Beispiel #1
0
void TradeHandler::processTradeItemAdd(Net::MessageIn &msg)
{
    const int amount = msg.readInt32("amount");
    const int type = msg.readInt16("type");
    const uint8_t identify = msg.readUInt8("identify");
    msg.readUInt8("attribute");
    const uint8_t refine = msg.readUInt8("refine");
    int cards[4];
    for (int f = 0; f < 4; f++)
        cards[f] = msg.readInt16("card");

    if (tradeWindow)
    {
        if (type == 0)
        {
            tradeWindow->setMoney(amount);
        }
        else
        {
            tradeWindow->addItem2(type, 0,
                cards, 4,
                false, amount,
                refine, 1,
                fromBool(identify, Identified),
                Damaged_false,
                Favorite_false,
                Equipm_false);
        }
    }
}
Beispiel #2
0
void MailRecv::processReadMail(Net::MessageIn &msg)
{
    const int sz = msg.readInt16("len") - 101;
    MailMessage *const mail = new MailMessage;
    mail->id = msg.readInt32("message id");
    mail->title = msg.readString(40, "title");
    mail->sender = msg.readString(24, "sender name");
    msg.readInt32("unused");
    mail->money = msg.readInt32("money");
    mail->itemAmount = msg.readInt32("item amount");
    mail->itemId = msg.readInt16("item id");
    mail->itemType = msg.readInt16("item type");
    mail->itemIdentify = msg.readUInt8("identify");
    mail->itemAttribute = msg.readUInt8("attribute");
    mail->itemRefine = msg.readUInt8("refine");
    for (int f = 0; f < maxCards; f ++)
        mail->card[f] = msg.readUInt16("card");
    const int msgLen = msg.readUInt8("msg len");
    if (msgLen != sz)
        logger->log("error: wrong message size");
    mail->text = msg.readString(sz, "message");
    msg.readUInt8("zero");
    mail->strTime = timeToStr(mail->time);
    mailWindow->showMessage(mail);
}
Beispiel #3
0
void AuctionRecv::processAuctionResults(Net::MessageIn &msg)
{
    UNIMPLEMENTEDPACKET;
    msg.readInt16("len");
    msg.readInt32("pages");
    const int itemCount = msg.readInt32("items count");
    for (int f = 0; f < itemCount; f ++)
    {
        msg.readInt32("auction id");
        msg.readString(24, "seller name");
        msg.readInt16("item id");  // here item always 16 bit
        msg.readInt32("auction type");
        msg.readInt16("item amount");  // always 1
        msg.readUInt8("identify");
        msg.readUInt8("attribute");
        msg.readUInt8("refine");
        for (int d = 0; d < maxCards; d ++)
            msg.readUInt16("card");  // here item always 16 bit
        msg.readInt32("price");
        msg.readInt32("buy now");
        msg.readString(24, "buyer name");
        msg.readInt32("timestamp");
        // +++ need use ItemColorManager for color
    }
}
Beispiel #4
0
void ItemRecv::processItemDropped2(Net::MessageIn &msg)
{
    const BeingId id = msg.readBeingId("id");
    const int itemId = msg.readInt16("item id");
    const ItemTypeT itemType = static_cast<ItemTypeT>(msg.readUInt8("type"));
    const Identified identified = fromInt(
        msg.readUInt8("identify"), Identified);
    const Damaged damaged = fromBool(msg.readUInt8("attribute"), Damaged);
    const uint8_t refine = msg.readUInt8("refine");
    int cards[maxCards];
    for (int f = 0; f < maxCards; f++)
        cards[f] = msg.readInt16("card");
    const int x = msg.readInt16("x");
    const int y = msg.readInt16("y");
    const int amount = msg.readInt16("amount");
    const int subX = CAST_S32(msg.readInt8("subx"));
    const int subY = CAST_S32(msg.readInt8("suby"));

