
}
void Core::Network::GameConnection::discoveryHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint32_t ref_position_id = pInPacket->getValAt< uint32_t >( 0x20 );
auto pQR = g_database.query( "SELECT id, map_id, discover_id "
"FROM discoveryinfo "
"WHERE id = " + std::to_string( ref_position_id ) + ";" );
if( !pQR )
{
pPlayer->sendNotice( "Discovery ref pos ID: " + std::to_string( ref_position_id ) + " not found. " );
return;
}
Db::Field *field = pQR->fetch();
GamePacketNew< FFXIVIpcDiscovery > discoveryPacket( pPlayer->getId() );
discoveryPacket.data().map_id = field[1].getInt16();
discoveryPacket.data().map_part_id = field[2].getInt16();
pPlayer->queuePacket( discoveryPacket );
pPlayer->sendNotice( "Discovery ref pos ID: " + std::to_string( ref_position_id ) );
pPlayer->discover( field[1].getInt16(), field[2].getInt16() );
}
void Core::Network::GameConnection::inventoryModifyHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint32_t seq = pInPacket->getValAt< uint32_t >( 0x20 );
uint8_t action = pInPacket->getValAt< uint8_t >( 0x24 );
uint8_t fromSlot = pInPacket->getValAt< uint8_t >( 0x30 );
uint8_t toSlot = pInPacket->getValAt< uint8_t >( 0x44 );
uint16_t fromContainer = pInPacket->getValAt< uint16_t >( 0x2C );
uint16_t toContainer = pInPacket->getValAt< uint16_t >( 0x40 );
GamePacketNew< FFXIVIpcInventoryActionAck > ackPacket( pPlayer->getId() );
ackPacket.data().sequence = seq;
ackPacket.data().type = 7;
pPlayer->queuePacket( ackPacket );
g_log.debug( pInPacket->toString() );
g_log.debug( "InventoryAction: " + std::to_string( action ) );
// TODO: other inventory operations need to be implemented
switch( action )
{
case 0x07: // discard item action
{
pPlayer->getInvetory()->discardItem( fromContainer, fromSlot );
}
break;
case 0x08: // move item action
{
pPlayer->getInvetory()->moveItem( fromContainer, fromSlot, toContainer, toSlot );
}
break;
case 0x09: // swap item action
{
pPlayer->getInvetory()->swapItem( fromContainer, fromSlot, toContainer, toSlot );
}
break;
case 0x0C: // merge stack action
{
}
break;
case 0x0A: // split stack action
{
}
break;
default:
break;
}
pPlayer->setSyncFlag( PlayerSyncFlags::Status );
}
void Core::Network::GameConnection::actionHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint16_t commandId = pInPacket->getValAt< uint16_t >( 0x20 );
uint64_t param1 = pInPacket->getValAt< uint64_t >( 0x24 );
uint32_t param11 = pInPacket->getValAt< uint32_t >( 0x24 );
uint32_t param12 = pInPacket->getValAt< uint32_t >( 0x28 );
uint32_t param2 = pInPacket->getValAt< uint32_t >( 0x2c );
uint64_t param3 = pInPacket->getValAt< uint64_t >( 0x38 );
g_log.debug( "[" + std::to_string( m_pSession->getId() ) + "] Incoming action: " +
boost::str( boost::format( "%|04X|" ) % ( uint32_t ) ( commandId & 0xFFFF ) ) +
"\nparam1: " + boost::str( boost::format( "%|016X|" ) % ( uint64_t ) ( param1 & 0xFFFFFFFFFFFFFFF ) ) +
"\nparam2: " + boost::str( boost::format( "%|08X|" ) % ( uint32_t ) ( param2 & 0xFFFFFFFF ) ) +
"\nparam3: " + boost::str( boost::format( "%|016X|" ) % ( uint64_t ) ( param3 & 0xFFFFFFFFFFFFFFF ) )
);
//g_log.Log(LoggingSeverity::debug, "[" + std::to_string(m_pSession->getId()) + "] " + pInPacket->toString());
