Ladder::Ladder(InPacket& recv)
	{
		x = recv.readshort();
		y1 = recv.readshort();
		y2 = recv.readshort();
		ladder = recv.readbool();
	}
	void SpawnMobHandler::handle(InPacket& recv) const
	{
		int32_t oid = recv.readint();
		bool hascontrol = recv.readbyte() == 5;
		int32_t id = recv.readint();

		recv.skip(22);

		Point<int16_t> position = recv.readpoint();
		int8_t stance = recv.readbyte();

		recv.skip(2);

		uint16_t fh = recv.readshort();
		int8_t effect = recv.readbyte();

		if (effect > 0)
		{
			recv.readbyte();
			recv.readshort();
			if (effect == 15)
			{
				recv.readbyte();
			}
		}

		int8_t team = recv.readbyte();

		recv.skip(4);

		Stage::get().getmobs().addmob(oid, id, hascontrol, stance, fh, effect == -2, team, position);
	}
Beispiel #3
0
	Footholdtree::Footholdtree(InPacket& recv)
	{
		int16_t leftw = 30000;
		int16_t rightw = -30000;
		int16_t botb = -30000;
		int16_t topb = 30000;

		uint16_t numbase = recv.readshort();
		for (uint16_t i = 0; i < numbase; i++)
		{
			uint8_t layer = recv.readbyte();
			uint16_t nummid = recv.readshort();
			for (uint16_t j = 0; j < nummid; j++)
			{
				uint16_t numlast = recv.readshort();
				for (uint16_t k = 0; k < numlast; k++)
				{
					Foothold foothold = Foothold(recv, layer);

					if (foothold.getl() < leftw)
					{
						leftw = foothold.getl();
					}
					else if (foothold.getr() > rightw)
					{
						rightw = foothold.getr();
					}

					if (foothold.getb() > botb)
					{
						botb = foothold.getb();
					}
					else if (foothold.gett() < topb)
					{
						topb = foothold.gett();
					}

					uint16_t id = foothold.getid();
					footholds[id] = foothold;

					if (abs(foothold.getslope()) < 0.5)
					{
						int16_t start = foothold.getl();
						int16_t end = foothold.getr();
						for (int16_t i = start; i <= end; i++)
						{
							footholdsbyx.insert(std::make_pair(i, id));
						}
					}
				}
			}
		}

		walls = Range<int16_t>(leftw + 25, rightw - 25);
		borders = Range<int16_t>(topb - 400, botb + 400);
	}
	void SpawnNpcHandler::handle(InPacket& recv) const
	{
		int32_t oid = recv.readint();
		int32_t id = recv.readint();
		Point<int16_t> position = recv.readpoint();
		bool flip = recv.readbool();
		uint16_t fh = recv.readshort();

		recv.readshort(); // 'rx'
		recv.readshort(); // 'ry'

		Stage::get().getnpcs().addnpc(id, oid, flip, fh, true, position);
	}
	Background::Background(InPacket& recv)
	{
		node backsrc = nl::nx::map["Back"];
		animation = backsrc[recv.read<string>()];
		opacity = recv.readshort();
		flipped = recv.readbool();
		cx = recv.readshort();
		cy = recv.readshort();
		rx = recv.readshort();
		ry = recv.readshort();
		moveobj.setx(recv.readshort());
		moveobj.sety(recv.readshort());

		Type type = typebyid(recv.readbyte());
		settype(type);
	}
	void ServerIPHandler::handle(InPacket& recv) const
	{
		recv.skip(2);

		// Read the ipv4 adress in a string.
		string addrstr;
		for (int i = 0; i < 4; i++)
		{
			uint8_t num = static_cast<uint8_t>(recv.readbyte());
			addrstr.append(std::to_string(num));
			if (i < 3)
			{
				addrstr.push_back('.');
			}
		}

		// Read the port adress in a string.
		string portstr = std::to_string(recv.readshort());

		int32_t cid = recv.readint();