    if (actorManager)
    {
        actorManager->createItem(id,
            itemId,
            x, y,
            itemType,
            amount,
            refine,
            ItemColorManager::getColorFromCards(&cards[0]),
            identified,
            damaged,
            subX, subY,
            &cards[0]);
    }
}
Beispiel #5
0
void VendingHandler::processItemsList(Net::MessageIn &msg)
{
    const int count = (msg.readInt16("len") - 12) / 22;
    const BeingId id = msg.readBeingId("id");
    Being *const being = actorManager->findBeing(id);
    if (!being)
        return;
    int cards[4];
    CREATEWIDGETV(mBuyDialog, BuyDialog, being->getName());
    mBuyDialog->setMoney(PlayerInfo::getAttribute(Attributes::MONEY));
    msg.readInt32("vender id");
    for (int f = 0; f < count; f ++)
    {
        const int value = msg.readInt32("price");
        const int amount = msg.readInt16("amount");
        const int index = msg.readInt16("inv index");
        const int type = msg.readUInt8("item type");
        const int itemId = msg.readInt16("item id");
        msg.readUInt8("identify");
        msg.readUInt8("attribute");
        msg.readUInt8("refine");
        for (int d = 0; d < 4; d ++)
            cards[d] = msg.readInt16("card");

        const ItemColor color = ItemColorManager::getColorFromCards(&cards[0]);
        ShopItem *const item = mBuyDialog->addItem(itemId, type,
            color, amount, value);
        if (item)
            item->setInvIndex(index);
    }
    mBuyDialog->sort();
}
Beispiel #6
0
void VendingRecv::processOpen(Net::MessageIn &msg)
{
    const int count = (msg.readInt16("len") - 8) / 22;
    msg.readInt32("id");
    for (int f = 0; f < count; f ++)
    {
        msg.readInt32("price");
        msg.readInt16("inv index");
        msg.readInt16("amount");
        msg.readUInt8("item type");
        msg.readInt16("item id");
        msg.readUInt8("identify");
        msg.readUInt8("attribute");
        msg.readUInt8("refine");
        for (int d = 0; d < 4; d ++)
            msg.readInt16("card");
        if (serverVersion >= 8 && packetVersion >= 20150226)
        {
            for (int d = 0; d < 5; d ++)
            {
                msg.readInt16("rnd index");
                msg.readInt16("rnd value");
                msg.readUInt8("rnd param");
            }
        }
    }
    PlayerInfo::enableVending(true);
    VendingModeListener::distributeEvent(true);
}
Beispiel #7
0
void ItemRecv::processItemMvpDropped(Net::MessageIn &msg)
{
    UNIMPLIMENTEDPACKET;
    msg.readInt16("len");
    msg.readUInt8("type");
    msg.readInt16("item id");
    msg.readUInt8("len");
    msg.readString(24, "name");
    msg.readUInt8("monster name len");
    msg.readString(24, "monster name");
}
Beispiel #8
0
void CharServerRecv::processCharLogin2(Net::MessageIn &msg)
{
    // ignored
    msg.readInt16("len");
    msg.readUInt8("char slots");
    msg.readUInt8("left slots");
    msg.readUInt8("left slots");
    msg.readUInt8("char slots");
    msg.readUInt8("char slots");
    msg.skip(20, "unused");
}
Beispiel #9
0
void ItemHandler::processGraffiti(Net::MessageIn &msg)
{
    UNIMPLIMENTEDPACKET;
    msg.readInt32("graffiti id");
    msg.readInt32("creator id");
    msg.readInt16("x");
    msg.readInt16("y");
    msg.readUInt8("job");
    msg.readUInt8("visible");
    msg.readUInt8("is content");
    msg.readString(80, "text");
}
Beispiel #10
0
void PlayerHandler::processPlayerShortcuts(Net::MessageIn &msg)
{
    // +++ player shortcuts ignored. It also disabled on server side.
    // may be in future better use it?
    msg.readUInt8("unused?");
    for (int f = 0; f < 27; f ++)
    {
        msg.readUInt8("type 0: item, 1: skill");
        msg.readInt32("item or skill id");
        msg.readInt16("skill level");
    }
    msg.skip(77, "unused");
}
Beispiel #11
0
void TradeRecv::processTradeItemAdd(Net::MessageIn &msg)
{
    const int type = msg.readInt16("type");
    ItemTypeT itemType = ItemType::Unknown;
    if (msg.getVersion() >= 20100223)
    {
        itemType = static_cast<ItemTypeT>(
            msg.readUInt8("item type"));
    }
    const int amount = msg.readInt32("amount");
    const uint8_t identify = msg.readUInt8("identify");
    const Damaged damaged = fromBool(msg.readUInt8("attribute"), Damaged);
    const uint8_t refine = msg.readUInt8("refine");
    int cards[maxCards];
    for (int f = 0; f < maxCards; f++)
        cards[f] = msg.readInt16("card");
    if ((serverVersion >= 8 || serverVersion == 0) &&
        msg.getVersion() >= 20150226)
    {
        for (int f = 0; f < 5; f ++)
        {
            msg.readInt16("rnd index");
            msg.readInt16("rnd value");
            msg.readUInt8("rnd param");
        }
    }

