mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 05:53:34 +00:00
657 lines
21 KiB
C++
657 lines
21 KiB
C++
/*
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* Darkflame Universe
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* Copyright 2018
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*/
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#include "GameMessageHandler.h"
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#include "MissionComponent.h"
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#include "PacketUtils.h"
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#include "dServer.h"
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#include "../thirdparty/raknet/Source/RakNetworkFactory.h"
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#include <future>
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#include "User.h"
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#include "UserManager.h"
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#include "BitStream.h"
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#include "RakPeer.h"
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#include "DestroyableComponent.h"
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#include "InventoryComponent.h"
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#include "Character.h"
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#include "ControllablePhysicsComponent.h"
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#include "dZoneManager.h"
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#include "Player.h"
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#include "CppScripts.h"
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#include "CDClientDatabase.h"
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#include "CDClientManager.h"
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#include "CDSkillBehaviorTable.h"
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#include "SkillComponent.h"
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#include "RacingControlComponent.h"
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using namespace std;
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void GameMessageHandler::HandleMessage(RakNet::BitStream* inStream, const SystemAddress& sysAddr, LWOOBJID objectID, GAME_MSG messageID) {
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CBITSTREAM
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// Get the entity
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Entity* entity = EntityManager::Instance()->GetEntity(objectID);
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User * usr = UserManager::Instance()->GetUser(sysAddr);
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if (!entity)
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{
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Game::logger->Log("GameMessageHandler", "Failed to find associated entity (%llu), aborting GM (%X)!\n", objectID, messageID);
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return;
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}
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switch (messageID) {
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case GAME_MSG_PLAY_EMOTE: {
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GameMessages::HandlePlayEmote(inStream, entity);
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break;
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}
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case GAME_MSG_MOVE_ITEM_IN_INVENTORY: {
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GameMessages::HandleMoveItemInInventory(inStream, entity);
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break;
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}
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case GAME_MSG_REMOVE_ITEM_FROM_INVENTORY: {
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GameMessages::HandleRemoveItemFromInventory(inStream, entity, sysAddr);
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break;
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}
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case GAME_MSG_EQUIP_ITEM:
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GameMessages::HandleEquipItem(inStream, entity);
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break;
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case GAME_MSG_UN_EQUIP_ITEM:
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GameMessages::HandleUnequipItem(inStream, entity);
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break;
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case GAME_MSG_RESPOND_TO_MISSION: {
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GameMessages::HandleRespondToMission(inStream, entity);
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break;
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}
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case GAME_MSG_REQUEST_USE: {
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GameMessages::HandleRequestUse(inStream, entity, sysAddr);
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break;
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}
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case GAME_MSG_SET_FLAG: {
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GameMessages::HandleSetFlag(inStream, entity);
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break;
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}
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case GAME_MSG_HAS_BEEN_COLLECTED: {
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GameMessages::HandleHasBeenCollected(inStream, entity);
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break;
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}
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case GAME_MSG_PLAYER_LOADED: {
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GameMessages::SendRestoreToPostLoadStats(entity, sysAddr);
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entity->SetPlayerReadyForUpdates();
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auto* player = dynamic_cast<Player*>(entity);
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if (player != nullptr)
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{
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player->ConstructLimboEntities();
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}
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InventoryComponent* inv = entity->GetComponent<InventoryComponent>();
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if (inv) {
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auto items = inv->GetEquippedItems();
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for (auto pair : items) {
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const auto item = pair.second;
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inv->AddItemSkills(item.lot);
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}
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}
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auto* destroyable = entity->GetComponent<DestroyableComponent>();
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destroyable->SetImagination(destroyable->GetImagination());
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EntityManager::Instance()->SerializeEntity(entity);
