#include #include #include #include #include #include #include #include #include #include "Territory/Territory.h" #include "Territory/ZonePosition.h" #include "Manager/HousingMgr.h" #include "Network/GameConnection.h" #include "Network/PacketWrappers/ExaminePacket.h" #include "Network/PacketWrappers/PlayerSetupPacket.h" #include "Network/PacketWrappers/PingPacket.h" #include "Network/PacketWrappers/MoveActorPacket.h" #include "Network/PacketWrappers/ChatPacket.h" #include "Network/PacketWrappers/ServerNoticePacket.h" #include "Network/PacketWrappers/ActorControlPacket.h" #include "Network/PacketWrappers/ActorControlSelfPacket.h" #include "Manager/DebugCommandMgr.h" #include "Manager/EventMgr.h" #include "Action/Action.h" #include "Session.h" #include "ServerMgr.h" #include "Forwards.h" #include using namespace Sapphire::Common; using namespace Sapphire::Network::Packets; using namespace Sapphire::Network::Packets::Server; using namespace Sapphire::Network::ActorControl; using namespace Sapphire::World::Manager; void examineHandler( Sapphire::Entity::Player& player, uint32_t targetId ) { using namespace Sapphire; auto& serverMgr = Common::Service< World::ServerMgr >::ref(); auto pSession = serverMgr.getSession( targetId ); if( pSession ) { auto pTarget = pSession->getPlayer(); if( pTarget ) { if( pTarget->isActingAsGm() || pTarget->getZoneId() != player.getZoneId() ) { player.queuePacket( makeActorControl( player.getId(), ActorControlType::ExamineError ) ); } else { player.queuePacket( std::make_shared< ExaminePacket >( player, pTarget ) ); } } } } void Sapphire::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket, Entity::Player& player ) { const auto packet = ZoneChannelPacket< Client::FFXIVIpcClientTrigger >( inPacket ); const auto commandId = packet.data().commandId; const auto param1 = *reinterpret_cast< const uint64_t* >( &packet.data().param11 ); const auto param11 = packet.data().param11; const auto param12 = packet.data().param12; const auto param2 = packet.data().param2; const auto param3 = packet.data().param3; const auto param4 = packet.data().param4; const auto param5 = packet.data().param5; Logger::debug( "[{0}] Incoming action: {1:X} ( p1:{2:X} p2:{3:X} p3:{4:X} )", m_pSession->getId(), commandId, param1, param2, param3 ); //Logger::Log(LoggingSeverity::debug, "[" + std::to_string(m_pSession->getId()) + "] " + pInPacket->toString()); switch( commandId ) { case ClientTriggerType::ToggleSheathe: // Toggle sheathe { if( param11 == 1 ) player.setStance( Common::Stance::Active ); else { player.setStance( Common::Stance::Passive ); player.setAutoattack( false ); } player.sendToInRangeSet( makeActorControl( player.getId(), 0, param11, 1 ) ); break; } case ClientTriggerType::ToggleAutoAttack: // Toggle auto-attack { if( param11 == 1 ) { player.setAutoattack( true ); player.setStance( Common::Stance::Active ); } else player.setAutoattack( false ); player.sendToInRangeSet( makeActorControl( player.getId(), 1, param11, 1 ) ); break; } case ClientTriggerType::ChangeTarget: // Change target { uint64_t targetId = param1; player.changeTarget( targetId ); break; } case ClientTriggerType::DismountReq: { player.dismount(); break; } case ClientTriggerType::SpawnCompanionReq: { player.spawnCompanion( static_cast< uint16_t >( param1 ) ); break; } case ClientTriggerType::DespawnCompanionReq: { player.spawnCompanion( 0 ); break; } case ClientTriggerType::RemoveStatusEffect: // Remove status (clicking it off) { // todo: check if status can be removed by client from exd player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) ); break; } case ClientTriggerType::CastCancel: // Cancel cast { if( player.getCurrentAction() ) player.getCurrentAction()->setInterrupted( Common::ActionInterruptType::RegularInterrupt ); break; } case ClientTriggerType::Examine: { uint32_t targetId = param11; examineHandler( player, targetId ); break; } case ClientTriggerType::MarkPlayer: // Mark player { break; } case ClientTriggerType::SetTitleReq: // Set player title { player.setTitle( static_cast< uint16_t >( param1 ) ); break; } case ClientTriggerType::TitleList: // Get title list { player.sendTitleList(); break; } case ClientTriggerType::UpdatedSeenHowTos: // Update howtos seen { uint32_t howToId = param11; player.updateHowtosSeen( howToId ); break; } case ClientTriggerType::CharaNameReq: { uint64_t targetContentId = param1; // todo: look up player by content id /* auto packet = makeZonePacket< FFXIVIpcCharaNameReq >( player.getId() ); packet->data().contentId = targetContentId; // lookup the name strcpy( packet->data().name, name ); player.queuePacket( packet ); */ break; } case ClientTriggerType::EmoteReq: // emote { uint64_t targetId = player.getTargetId(); uint32_t emoteId = param11; bool isSilent = param2 == 1; auto& exdData = Common::Service< Data::ExdDataGenerated >::ref(); auto emoteData = exdData.get< Data::Emote >( emoteId ); if( !emoteData ) return; player.emote( emoteId, targetId, isSilent ); bool isPersistent = emoteData->emoteMode != 0; if( isPersistent ) { player.setStance( Common::Stance::Passive ); player.setAutoattack( false ); player.setPersistentEmote( emoteData->emoteMode ); player.setStatus( Common::ActorStatus::EmoteMode ); player.sendToInRangeSet( makeActorControl( player.getId(), ActorControlType::SetStatus, static_cast< uint8_t >( Common::ActorStatus::EmoteMode ), emoteData->hasCancelEmote ? 1 : 0 ), true ); } if( emoteData->drawsWeapon ) { player.setStance( Common::Stance::Active ); } break; } case ClientTriggerType::EmoteCancel: // emote { player.emoteInterrupt(); break; } case ClientTriggerType::PersistentEmoteCancel: // cancel persistent emote { player.setPersistentEmote( 0 ); player.emoteInterrupt(); player.setStatus( Common::ActorStatus::Idle ); auto pSetStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) ); player.sendToInRangeSet( pSetStatusPacket ); break; } case ClientTriggerType::PoseChange: // change pose case ClientTriggerType::PoseReapply: // reapply pose { player.setPose( static_cast< uint8_t >( param12 ) ); auto pSetStatusPacket = makeActorControl( player.getId(), SetPose, param11, param12 ); player.sendToInRangeSet( pSetStatusPacket, true ); break; } case ClientTriggerType::PoseCancel: // cancel pose { player.setPose( static_cast< uint8_t >( param12 ) ); auto pSetStatusPacket = makeActorControl( player.getId(), SetPose, param11, param12 ); player.sendToInRangeSet( pSetStatusPacket, false ); break; } case ClientTriggerType::Return: // return dead / accept raise { switch( static_cast < ResurrectType >( param1 ) ) { case ResurrectType::RaiseSpell: // todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet) player.returnToHomepoint(); break; case ResurrectType::Return: player.returnToHomepoint(); break; default: break; } } case ClientTriggerType::FinishZoning: // Finish zoning { player.finishZoning(); break; } case ClientTriggerType::Teleport: // Teleport { player.teleportQuery( static_cast< uint16_t >( param11 ) ); break; } case ClientTriggerType::DyeItem: // Dye item { // param11 = item to dye container // param12 = item to dye slot // param2 = dye bag container // param4 = dye bag slot player.setDyeingInfo( param11, param12, param2, param4 ); break; } case ClientTriggerType::DirectorInitFinish: // Director init finish { player.getCurrentTerritory()->onInitDirector( player ); break; } case ClientTriggerType::DirectorSync: // Director init finish { player.getCurrentTerritory()->onDirectorSync( player ); break; } case ClientTriggerType::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere { player.setOnEnterEventDone( true ); break; } case ClientTriggerType::RequestInstanceLeave: { // todo: apply cf penalty if applicable, make sure player isn't in combat player.exitInstance(); break; } case ClientTriggerType::AbandonQuest: { player.removeQuest( static_cast< uint16_t >( param1 ) ); break; } case ClientTriggerType::RequestHousingBuildPreset: { auto zone = player.getCurrentTerritory(); auto hZone = std::dynamic_pointer_cast< HousingZone >( zone ); if (!hZone) return; player.setActiveLand( static_cast< uint8_t >( param11 ), hZone->getWardNum() ); auto pShowBuildPresetUIPacket = makeActorControl( player.getId(), ShowBuildPresetUI, param11 ); player.queuePacket( pShowBuildPresetUIPacket ); break; } case ClientTriggerType::RequestLandSignFree: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto ident = housingMgr.clientTriggerParamsToLandIdent( param11, param12 ); housingMgr.sendLandSignFree( player, ident ); break; } case ClientTriggerType::RequestLandSignOwned: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto ident = housingMgr.clientTriggerParamsToLandIdent( param11, param12, false ); housingMgr.sendLandSignOwned( player, ident ); break; } case ClientTriggerType::RequestWardLandInfo: { auto& housingMgr = Common::Service< HousingMgr >::ref(); housingMgr.sendWardLandInfo( player, static_cast< uint8_t >( param12 ), static_cast< uint8_t >( param11 ) ); break; } case ClientTriggerType::RequestLandRelinquish: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto plot = static_cast< uint8_t >( param12 & 0xFF ); housingMgr.relinquishLand( player, plot ); break; } case ClientTriggerType::RequestEstateRename: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto ident = housingMgr.clientTriggerParamsToLandIdent( param11, param12 ); housingMgr.requestEstateRename( player, ident ); break; } case ClientTriggerType::RequestEstateEditGreeting: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto ident = housingMgr.clientTriggerParamsToLandIdent( param11, param12 ); housingMgr.requestEstateEditGreeting( player, ident ); break; } case ClientTriggerType::RequestEstateEditGuestAccessSettings: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto ident = housingMgr.clientTriggerParamsToLandIdent( param11, param12 ); housingMgr.requestEstateEditGuestAccess( player, ident ); break; } case ClientTriggerType::RequestHousingItemUI: { // close ui if( param11 == 1 ) break; // param12 is 0 when inside a house uint8_t ward = ( param12 >> 16 ) & 0xFF; uint8_t plot = ( param12 & 0xFF ); auto pShowHousingItemUIPacket = makeActorControl( player.getId(), ShowHousingItemUI, 0, plot ); player.queuePacket( pShowHousingItemUIPacket ); //TODO: show item housing container break; } case ClientTriggerType::RequestEstateGreeting: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto ident = housingMgr.clientTriggerParamsToLandIdent( param11, param12 ); housingMgr.sendEstateGreeting( player, ident ); break; } case ClientTriggerType::RequestLandInventory: { uint8_t plot = ( param12 & 0xFF ); auto& housingMgr = Common::Service< HousingMgr >::ref(); uint16_t inventoryType = Common::InventoryType::HousingExteriorPlacedItems; if( param2 == 1 ) inventoryType = Common::InventoryType::HousingExteriorStoreroom; housingMgr.sendEstateInventory( player, inventoryType, plot ); break; } case ClientTriggerType::RequestEstateInventory: { auto& housingMgr = Common::Service< HousingMgr >::ref(); // param1 = 1 - storeroom // param1 = 0 - placed items if( param1 == 1 ) housingMgr.sendInternalEstateInventoryBatch( player, true ); else housingMgr.sendInternalEstateInventoryBatch( player ); break; } case ClientTriggerType::RequestHousingItemRemove: { auto& housingMgr = Common::Service< HousingMgr >::ref(); auto slot = param4 & 0xFF; auto sendToStoreroom = ( param4 >> 16 ) != 0; //player, plot, containerId, slot, sendToStoreroom housingMgr.reqRemoveHousingItem( player, static_cast< uint16_t >( param12 ), static_cast< uint16_t >( param2 ), static_cast< uint8_t >( slot ), sendToStoreroom ); break; } case ClientTriggerType::RequestEstateExteriorRemodel: { auto& housingMgr = Common::Service< HousingMgr >::ref(); housingMgr.reqEstateExteriorRemodel( player, static_cast< uint16_t >( param11 ) ); break; } case ClientTriggerType::RequestEstateInteriorRemodel: { auto& housingMgr = Common::Service< HousingMgr >::ref(); housingMgr.reqEstateInteriorRemodel( player ); break; } case ClientTriggerType::UpdateEstateGuestAccess: { auto canTeleport = ( param2 & 0xFF ) == 1; auto unk1 = ( param2 >> 8 & 0xFF ) == 1; // todo: related to fc? or unused? auto privateEstateAccess = ( param2 >> 16 & 0xFF ) == 1; auto unk = ( param2 >> 24 & 0xFF ) == 1; // todo: related to fc? or unused? player.sendDebug( "can teleport: {0}, unk: {1}, privateEstateAccess: {2}, unk: {3}", canTeleport, unk1, privateEstateAccess, unk ); break; } case ClientTriggerType::RequestEventBattle: { auto packet = makeActorControlSelf( player.getId(), ActorControl::EventBattleDialog, 0, param12, param2 ); player.queuePacket( packet ); player.sendDebug( "event battle p1: {0}, p11: {1}, p12: {2}, p2: {3}, p3: {4}, p4: {5}, p5: {6}", param1, param11, param12, param2, param3, param4, param5 ); break; } case ClientTriggerType::OpenPerformInstrumentUI: { //param11 = instrument, 0 = end player.sendDebug( "perform: {}", param11 ); if( param11 == 0 ) { player.sendToInRangeSet( makeActorControl( player.getId(), ActorControl::SetStatus, 1, 0, 0, 0 ), true ); player.unsetStateFlag( PlayerStateFlag::Performing ); } else { player.sendToInRangeSet( makeActorControl( player.getId(), ActorControl::SetStatus, 16, param11, 0, 0 ), true ); player.setStateFlag( PlayerStateFlag::Performing ); } break; } default: { Logger::debug( "[{0}] Unhandled action: {1:04X}", m_pSession->getId(), commandId ); break; } } }