    if (tradeWindow)
    {
        if (type == 0)
        {
            tradeWindow->setMoney(amount);
        }
        else
        {
            tradeWindow->addItem2(type,
                itemType,
                cards,
                4,
                false,
                amount,
                refine,
                ItemColorManager::getColorFromCards(&cards[0]),
                fromBool(identify, Identified),
                damaged,
                Favorite_false,
                Equipm_false);
        }
    }
}
Beispiel #12
0
void AchievementRecv::processAchievementUpdate(Net::MessageIn &msg)
{
    UNIMPLEMENTEDPACKET;
    msg.readInt32("total points");
    msg.readInt16("rank level");
    msg.readInt32("rank points");
    msg.readInt32("rank points need");

    msg.readInt32("ach id");
    msg.readUInt8("completed");
    for (int d = 0; d < 10; d ++)
        msg.readInt32("objective");
    msg.readInt32("completed at");
    msg.readUInt8("reward");
}
void SearchStoreRecv::processSearchFailed(Net::MessageIn &msg)
{
    UNIMPLIMENTEDPACKET;
    const int result = msg.readUInt8("result");
    switch (result)
    {
        case 0:
            NotifyManager::notify(
                NotifyTypes::SEARCH_STORE_FAILED_NO_STORES);
            break;
        case 1:
            NotifyManager::notify(
                NotifyTypes::SEARCH_STORE_FAILED_MANY_RESULTS);
            break;
        case 2:
            NotifyManager::notify(
                NotifyTypes::SEARCH_STORE_FAILED_CANT_SEARCH_ANYMORE);
            break;
        case 3:
            NotifyManager::notify(
                NotifyTypes::SEARCH_STORE_FAILED_CANT_SEARCH_YET);
            break;
        case 4:
            NotifyManager::notify(
                NotifyTypes::SEARCH_STORE_FAILED_NO_INFORMATION);
            break;
        default:
            NotifyManager::notify(
                NotifyTypes::SEARCH_STORE_FAILED);
            break;
    }
}
Beispiel #14
0
void GameRecv::processMapLogin(Net::MessageIn &msg)
{
    unsigned char direction;
    uint16_t x;
    uint16_t y;
    msg.readInt32("start time");
    msg.readCoordinates(x, y, direction, "position");
    msg.readInt8("x size");
    msg.readInt8("y size");
    logger->log("Protocol: Player start position: "
        "(%d, %d), Direction: %d",
        x, y, direction);
    if (msg.getVersion() >= 20080102)
        msg.readInt16("font");
    if (msg.getVersion() >= 20141022 && msg.getVersion() < 20160330)
        msg.readUInt8("sex");

    mLastHost &= 0xffffff;

    Network *const network = Network::mInstance;
    if (network != nullptr)
        network->pauseDispatch();