switch( commandId )
{
case 0x01:
{
if( param11 == 1 )
pPlayer->setStance( Entity::Actor::Stance::Active );
else
pPlayer->setStance( Entity::Actor::Stance::Passive );
pPlayer->sendToInRangeSet( ActorControlPacket142( pPlayer->getId(), 0, param11, 1 ) );
break;
}
case 0x02:
{
if (param11 == 1)
pPlayer->setAutoattack( true );
else
pPlayer->setAutoattack( false );
pPlayer->sendToInRangeSet(ActorControlPacket142(pPlayer->getId(), 1, param11, 1));
break;
}
case 0x03: // Change target
{
uint64_t targetId = pInPacket->getValAt< uint64_t >( 0x24 );
pPlayer->changeTarget( targetId );
break;
}
case 0x133: // Update howtos seen
{
uint32_t howToId = static_cast< uint32_t >( param1 );
pPlayer->updateHowtosSeen( howToId );
break;
}
case 0x1F4: // emote
{
uint64_t targetId = pPlayer->getTargetId();
uint32_t emoteId = pInPacket->getValAt< uint32_t >( 0x24 );
pPlayer->sendToInRangeSet( ActorControlPacket144( pPlayer->getId(), Emote, emoteId, 0, 0, 0, targetId ) );
break;
}
case 0xC8: // return dead
{
pPlayer->setZoningType( Common::ZoneingType::Return );
pPlayer->teleport( pPlayer->getHomepoint(), 3 );
break;
}
case 0xC9: // Finish zoning
{
switch( pPlayer->getZoningType() )
{
case ZoneingType::None:
pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), ZoneIn, 0x01 ), true );
break;
case ZoneingType::Teleport:
pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), ZoneIn, 0x01, 0, 0, 110 ), true );
break;
case ZoneingType::Return:
case ZoneingType::ReturnDead:
{
if( pPlayer->getStatus() == Entity::Actor::ActorStatus::Dead )
{
pPlayer->resetHp();
pPlayer->resetMp();
pPlayer->setStatus( Entity::Actor::ActorStatus::Idle );
pPlayer->setSyncFlag( Status );
pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), ZoneIn, 0x01, 0x01, 0, 111 ), true );
pPlayer->sendToInRangeSet( ActorControlPacket142( pPlayer->getId(), SetStatus, static_cast< uint8_t >( Entity::Actor::ActorStatus::Idle ) ), true );
}
else
pPlayer->sendToInRangeSet( ActorControlPacket143( pPlayer->getId(), ZoneIn, 0x01, 0x00, 0, 111 ), true );
}
break;
case ZoneingType::FadeIn:
break;
default:
break;
}
pPlayer->setZoningType( Common::ZoneingType::None );
pPlayer->unsetStateFlag( PlayerStateFlag::BetweenAreas );
pPlayer->unsetStateFlag( PlayerStateFlag::BetweenAreas1 );
pPlayer->sendStateFlags();
break;
}
case 0xCA: // Teleport
{
// TODO: only register this action if enough gil is in possession
auto targetAetheryte = g_exdData.getAetheryteInfo( param11 );
if( targetAetheryte )
{
auto fromAetheryte = g_exdData.getAetheryteInfo( g_exdData.m_zoneInfoMap[pPlayer->getZoneId()].aetheryte_index );
// calculate cost - does not apply for favorite points or homepoints neither checks for aether tickets
auto cost = ( sqrt( pow( fromAetheryte->map_coord_x - targetAetheryte->map_coord_x, 2 ) +
pow( fromAetheryte->map_coord_y - targetAetheryte->map_coord_y, 2 ) ) / 2 ) + 100;
// cap at 999 gil
cost = cost > 999 ? 999 : cost;
bool insufficientGil = pPlayer->getCurrency( Inventory::CurrencyType::Gil ) < cost;
// todo: figure out what param1 really does
pPlayer->queuePacket( ActorControlPacket143( pPlayer->getId(), TeleportStart, insufficientGil ? 2 : 0, param11 ) );