		// Attempt to reconnect to the server and if successfull, login to the game.
		Session::get().reconnect(addrstr.c_str(), portstr.c_str());
		PlayerLoginPacket(cid).dispatch();
	}
Beispiel #7
0
	Account::Account(InPacket& recv)
	{
		recv.readshort();
		accid = recv.readint();
		female = recv.readbool();
		recv.readbool(); //is admin
		gmlevel = recv.readbyte();
		recv.readbyte();
		name = recv.readascii();
		recv.readbyte();
		muted = recv.readbool();
		recv.readlong(); //muted until
		recv.readlong(); //creation date
		recv.readint();
		pin = recv.readshort();
		selected = 0;
	}
Beispiel #8
0
	void Login::parseaccount(InPacket& recv)
	{
		recv.readshort();
		account.accid = recv.readint();
		account.female = recv.readbool();
		recv.readbool(); //is admin
		account.gmlevel = recv.readbyte();
		recv.readbyte();
		account.name = recv.readascii();
		recv.readbyte();
		account.muted = recv.readbool();
		recv.readlong(); //muted until
		recv.readlong(); //creation date
		recv.readint();
		account.pin = recv.readshort();
		account.selected = 0;
	}
	void ChangeStatsHandler::handle(InPacket& recv) const
	{
		recv.readbool(); // 'itemreaction'

		int32_t updatemask = recv.readint();

		Player& player = Stage::get().getplayer();

		for (auto it = Maplestat::it(); it.hasnext(); it.increment())
		{
			Maplestat::Value stat = it.get();
			if (Maplestat::compare(stat, updatemask))
			{
				switch (stat)
				{
				case Maplestat::SKIN:
					player.changelook(stat, recv.readshort());
					break;
				case Maplestat::FACE:
				case Maplestat::HAIR:
					player.changelook(stat, recv.readint());
					break;
				case Maplestat::LEVEL:
					player.changelevel(recv.readbyte());
					break;
				case Maplestat::JOB:
					player.changejob(recv.readshort());
					break;
				case Maplestat::EXP:
					player.getstats().setexp(recv.readint());
					break;
				case Maplestat::MESO:
					player.getinvent().setmeso(recv.readint());
					break;
				default:
					player.getstats().setstat(stat, recv.readshort());
					player.recalcstats(false);
					break;
				}
			}

			UI::get().enable();
		}
	}
Beispiel #10
0
	void ApplyBuffHandler::handlebuff(InPacket& recv, Buffstat::Value bs) const
	{
		int16_t value = recv.readshort();
		int32_t skillid = recv.readint();
		int32_t duration = recv.readint();

		Buff buff = Buff(bs, value, skillid, duration);
		Stage::get().getplayer().givebuff(buff);

		UI::get().withelement(UIElement::BUFFLIST, &UIBuffList::addbuff, skillid, duration);
	}
	MapInfo::MapInfo(InPacket& recv)
	{
		mapwalls.setfirst(recv.readshort());
		mapwalls.setsecond(recv.readshort());
		mapborders.setfirst(recv.readshort());
		mapborders.setsecond(recv.readshort());
		bgm = recv.read<string>();
		cloud = recv.readbool();
		fieldlimit = recv.readint();
		hideminimap = recv.readbool();
		mapmark = recv.read<string>();
		swim = recv.readbool();
		town = recv.readbool();

		uint16_t numseats = recv.readshort();
		for (uint16_t i = 0; i < numseats; i++)
		{
			seats.push_back(recv);
		}

		uint16_t numladders = recv.readshort();
		for (uint16_t i = 0; i < numladders; i++)
		{
			ladders.push_back(recv);
		}
	}
	void SpawnMobControllerHandler::handle(InPacket& recv) const
	{
		int8_t aggro = recv.readbyte();
		if (aggro == 0)
			return;

		int32_t oid = recv.readint();

		recv.skip(1);

		int32_t id = recv.readint();

		recv.skip(22);