    // Switch now or we'll have problems
    client->setState(State::GAME);
    if (localPlayer != nullptr)
        localPlayer->setTileCoords(x, y);
}
Beispiel #15
0
void PartyHandler::processPartyCreate(Net::MessageIn &msg) const
{
    if (msg.readUInt8())
        NotifyManager::notify(NotifyTypes::PARTY_CREATE_FAILED);
    else
        NotifyManager::notify(NotifyTypes::PARTY_CREATED);
}
Beispiel #16
0
void NpcHandler::processNpcCutin(Net::MessageIn &msg)
{
    UNIMPLIMENTEDPACKET;
    mRequestLang = false;
    msg.readString(64, "image name");
    msg.readUInt8("type");
}
Beispiel #17
0
void NpcHandler::processShowDigit(Net::MessageIn &msg)
{
    UNIMPLIMENTEDPACKET;

    msg.readUInt8("type");
    msg.readInt32("value");
}
Beispiel #18
0
void ItemRecv::processItemDropped(Net::MessageIn &msg)
{
    const BeingId id = msg.readBeingId("id");
    const int itemId = msg.readInt16("item id");
    ItemTypeT itemType = ItemType::Unknown;
    if (msg.getVersion() >= 20130000)
        itemType = static_cast<ItemTypeT>(msg.readInt16("type"));
    const Identified identified = fromInt(
        msg.readUInt8("identify"), Identified);
    const int x = msg.readInt16("x");
    const int y = msg.readInt16("y");
    const int subX = CAST_S32(msg.readInt8("subx"));
    const int subY = CAST_S32(msg.readInt8("suby"));
    const int amount = msg.readInt16("count");

    if (actorManager)
    {
        actorManager->createItem(id,
            itemId,
            x, y,
            itemType,
            amount,
            0,
            ItemColor_one,
            identified,
            Damaged_false,
            subX, subY,
            nullptr);
    }
}
Beispiel #19
0
void SkillRecv::processSkillAdd(Net::MessageIn &msg)
{
    int updateSkill = 0;
    const int skillId = msg.readInt16("skill id");
    const SkillType::SkillType inf = static_cast<SkillType::SkillType>(
        msg.readInt32("inf"));
    const int level = msg.readInt16("skill level");
    const int sp = msg.readInt16("sp");
    const int range = msg.readInt16("range");
    const std::string name = msg.readString(24, "skill name");
    const Modifiable up = fromBool(msg.readUInt8("up flag"), Modifiable);
    const int oldLevel = PlayerInfo::getSkillLevel(skillId);
    if ((oldLevel != 0) && oldLevel != level)
        updateSkill = skillId;
    PlayerInfo::setSkillLevel(skillId, level);
    if (skillDialog != nullptr)
    {
        if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
        {
            skillDialog->addSkill(SkillOwner::Player,
                skillId, name, level, range, up, inf, sp);
        }
        skillDialog->update();
        if (updateSkill != 0)
            skillDialog->playUpdateEffect(updateSkill);
    }
}
Beispiel #20
0
void SkillRecv::processSkillUpdate2(Net::MessageIn &msg)
{
    int updateSkill = 0;
    msg.readInt16("len");  // for now unused
    const int skillId = msg.readInt16("skill id");
    const SkillType::SkillType inf = static_cast<SkillType::SkillType>(
        msg.readInt32("inf"));
    msg.readInt32("inf2");
    const int level = msg.readInt16("skill level");
    const int sp = msg.readInt16("sp");
    const int range = msg.readInt16("range");
    const Modifiable up = fromBool(msg.readUInt8("up flag"), Modifiable);
    const int oldLevel = PlayerInfo::getSkillLevel(skillId);
    if (oldLevel && oldLevel != level)
        updateSkill = skillId;
    PlayerInfo::setSkillLevel(skillId, level);
    if (skillDialog)
    {
        if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
        {
            skillDialog->addSkill(SkillOwner::Player,
                skillId, "", level, range, up, inf, sp);
        }
        skillDialog->update();
        if (updateSkill)
            skillDialog->playUpdateEffect(updateSkill);
    }
}
Beispiel #21
0
void BuySellHandler::processNpcBuyResponse(Net::MessageIn &msg)
{
    const uint8_t response = msg.readUInt8("response");
    if (response == 0U)
    {
        NotifyManager::notify(NotifyTypes::BUY_DONE);
        return;
    }
    // Reset player money since buy dialog already assumed purchase
    // would go fine
    if (mBuyDialog)
        mBuyDialog->setMoney(PlayerInfo::getAttribute(Attributes::MONEY));
    switch (response)
    {
        case 1:
            NotifyManager::notify(NotifyTypes::BUY_FAILED_NO_MONEY);
            break;