if( !insufficientGil )
{
Action::ActionTeleportPtr pActionTeleport( new Action::ActionTeleport( pPlayer, param11, cost ) );
pPlayer->setCurrentAction( pActionTeleport );
}
}
break;
}
}
}
void Core::Network::GameConnection::playTimeHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
GamePacketNew< FFXIVIpcPlayTime > playTimePacket( pPlayer->getId() );
playTimePacket.data().playTimeInMinutes = pPlayer->getPlayTime() / 60;
pPlayer->queuePacket( playTimePacket );
}
void Core::Network::GameConnection::initHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
// init handler means this is a login procedure
pPlayer->setIsLogin( true );
pPlayer->setZone( pPlayer->getZoneId() );
}
void Core::Network::GameConnection::blackListHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint8_t count = pInPacket->getValAt< uint8_t >( 0x21 );
GamePacketNew< FFXIVIpcBlackList > blackListPacket( pPlayer->getId() );
blackListPacket.data().sequence = count;
// TODO: Fill with actual blacklist data
//blackListPacket.data().entry[0].contentId = 1;
//sprintf( blackListPacket.data().entry[0].name, "Test Test" );
queueOutPacket( blackListPacket );
}
void Core::Network::GameConnection::pingHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
int32_t inVal = pInPacket->getValAt< int32_t >( 0x20 );
PingPacket pingPacket( pPlayer, inVal );
queueOutPacket( pingPacket );
pPlayer->setLastPing( static_cast< uint32_t >( time( nullptr ) ) );
}
void Core::Network::GameConnection::finishLoadingHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
// player is done zoning
pPlayer->setLoadingComplete( true );
// if this is a login event
if( pPlayer->isLogin() )
{
// fire the onLogin Event
pPlayer->onLogin();
pPlayer->setIsLogin( false );
}
// spawn the player for himself
pPlayer->spawn( pPlayer );
// notify the zone of a change in position to force an "inRangeActor" update
pPlayer->getCurrentZone()->changeActorPosition( pPlayer );
}
void Core::Network::GameConnection::socialListHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
uint8_t type = pInPacket->getValAt< uint8_t >( 0x2A );
uint8_t count = pInPacket->getValAt< uint8_t >( 0x2B );
if( type == 0x02 )
{ // party list
GamePacketNew< FFXIVIpcSocialList > listPacket( pPlayer->getId() );;
listPacket.data().type = 2;
listPacket.data().sequence = count;
int entrysizes = sizeof( listPacket.data().entries );
memset( listPacket.data().entries, 0, sizeof( listPacket.data().entries ) );
listPacket.data().entries[0].bytes[2] = pPlayer->getCurrentZone()->getId();
listPacket.data().entries[0].bytes[3] = 0x80;
listPacket.data().entries[0].bytes[4] = 0x02;
listPacket.data().entries[0].bytes[6] = 0x3B;
listPacket.data().entries[0].bytes[11] = 0x10;
listPacket.data().entries[0].classJob = static_cast< uint8_t >( pPlayer->getClass() );
listPacket.data().entries[0].contentId = pPlayer->getContentId();
listPacket.data().entries[0].level = pPlayer->getLevel();
listPacket.data().entries[0].zoneId = pPlayer->getCurrentZone()->getId();
listPacket.data().entries[0].zoneId1 = 0x0100;
// TODO: no idea what this does
//listPacket.data().entries[0].one = 1;
memcpy( listPacket.data().entries[0].name, pPlayer->getName().c_str(), strlen( pPlayer->getName().c_str() ) );
