#include #include #include #include #include #include #include #include "Network/GameConnection.h" #include "Session.h" #include "Network/PacketWrappers/ServerNoticePacket.h" #include "Network/PacketWrappers/ActorControlPacket142.h" #include "Network/PacketWrappers/ActorControlPacket143.h" #include "Network/PacketWrappers/ActorControlPacket144.h" #include "Network/PacketWrappers/EventStartPacket.h" #include "Network/PacketWrappers/EventFinishPacket.h" #include "Network/PacketWrappers/PlayerStateFlagsPacket.h" #include "Script/ScriptManager.h" #include "Actor/Player.h" #include "Forwards.h" #include "Event/EventHelper.h" extern Core::Data::ExdData g_exdData; extern Core::Scripting::ScriptManager g_scriptMgr; using namespace Core::Common; using namespace Core::Network::Packets; using namespace Core::Network::Packets::Server; void Core::Network::GameConnection::eventHandler( const Packets::GamePacket& inPacket, Entity::Player& player ) { uint16_t eventHandlerId = inPacket.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::Player& player, uint64_t actorId, uint32_t eventId ) { player.queuePacket( EventStartPacket( player.getId(), actorId, eventId, 1, 0, 0 ) ); player.queuePacket( EventFinishPacket( player.getId(), eventId, 1, 0 ) ); // this isn't ideal as it will also reset any other status that might be active player.queuePacket( PlayerStateFlagsPacket( player, PlayerStateFlagList{} ) ); }; std::string eventIdStr = boost::str( boost::format( "%|04X|" ) % static_cast< uint32_t >( eventHandlerId & 0xFFFF ) ); player.sendDebug( "---------------------------------------" ); player.sendDebug( "EventHandler ( " + eventIdStr + " )" ); switch( eventHandlerId ) { case ClientZoneIpcType::TalkEventHandler: // Talk event case ClientZoneIpcType::EmoteEventHandler: // Emote event case ClientZoneIpcType::WithinRangeEventHandler: case ClientZoneIpcType::OutOfRangeEventHandler: case ClientZoneIpcType::EnterTeriEventHandler: break; case ClientZoneIpcType::ReturnEventHandler: case ClientZoneIpcType::TradeReturnEventHandler: { uint32_t eventId = inPacket.getValAt< uint32_t >( 0x20 ); uint16_t subEvent = inPacket.getValAt< uint16_t >( 0x24 ); uint16_t param1 = inPacket.getValAt< uint16_t >( 0x26 ); uint16_t param2 = inPacket.getValAt< uint16_t >( 0x28 ); uint16_t param3 = inPacket.getValAt< uint16_t >( 0x2C ); std::string eventName = Event::getEventName( eventId ); if( !g_scriptMgr.onEventHandlerReturn( player, eventId, subEvent, param1, param2, param3 ) ) abortEventFunc( player, 0, eventId ); break; } case ClientZoneIpcType::LinkshellEventHandler: case ClientZoneIpcType::LinkshellEventHandler1: { uint32_t eventId = inPacket.getValAt< uint32_t >( 0x20 ); uint16_t subEvent = inPacket.getValAt< uint16_t >( 0x24 ); std::string lsName = inPacket.getStringAt( 0x27 ); ZoneChannelPacket< FFXIVIpcEventLinkshell > linkshellEvent( player.getId() ); linkshellEvent.data().eventId = eventId; linkshellEvent.data().scene = static_cast< uint8_t >( subEvent ); linkshellEvent.data().param3 = 1; linkshellEvent.data().unknown1 = 0x15a; player.queuePacket( linkshellEvent ); // abortEventFunc( pPlayer, 0, eventId ); break; } } } void Core::Network::GameConnection::eventHandlerTalk( const Packets::GamePacket& inPacket, Entity::Player& player ) { auto actorId = inPacket.getValAt< uint64_t >( 0x20 ); auto eventId = inPacket.getValAt< uint32_t >( 0x28 ); auto eventType = static_cast< uint16_t >( eventId >> 16 ); std::string eventName = "onTalk"; std::string objName = Event::getEventName( eventId ); player.sendDebug( "Actor: " + std::to_string( actorId ) + " -> " + std::to_string( Event::mapEventActorToRealActor( static_cast< uint32_t >( actorId ) ) ) + " \neventId: " + std::to_string( eventId ) + " (0x" + boost::str( boost::format( "%|08X|" ) % static_cast< uint64_t >( eventId & 0xFFFFFFF ) ) + ")" ); player.sendDebug( "Calling: " + objName + "." + eventName ); player.eventStart( actorId, eventId, Event::EventHandler::Talk, 0, 0 ); if( !g_scriptMgr.onTalk( player, actorId, eventId ) && eventType == Event::EventHandler::EventHandlerType::Quest ) { auto questInfo = g_exdData.getQuestInfo( eventId ); if ( questInfo ) player.sendUrgent( "Quest not implemented: " + questInfo->name + " (" + questInfo->name_intern + ")" ); } player.checkEvent( eventId ); } void Core::Network::GameConnection::eventHandlerEmote( const Packets::GamePacket& inPacket, Entity::Player& player ) { auto actorId = inPacket.getValAt< uint64_t >( 0x20 ); auto eventId = inPacket.getValAt< uint32_t >( 0x28 ); auto emoteId = inPacket.getValAt< uint16_t >( 0x2C ); auto eventType = static_cast< uint16_t >( eventId >> 16 ); std::string eventName = "onEmote"; std::string objName = Event::getEventName( eventId ); player.sendDebug( "Actor: " + std::to_string( actorId ) + " -> " + std::to_string( Event::mapEventActorToRealActor( static_cast< uint32_t >( actorId ) ) ) + " \neventId: " + std::to_string( eventId ) + " (0x" + boost::str( boost::format( "%|08X|" ) % static_cast< uint64_t >( eventId & 0xFFFFFFF ) ) + ")" ); player.sendDebug( "Calling: " + objName + "." + eventName ); player.eventStart( actorId, eventId, Event::EventHandler::Emote, 0, emoteId ); if( !g_scriptMgr.onEmote( player, actorId, eventId, static_cast< uint8_t >( emoteId ) ) && eventType == Event::EventHandler::EventHandlerType::Quest ) { auto questInfo = g_exdData.getQuestInfo( eventId ); if( questInfo ) player.sendUrgent( "Quest not implemented: " + questInfo->name ); } player.checkEvent( eventId ); } void Core::Network::GameConnection::eventHandlerWithinRange( const Packets::GamePacket& inPacket, Entity::Player& player ) { auto eventId = inPacket.getValAt< uint32_t >( 0x24 ); auto param1 = inPacket.getValAt< uint32_t >( 0x20 ); auto x = inPacket.getValAt< float >( 0x28 ); auto y = inPacket.getValAt< float >( 0x2C ); auto z = inPacket.getValAt< float >( 0x30 ); std::string eventName = "onWithinRange"; std::string objName = Event::getEventName( eventId ); player.sendDebug( "Calling: " + objName + "." + eventName + " - " + std::to_string( eventId ) + " p1: " + std::to_string( param1 ) ); player.eventStart( player.getId(), eventId, Event::EventHandler::WithinRange, 1, param1 ); g_scriptMgr.onWithinRange( player, eventId, param1, x, y, z ); player.checkEvent( eventId ); } void Core::Network::GameConnection::eventHandlerOutsideRange( const Packets::GamePacket& inPacket, Entity::Player& player ) { auto eventId = inPacket.getValAt< uint32_t >( 0x24 ); auto param1 = inPacket.getValAt< uint32_t >( 0x20 ); auto x = inPacket.getValAt< float >( 0x28 ); auto y = inPacket.getValAt< float >( 0x2C ); auto z = inPacket.getValAt< float >( 0x30 ); std::string eventName = "onOutsideRange"; std::string objName = Event::getEventName( eventId ); player.sendDebug( "Calling: " + objName + "." + eventName + " - " + std::to_string( eventId ) + " p1: " + std::to_string( param1 ) ); player.eventStart( player.getId(), eventId, Event::EventHandler::WithinRange, 1, param1 ); g_scriptMgr.onOutsideRange( player, eventId, param1, x, y, z ); player.checkEvent( eventId ); } void Core::Network::GameConnection::eventHandlerEnterTerritory( const Packets::GamePacket &inPacket, Entity::Player &player ) { auto eventId = inPacket.getValAt< uint32_t >( 0x20 ); auto param1 = inPacket.getValAt< uint16_t >( 0x24 ); auto param2 = inPacket.getValAt< uint16_t >( 0x26 ); std::string eventName = Event::getEventName( eventId ); std::string objName = Event::getEventName( eventId ); player.sendDebug( "Calling: " + objName + "." + eventName + " - " + std::to_string( eventId ) ); player.eventStart( player.getId(), eventId, Event::EventHandler::EnterTerritory, 0, player.getZoneId() ); g_scriptMgr.onEnterTerritory( player, eventId, param1, param2 ); player.checkEvent( eventId ); }