        case 2:
            NotifyManager::notify(NotifyTypes::BUY_FAILED_OVERWEIGHT);
            break;

        case 3:
            NotifyManager::notify(NotifyTypes::BUY_FAILED_TOO_MANY_ITEMS);
            break;

        default:
            NotifyManager::notify(NotifyTypes::BUY_FAILED);
            break;
    };
}
Beispiel #22
0
void ItemRecv::processItemVisible(Net::MessageIn &msg)
{
    const BeingId id = msg.readBeingId("item object id");
    const int itemId = msg.readInt16("item id");
    const Identified identified = fromInt(
        msg.readUInt8("identify"), Identified);
    const int x = msg.readInt16("x");
    const int y = msg.readInt16("y");
    const int amount = msg.readInt16("amount");
    const int subX = static_cast<int>(msg.readInt8("sub x"));
    const int subY = static_cast<int>(msg.readInt8("sub y"));

    if (actorManager)
    {
        actorManager->createItem(id,
            itemId,
            x, y,
            0,
            amount,
            0,
            ItemColor_one,
            identified,
            Damaged_false,
            subX, subY,
            nullptr);
    }
}
Beispiel #23
0
void TradeRecv::processTradeResponse(Net::MessageIn &msg)
{
    const uint8_t type = msg.readUInt8("type");
    msg.readInt32("char id");
    msg.readInt16("base level");
    Ea::TradeRecv::processTradeResponseContinue(type);
}
Beispiel #24
0
void VendingHandler::processBuyAck(Net::MessageIn &msg)
{
    UNIMPLIMENTEDPACKET;
    msg.readInt16("inv index");
    msg.readInt16("amount");
    msg.readUInt8("flag");
}
Beispiel #25
0
void BuyingStoreRecv::processBuyingStoreItemsList(Net::MessageIn &msg)
{
    const int count = (msg.readInt16("len") - 16) / 9;
    const BeingId id = msg.readBeingId("account id");
    const int storeId = msg.readInt32("store id");
    // +++ in future need use it too
    msg.readInt32("money limit");

    const Being *const dstBeing = actorManager->findBeing(id);
    if (!dstBeing)
        return;

    SellDialog *const dialog = CREATEWIDGETR(BuyingStoreSellDialog,
        dstBeing->getId(),
        storeId);
    dialog->setMoney(PlayerInfo::getAttribute(Attributes::MONEY));
    const Inventory *const inv = PlayerInfo::getInventory();
    for (int f = 0; f < count; f ++)
    {
        const int price = msg.readInt32("price");
        const int amount = msg.readInt16("amount");
        const ItemTypeT itemType = static_cast<ItemTypeT>(
            msg.readUInt8("item type"));
        const int itemId = msg.readInt16("item id");

        if (!inv)
            continue;
        const Item *const item = inv->findItem(itemId, ItemColor_one);
        if (!item)
            continue;
        // +++ need add colors support
        dialog->addItem(itemId, itemType, ItemColor_one, amount, price);
    }
}
Beispiel #26
0
void LoginHandler::procecessCharPasswordResponse(Net::MessageIn &msg) const
{
    // 0: acc not found, 1: success, 2: password mismatch, 3: pass too short
    const uint8_t errMsg = msg.readUInt8();
    // Successful pass change
    if (errMsg == 1)
    {
        client->setState(STATE_CHANGEPASSWORD_SUCCESS);
    }
    // pass change failed
    else
    {
        switch (errMsg)
        {
            case 0:
                errorMessage =
                    // TRANSLATORS: error message
                    _("Account was not found. Please re-login.");
                break;
            case 2:
                // TRANSLATORS: error message
                errorMessage = _("Old password incorrect.");
                break;
            case 3:
                // TRANSLATORS: error message
                errorMessage = _("New password too short.");
                break;
            default:
                // TRANSLATORS: error message
                errorMessage = _("Unknown error.");
                break;
        }
        client->setState(STATE_ACCOUNTCHANGE_ERROR);
    }
}
Beispiel #27
0
void GuildRecv::processGuildSkillInfo(Net::MessageIn &msg)
{
    const int count = (msg.readInt16("len") - 6) / 37;
    msg.readInt16("skill points");