		Point<int16_t> position = recv.readpoint();
		int8_t stance = recv.readbyte();

		recv.skip(2);

		uint16_t fh = recv.readshort();
		int8_t effect = recv.readbyte();

		if (effect > 0)
		{
			recv.readbyte();
			recv.readshort();
			if (effect == 15)
			{
				recv.readbyte();
			}
		}

		int8_t team = recv.readbyte();

		recv.skip(4);

		Stage::get().getmobs().addmob(oid, id, true, stance, fh, effect == -2, team, position);
	}
	void SpawnNpcControllerHandler::handle(InPacket& recv) const
	{
		int8_t mode = recv.readbyte();
		int32_t oid = recv.readint();

		if (mode == 0)
		{

		}
		else
		{
			int32_t id = recv.readint();
			Point<int16_t> position = recv.readpoint();
			bool f = recv.readbool();
			uint16_t fh = recv.readshort();

			recv.readshort(); // 'rx'
			recv.readshort(); // 'ry'
			recv.readbool(); // 'minimap'

			Stage::get().getnpcs().addnpc(id, oid, f, fh, true, position);
		}
	}
Beispiel #14
0
	StatsEntry Login::parsestats(InPacket& recv) const
	{
		StatsEntry statsentry;

		statsentry.name = recv.readpadascii(13);

		recv.readbool(); //gender
		recv.readbyte(); //skin
		recv.readint(); //face
		recv.readint(); //hair

		for (size_t i = 0; i < 3; i++)
		{
			statsentry.petids.push_back(recv.readlong());
		}

		statsentry.stats[Maplestat::LEVEL] = recv.readbyte();
		statsentry.stats[Maplestat::JOB] = recv.readshort();
		statsentry.stats[Maplestat::STR] = recv.readshort();
		statsentry.stats[Maplestat::DEX] = recv.readshort();
		statsentry.stats[Maplestat::INT] = recv.readshort();
		statsentry.stats[Maplestat::LUK] = recv.readshort();
		statsentry.stats[Maplestat::HP] = recv.readshort();
		statsentry.stats[Maplestat::MAXHP] = recv.readshort();
		statsentry.stats[Maplestat::MP] = recv.readshort();
		statsentry.stats[Maplestat::MAXMP] = recv.readshort();
		statsentry.stats[Maplestat::AP] = recv.readshort();
		statsentry.stats[Maplestat::SP] = recv.readshort();
		statsentry.exp = recv.readint();
		statsentry.stats[Maplestat::FAME] = recv.readshort();

		recv.skip(4); //gachaexp
		statsentry.mapid = recv.readint();
		statsentry.portal = recv.readbyte();
		recv.skip(4); //timestamp

		statsentry.job = CharJob(statsentry.stats[Maplestat::JOB]);

		return statsentry;
	}
	MapBackgrounds::MapBackgrounds(InPacket& recv)
	{
		int16_t size = recv.readshort();
		for (int16_t i = 0; i < size; i++)
		{
			bool front = recv.readbool();
			if (front)
			{
				foregrounds.push_back(recv);
			}
			else
			{
				backgrounds.push_back(recv);
			}
		}

		black = recv.readbool();
	}
Beispiel #16
0
	World::World(uint8_t id, InPacket& recv)
	{
		wid = id;
		name = recv.readascii();
		flag = recv.readbyte();
		message = recv.readascii();
		recv.readbyte();
		recv.readbyte();
		recv.readbyte();
		recv.readbyte();
		recv.readbyte();
		channelcount = recv.readbyte();
		for (uint8_t i = 0; i < channelcount; i++)
		{
			recv.readascii();
			recv.readint();
			chloads.push_back(recv.readbyte());
			recv.readshort();
		}
	}
	Movement MovementHandler::parsemovement(InPacket& recv) const
	{
		Movement fragment;

