Пример #1
0
	LookEntry LoginParser::parse_look(InPacket& recv)
	{
		LookEntry look;

		look.female = recv.read_bool();
		look.skin = recv.read_byte();
		look.faceid = recv.read_int();
		recv.read_bool(); //megaphone
		look.hairid = recv.read_int();

		uint8_t eqslot = recv.read_byte();
		while (eqslot != 0xFF)
		{
			look.equips[eqslot] = recv.read_int();
			eqslot = recv.read_byte();
		}

		uint8_t mskeqslot = recv.read_byte();
		while (mskeqslot != 0xFF)
		{
			look.maskedequips[mskeqslot] = recv.read_int();
			mskeqslot = recv.read_byte();
		}
		look.maskedequips[-111] = recv.read_int();

		for (uint8_t i = 0; i < 3; i++)
		{
			look.petids.push_back(recv.read_int());
		}

		return look;
	}
Пример #2
0
	void ChangeStatsHandler::handle(InPacket& recv) const
	{
		recv.read_bool(); // 'itemreaction'

		int32_t updatemask = recv.read_int();

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

		bool recalculate = false;
		for (auto it = Maplestat::it(); it.hasnext(); it.increment())
		{
			Maplestat::Value stat = it.get();
			if (Maplestat::compare(stat, updatemask))
			{
				bool updatesingle = false;
				switch (stat)
				{
				case Maplestat::SKIN:
					player.changelook(stat, recv.read_short());
					break;
				case Maplestat::FACE:
				case Maplestat::HAIR:
					player.changelook(stat, recv.read_int());
					break;
				case Maplestat::LEVEL:
					player.changelevel(recv.read_byte());
					updatesingle = true;
					break;
				case Maplestat::JOB:
					player.changejob(recv.read_short());
					updatesingle = true;
					break;
				case Maplestat::EXP:
					player.getstats().set_exp(recv.read_int());
					break;
				case Maplestat::MESO:
					player.getinvent().setmeso(recv.read_int());
					break;
				default:
					player.getstats().set_stat(stat, recv.read_short());
					recalculate = true;
					break;
				}

				if (updatesingle)
				{
					UI::get().with_element<UIStatsinfo>([&stat](auto& si) {
						si.updatestat(stat);
					});
				}
			}
		}

		if (recalculate)
		{
			player.recalcstats(false);
		}

		UI::get().enable();
	}
Пример #3
0
	Account LoginParser::parse_account(InPacket & recv)
	{
		Account account;

		recv.skip(2);
		account.accid = recv.read_int();
		account.female = recv.read_bool();
		recv.read_bool(); //is admin
		account.gmlevel = recv.read_byte();
		recv.skip(1);
		account.name = recv.read_string();
		recv.skip(1);
		account.muted = recv.read_bool();
		recv.read_long(); //muted until
		recv.read_long(); //creation date
		recv.skip(4);
		account.pin = recv.read_short();

		return account;
	}
Пример #4
0
	CharEntry LoginParser::parse_charentry(InPacket& recv)
	{
		int32_t cid = recv.read_int();
		StatsEntry stats = parse_stats(recv);
		LookEntry look = parse_look(recv);

		recv.read_bool(); // 'rankinfo' bool
		if (recv.read_bool())
		{
			int32_t currank = recv.read_int();
			int32_t rankmv = recv.read_int();
			int32_t curjobrank = recv.read_int();
			int32_t jobrankmv = recv.read_int();
			int8_t rankmc = (rankmv > 0) ? '+' : (rankmv < 0) ? '-' : '=';
			int8_t jobrankmc = (jobrankmv > 0) ? '+' : (jobrankmv < 0) ? '-' : '=';

			stats.rank = std::make_pair(currank, rankmc);
			stats.jobrank = std::make_pair(curjobrank, jobrankmc);
		}

		return{ stats, look, cid };
	}
Пример #5
0
	void CharnameResponseHandler::handle(InPacket& recv) const
	{
		// Read the name and if it is already in use.
		std::string name = recv.read_string();
		bool used = recv.read_bool();

		if (used)
		{
			UI::get().emplace<UILoginNotice>(UILoginNotice::NAME_IN_USE);
		}

		// Notify the character creation screen.
		if (auto charcreation = UI::get().get_element<UICharcreation>())
			charcreation->send_naming_result(used);

		UI::get().enable();
	}
Пример #6
0
	void SetfieldHandler::set_field(InPacket& recv) const
	{
		recv.skip(23);

		int32_t cid = recv.read_int();

		const CharEntry& playerentry = Session::get().getlogin().getcharbyid(cid);
		if (playerentry.cid != cid)
		{
			Console::get().print("Nonexisting cid: " + std::to_string(cid));
		}

		Stage::get().loadplayer(playerentry);

		Session::get().getlogin().parsestats(recv);

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

		recv.read_byte(); // 'buddycap'
		if (recv.read_bool())
		{
			recv.read_string(); // 'linkedname'
		}

		parse_inventory(recv, player.getinvent());
		parse_skillbook(recv, player.getskills());
		parse_questlog(recv, player.getquests());
		parseminigame(recv);
		parsering1(recv);
		parsering2(recv);
		parsering3(recv);
		parsetelerock(recv, player.gettrock());
		parsemonsterbook(recv, player.getmonsterbook());
		parsenewyear(recv);
		parseareainfo(recv);

		recv.skip(10);

		player.recalcstats(true);

		stagetransition(player.getstats().getportal(), player.getstats().getmapid());