    if (skillDialog != nullptr)
        skillDialog->hideSkills(SkillOwner::Guild);
    for (int i = 0; i < count; i++)
    {
        const int skillId = msg.readInt16("skill id");
        const SkillType::SkillType inf = static_cast<SkillType::SkillType>(
            msg.readInt32("inf"));
        const int level = msg.readInt16("skill level");
        const int sp = msg.readInt16("sp");
        const int range = msg.readInt16("range");
        const std::string name = msg.readString(24, "skill name");
        const Modifiable up = fromBool(msg.readUInt8("up flag"), Modifiable);
        PlayerInfo::setSkillLevel(skillId, level);
        if (skillDialog != nullptr)
        {
            if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
            {
                skillDialog->addSkill(SkillOwner::Guild,
                    skillId, name, level, range, up, inf, sp);
            }
        }
    }
    if (skillDialog != nullptr)
        skillDialog->updateModels();
}
Beispiel #28
0
void GuildRecv::processGuildInviteAck(Net::MessageIn &msg)
{
    const uint8_t flag = msg.readUInt8("flag");
    if (guildTab == nullptr)
        return;

    switch (flag)
    {
        case 0:
            NotifyManager::notify(NotifyTypes::GUILD_INVITE_FAILED);
            break;

        case 1:
            NotifyManager::notify(NotifyTypes::GUILD_INVITE_REJECTED);
            break;

        case 2:
            NotifyManager::notify(NotifyTypes::GUILD_INVITE_JOINED);
            break;

        case 3:
            NotifyManager::notify(NotifyTypes::GUILD_INVITE_FULL);
            break;

        default:
            NotifyManager::notify(NotifyTypes::GUILD_INVITE_ERROR);
            break;
    }
}
Beispiel #29
0
void TradeHandler::processTradeItemAddResponse(Net::MessageIn &msg)
{
    // Trade: New Item add response (was 0x00ea, now 01b1)
    const int index = msg.readInt16("index") - INVENTORY_OFFSET;
    Item *item = nullptr;
    if (PlayerInfo::getInventory())
        item = PlayerInfo::getInventory()->getItem(index);

    if (!item)
    {
        if (tradeWindow)
            tradeWindow->receivedOk(true);
        return;
    }
    const int quantity = msg.readInt16("amount");

    const uint8_t res = msg.readUInt8("status");
    switch (res)
    {
        case 0:
            // Successfully added item
            if (tradeWindow)
            {
                tradeWindow->addItem2(item->getId(),
                    item->getType(),
                    item->getCards(),
                    4,
                    true,
                    quantity,
                    item->getRefine(),
                    item->getColor(),
                    item->getIdentified(),
                    item->getDamaged(),
                    item->getFavorite(),
                    item->isEquipment());
            }
            item->increaseQuantity(-quantity);
            break;
        case 1:
            // Add item failed - player overweighted
            NotifyManager::notify(NotifyTypes::
                TRADE_ADD_PARTNER_OVER_WEIGHT);
            break;
        case 2:
            // Add item failed - player has no free slot
            NotifyManager::notify(NotifyTypes::TRADE_ADD_PARTNER_NO_SLOTS);
            break;
        case 3:
            // Add item failed - non tradable item
            NotifyManager::notify(NotifyTypes::TRADE_ADD_UNTRADABLE_ITEM);
            break;
        default:
            NotifyManager::notify(NotifyTypes::TRADE_ADD_ERROR);
            UNIMPLIMENTEDPACKET;
            logger->log("QQQ SMSG_TRADE_ITEM_ADD_RESPONSE: "
                        + toString(res));
            break;
    }
}
Beispiel #30
0
void NpcRecv::processNpcCutin(Net::MessageIn &msg)
{
    Ea::NpcRecv::mRequestLang = false;
    const std::string image = msg.readString(64, "image name");
    const CutInT cutin = static_cast<CutInT>(msg.readUInt8("type"));
    if (cutInWindow)
        cutInWindow->show(image, cutin);
}