		fragment.command = recv.readbyte();
		switch (fragment.command)
		{
		case 0:
		case 5:
		case 17:
			fragment.type = Movement::_ABSOLUTE;
			fragment.xpos = recv.readshort();
			fragment.ypos = recv.readshort();
			fragment.lastx = recv.readshort();
			fragment.lasty = recv.readshort();
			recv.skip(2);
			fragment.newstate = recv.readbyte();
			fragment.duration = recv.readshort();
			break;
		case 1:
		case 2:
		case 6:
		case 12:
		case 13:
		case 16:
			fragment.type = Movement::_RELATIVE;
			fragment.xpos = recv.readshort();
			fragment.ypos = recv.readshort();
			fragment.newstate = recv.readbyte();
			fragment.duration = recv.readshort();
			break;
		case 11:
			fragment.type = Movement::CHAIR;
			fragment.xpos = recv.readshort();
			fragment.ypos = recv.readshort();
			recv.skip(2);
			fragment.newstate = recv.readbyte();
			fragment.duration = recv.readshort();
			break;
		case 15:
			fragment.type = Movement::JUMPDOWN;
			fragment.xpos = recv.readshort();
			fragment.ypos = recv.readshort();
			fragment.lastx = recv.readshort();
			fragment.lasty = recv.readshort();
			recv.skip(2);
			fragment.fh = recv.readshort();
			fragment.newstate = recv.readbyte();
			fragment.duration = recv.readshort();
			break;
		case 3:
		case 4:
		case 7:
		case 8:
		case 9:
		case 14:
			fragment.type = Movement::NONE;
			break;
		case 10:
			fragment.type = Movement::NONE;
			//change equip
			break;
		}

		return fragment;
	}
	Foothold::Foothold(InPacket& recv)
	{
		id = recv.readshort();
		prev = recv.readshort();
		next = recv.readshort();
	}
	void SpawnCharHandler::handle(InPacket& recv) const
	{
		int32_t cid = recv.readint();
		uint8_t level = recv.readbyte();
		string name = recv.readascii();

		recv.readascii(); // guildname
		recv.readshort(); // guildlogobg
		recv.readbyte(); // guildlogobgcolor
		recv.readshort(); // guildlogo
		recv.readbyte(); // guildlogocolor

		recv.skip(8);

		bool morphed = recv.readint() == 2;
		int32_t buffmask1 = recv.readint();
		int16_t buffvalue = 0;
		if (buffmask1 != 0)
		{
			buffvalue = morphed ? recv.readshort() : recv.readbyte();
		}
		recv.readint(); // buffmask 2

		recv.skip(43);

		recv.readint(); // 'mount'

		recv.skip(61);

		int16_t job = recv.readshort();
		LookEntry look = Session::get().getlogin().parselook(recv);

		recv.readint(); //count of 5110000 
		recv.readint(); // 'itemeffect'
		recv.readint(); // 'chair'

		Point<int16_t> position = recv.readpoint();
		int8_t stance = recv.readbyte();

		recv.skip(3);

		for (size_t i = 0; i < 3; i++)
		{
			int8_t available = recv.readbyte();
			if (available == 1)
			{
				recv.readbyte(); // 'byte2'
				recv.readint(); // petid
				recv.readascii(); // name
				recv.readint(); // unique id
				recv.readint();
				recv.readpoint(); // pos
				recv.readbyte(); // stance
				recv.readint(); // fhid
			}
			else
			{
				break;
			}
		}

		recv.readint(); // mountlevel
		recv.readint(); // mountexp
		recv.readint(); // mounttiredness

		//shop stuff, TO DO
		recv.readbyte();
		//shop stuff end

		bool chalkboard = recv.readbool();
		string chalktext = chalkboard ? recv.readascii() : "";

		recv.skip(3);
		recv.readbyte(); // team

		Stage::get().getchars().addchar(cid, look, level, job, name, stance, position);
	}