		Sound(Sound::GAMESTART).play();

		UI::get().changestate(UI::GAME);
	}
Пример #7
0
	void DeleteCharResponseHandler::handle(InPacket& recv) const
	{
		// Read the character id and if deletion was successfull (pic was correct).
		recv.read_int(); // charid

		bool success = recv.read_bool();

		// Show the result to the user.
		UILoginNotice::Message message;
		if (success)
		{
			message = UILoginNotice::CASH_ITEMS_CONFIRM_DELETION;
		}
		else
		{
			message = UILoginNotice::BIRTHDAY_INCORRECT;
		}
		UI::get().add(ElementTag<UILoginNotice, int8_t>(message));
	}
Пример #8
0
	void CharnameResponseHandler::handle(InPacket& recv) const
	{
		// Read the name and if it is already in use.
		std::string name = recv.read_string();
		bool used = recv.read_bool();

		if (used)
		{
			UI::get().add(
				ElementTag<UILoginNotice, UILoginNotice::Message>(
					UILoginNotice::NAME_IN_USE
					)
			);
		}

		// Notify character creation screen.
		UI::get().with_element<UICharcreation>([&used](auto& cc) {
			cc.nameresult(used);
		});

		UI::get().enable();
	}
Пример #9
0
	StatsEntry LoginParser::parse_stats(InPacket& recv)
	{
		StatsEntry statsentry;

		statsentry.name = recv.read_padded_string(13);

		recv.read_bool(); //gender
		recv.read_byte(); //skin
		recv.read_int(); //face
		recv.read_int(); //hair

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

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

		recv.skip(4); //gachaexp
		statsentry.mapid = recv.read_int();
		statsentry.portal = recv.read_byte();
		recv.skip(4); //timestamp

		return statsentry;
	}
Пример #10
0
	void ModifyInventoryHandler::handle(InPacket& recv) const
	{
		recv.read_bool(); // 'updatetick'

		Inventory& inventory = Stage::get().getplayer().getinvent();

		struct Mod
		{
			int8_t mode;
			Inventory::Type type;
			int16_t pos;
			int16_t arg;
		};
		std::vector<Mod> mods;

		int8_t size = recv.read_byte();
		for (int8_t i = 0; i < size; i++)
		{
			Mod mod;
			mod.mode = recv.read_byte();
			mod.type = Inventory::typebyvalue(recv.read_byte());
			mod.pos = recv.read_short();

			mod.arg = 0;
			switch (mod.mode)
			{
			case 0:
				ItemParser::parseitem(recv, mod.type, mod.pos, inventory);
				break;
			case 1:
				mod.arg = recv.read_short();
				if (inventory.changecount(mod.type, mod.pos, mod.arg))
					mod.mode = 4;
				break;
			case 2:
				mod.arg = recv.read_short();
				break;
			case 3:
				inventory.modify(mod.type, mod.pos, mod.mode, mod.arg, Inventory::MOVE_INTERNAL);
				break;
			}

			mods.push_back(mod);
		}

		Inventory::Movement move = (recv.length() > 0) ?
			Inventory::movementbyvalue(recv.read_byte()) :
			Inventory::MOVE_INTERNAL;

		for (Mod& mod : mods)
		{
			if (mod.mode == 2)
			{
				inventory.modify(mod.type, mod.pos, mod.mode, mod.arg, move);
			}

			UI::get().with_element<UIShop>([&mod](auto& s) {
				s.modify(mod.type);
			});

			auto eqinvent = UI::get().get_element<UIEquipInventory>();
			auto itinvent = UI::get().get_element<UIItemInventory>();
			switch (move)
			{
			case Inventory::MOVE_INTERNAL:
				switch (mod.type)
				{
				case Inventory::EQUIPPED:
					if (eqinvent)
						eqinvent->modify(mod.pos, mod.mode, mod.arg);

					Stage::get().getplayer().changecloth(-mod.pos);
					Stage::get().getplayer().changecloth(-mod.arg);
					break;
				case Inventory::EQUIP:
				case Inventory::USE:
				case Inventory::SETUP:
				case Inventory::ETC:
				case Inventory::CASH:
					if (itinvent)
						itinvent->modify(mod.type, mod.pos, mod.mode, mod.arg);
					break;
				}
				break;
			case Inventory::MOVE_EQUIP:
			case Inventory::MOVE_UNEQUIP:
				if (mod.pos < 0)
				{
					if (eqinvent)
						eqinvent->modify(-mod.pos, 3, 0);

					if (itinvent)
						itinvent->modify(Inventory::EQUIP, mod.arg, 0, 0);

					Stage::get().getplayer().changecloth(-mod.pos);
				}
				else if (mod.arg < 0)
				{
					if (eqinvent)
						eqinvent->modify(-mod.arg, 0, 0);

					if (itinvent)
						itinvent->modify(Inventory::EQUIP, mod.pos, 3, 0);

					Stage::get().getplayer().changecloth(-mod.arg);
				}
				break;
			}
		}

		Stage::get().getplayer().recalcstats(true);
		UI::get().enable();
	}