// TODO: actually store and read language from somewhere
listPacket.data().entries[0].bytes1[0] = 0x01;//flags (lang)
// TODO: these flags need to be figured out
//listPacket.data().entries[0].bytes1[1] = 0x00;//flags
listPacket.data().entries[0].onlineStatusMask = pPlayer->getOnlineStatusMask();
queueOutPacket( listPacket );
}
else if( type == 0x0b )
{ // friend list
GamePacketNew< FFXIVIpcSocialList > listPacket( pPlayer->getId() );
listPacket.data().type = 0x0B;
listPacket.data().sequence = count;
memset( listPacket.data().entries, 0, sizeof( listPacket.data().entries ) );
}
else if( type == 0x0e )
{ // player search result
// TODO: implement player search
/*CGamePacket * pPE = new CGamePacket(0xCC, 0x3A0, pPlayer->getId(), pPlayer->getId());
pPE->setInt8At(0x2C, 0x0E);
pPE->setInt8At(0x2D, count);
std::set<CPlayer*> tmpSet = m_playerSearchResult;
std::set<CPlayer*>::iterator it;
int i = 0x30;
for(it = tmpSet.begin(); it != tmpSet.end(); it++)
{
if((*it)->getId() == pPlayer->getId())
{
continue;
}
pPE->setInt64At(i, (*it)->getContentId());
pPE->setInt8At(i+0x16, 0x2);
pPE->setInt16At(i+0x0A, (*it)->getZone()->getLayoutId());
pPE->setInt16At(i+0x0C, (*it)->getZone()->getLayoutId());
pPE->setInt16At(i+0x0E, 0x46);
pPE->setInt16At(i+0x14, 0x100);
pPE->setInt16At(i+0x1A, 0x8000);
pPE->setInt16At(i + 0x20, static_cast<uint8_t>((*it)->getClass()));
pPE->setInt16At(i+0x22,(*it)->getLevel());
pPE->setStringAt(i+0x26, (*it)->getName());
i += 0x48;
}
pPlayer->queuePacket(pPE);*/
}
}
void Core::Network::GameConnection::chatHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
std::string chatString( pInPacket->getStringAt( 0x3a ) );
uint32_t sourceId;
sourceId = pInPacket->getValAt< uint32_t >( 0x24 );
if( chatString.at( 0 ) == '@' )
{
// execute game console command
g_gameCommandMgr.execCommand( const_cast< char * >( chatString.c_str() ) + 1, pPlayer );
return;
}
ChatType chatType = static_cast<ChatType>( pInPacket->getValAt< uint8_t >( 0x38 ) );
//ToDo, need to implement sending GM chat types.
ChatPacket chatPacket( pPlayer, chatType, chatString );
switch( chatType )
{
case ChatType::Say:
{
pPlayer->getCurrentZone()->queueOutPacketForRange( pPlayer, 50, chatPacket );
break;
}
case ChatType::Yell:
{
pPlayer->getCurrentZone()->queueOutPacketForRange(pPlayer, 6000, chatPacket);
break;
}
case ChatType::Shout:
{
pPlayer->getCurrentZone()->queueOutPacketForRange( pPlayer, 6000, chatPacket );
break;
}
default:
{
pPlayer->getCurrentZone()->queueOutPacketForRange( pPlayer, 50, chatPacket );
break;
}
}
}
// TODO: this handler needs to be improved for timed logout, also the session should be instantly removed
// currently we wait for the session to just time out after logout, this can be a problem is the user tries to
// log right back in.
// Also the packet needs to be converted to an ipc structure
void Core::Network::GameConnection::logoutHandler( Core::Network::Packets::GamePacketPtr pInPacket,
Core::Entity::PlayerPtr pPlayer )
{
GamePacketNew< FFXIVIpcLogout > logoutPacket( pPlayer->getId() );
logoutPacket.data().flags1 = 0x02;
logoutPacket.data().flags2 = 0x2000;
queueOutPacket( logoutPacket );
}