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std::vector<Entity*> racingControllers = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_RACING_CONTROL);
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for (Entity* racingController : racingControllers) {
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auto* racingComponent = racingController->GetComponent<RacingControlComponent>();
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if (racingComponent != nullptr)
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{
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racingComponent->OnPlayerLoaded(entity);
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}
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}
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Entity* zoneControl = EntityManager::Instance()->GetZoneControlEntity();
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(zoneControl)) {
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script->OnPlayerLoaded(zoneControl, player);
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}
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std::vector<Entity*> scriptedActs = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPT);
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for (Entity* scriptEntity : scriptedActs) {
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if (scriptEntity->GetObjectID() != zoneControl->GetObjectID()) { // Don't want to trigger twice on instance worlds
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for (CppScripts::Script* script : CppScripts::GetEntityScripts(scriptEntity)) {
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script->OnPlayerLoaded(scriptEntity, player);
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}
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}
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}
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//Kill player if health == 0
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if (entity->GetIsDead()) {
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entity->Smash(entity->GetObjectID());
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}
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//if the player has moved significantly, move them back:
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if ((entity->GetPosition().y - entity->GetCharacter()->GetOriginalPos().y) > 2.0f) {
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// Disabled until fixed
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//GameMessages::SendTeleport(entity->GetObjectID(), entity->GetCharacter()->GetOriginalPos(), entity->GetCharacter()->GetOriginalRot(), entity->GetSystemAddress(), true, true);
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}
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/**
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* Invoke the OnZoneLoad event on the player character
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*/
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auto* character = entity->GetCharacter();
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if (character != nullptr) {
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character->OnZoneLoad();
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}
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Game::logger->Log("GameMessageHandler", "Player %s (%llu) loaded.\n", entity->GetCharacter()->GetName().c_str(), entity->GetObjectID());
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// After we've done our thing, tell the client they're ready
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GameMessages::SendPlayerReady(dZoneManager::Instance()->GetZoneControlObject(), sysAddr);
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GameMessages::SendPlayerReady(entity, sysAddr);
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break;
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}
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case GAME_MSG_REQUEST_LINKED_MISSION: {
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GameMessages::HandleRequestLinkedMission(inStream, entity);
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break;
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}
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case GAME_MSG_MISSION_DIALOGUE_OK: {
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GameMessages::HandleMissionDialogOK(inStream, entity);
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break;
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}
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case GAME_MSG_MISSION_DIALOGUE_CANCELLED: {
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//This message is pointless for our implementation, as the client just carries on after
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//rejecting a mission offer. We dont need to do anything. This is just here to remove a warning in our logs :)
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break;
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}
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case GAME_MSG_REQUEST_PLATFORM_RESYNC: {
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GameMessages::HandleRequestPlatformResync(inStream, entity, sysAddr);
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break;
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}
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case GAME_MSG_FIRE_EVENT_SERVER_SIDE: {
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GameMessages::HandleFireEventServerSide(inStream, entity, sysAddr);
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break;
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}
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case GAME_MSG_SEND_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case GAME_MSG_REQUEST_ACTIVITY_SUMMARY_LEADERBOARD_DATA: {
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GameMessages::HandleRequestActivitySummaryLeaderboardData(inStream, entity, sysAddr);
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break;
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}
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case GAME_MSG_ACTIVITY_STATE_CHANGE_REQUEST: {
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GameMessages::HandleActivityStateChangeRequest(inStream, entity);
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break;
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}
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case GAME_MSG_PARSE_CHAT_MESSAGE: {
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GameMessages::HandleParseChatMessage(inStream, entity, sysAddr);
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break;
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}
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case GAME_MSG_NOTIFY_SERVER_LEVEL_PROCESSING_COMPLETE: {
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GameMessages::HandleNotifyServerLevelProcessingComplete(inStream, entity);
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break;
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}
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case GAME_MSG_PICKUP_CURRENCY: {
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GameMessages::HandlePickupCurrency(inStream, entity);
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break;
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}
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case GAME_MSG_PICKUP_ITEM: {
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GameMessages::HandlePickupItem(inStream, entity);
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break;
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}
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case GAME_MSG_RESURRECT: {
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GameMessages::HandleResurrect(inStream, entity);
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break;
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}
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case GAME_MSG_REQUEST_RESURRECT: {
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GameMessages::SendResurrect(entity);
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/*auto* dest = static_cast<DestroyableComponent*>(entity->GetComponent(COMPONENT_TYPE_DESTROYABLE));
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if (dest) {
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dest->SetHealth(4);
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dest->SetArmor(0);
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dest->SetImagination(6);
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EntityManager::Instance()->SerializeEntity(entity);
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}*/
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break;
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}
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case GAME_MSG_REQUEST_SERVER_PROJECTILE_IMPACT:
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{
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auto message = GameMessages::RequestServerProjectileImpact();
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message.Deserialize(inStream);
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auto* skill_component = entity->GetComponent<SkillComponent>();
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if (skill_component != nullptr)
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{
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auto* bs = new RakNet::BitStream((unsigned char*) message.sBitStream.c_str(), message.sBitStream.size(), false);
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skill_component->SyncPlayerProjectile(message.i64LocalID, bs, message.i64TargetID);
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delete bs;
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}
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break;
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}
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case GAME_MSG_START_SKILL: {
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GameMessages::StartSkill startSkill = GameMessages::StartSkill();
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startSkill.Deserialize(inStream); // inStream replaces &bitStream
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if (startSkill.skillID == 1561 || startSkill.skillID == 1562 || startSkill.skillID == 1541) return;
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MissionComponent* comp = entity->GetComponent<MissionComponent>();
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if (comp) {
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comp->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, startSkill.skillID);
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}
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CDSkillBehaviorTable* skillTable = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
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unsigned int behaviorId = skillTable->GetSkillByID(startSkill.skillID).behaviorID;
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bool success = false;
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if (behaviorId > 0) {
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RakNet::BitStream * bs = new RakNet::BitStream((unsigned char *)startSkill.sBitStream.c_str(), startSkill.sBitStream.size(), false);
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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success = skillComponent->CastPlayerSkill(behaviorId, startSkill.uiSkillHandle, bs, startSkill.optionalTargetID);
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if (success && entity->GetCharacter()) {
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DestroyableComponent* destComp = entity->GetComponent<DestroyableComponent>();
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destComp->SetImagination(destComp->GetImagination() - skillTable->GetSkillByID(startSkill.skillID).imaginationcost);
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}
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delete bs;
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}
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if (Game::server->GetZoneID() == 1302) {
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break;
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}
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if (success) {
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//Broadcast our startSkill:
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RakNet::BitStream bitStreamLocal;
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PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
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bitStreamLocal.Write(entity->GetObjectID());
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GameMessages::EchoStartSkill echoStartSkill;
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echoStartSkill.bUsedMouse = startSkill.bUsedMouse;
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echoStartSkill.fCasterLatency = startSkill.fCasterLatency;
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echoStartSkill.iCastType = startSkill.iCastType;
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echoStartSkill.lastClickedPosit = startSkill.lastClickedPosit;
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echoStartSkill.optionalOriginatorID = startSkill.optionalOriginatorID;
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echoStartSkill.optionalTargetID = startSkill.optionalTargetID;
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echoStartSkill.originatorRot = startSkill.originatorRot;
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echoStartSkill.sBitStream = startSkill.sBitStream;
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echoStartSkill.skillID = startSkill.skillID;
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echoStartSkill.uiSkillHandle = startSkill.uiSkillHandle;
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echoStartSkill.Serialize(&bitStreamLocal);
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Game::server->Send(&bitStreamLocal, entity->GetSystemAddress(), true);
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}
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} break;
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case GAME_MSG_SYNC_SKILL: {
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RakNet::BitStream bitStreamLocal;
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PacketUtils::WriteHeader(bitStreamLocal, CLIENT, MSG_CLIENT_GAME_MSG);
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bitStreamLocal.Write(entity->GetObjectID());
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//bitStreamLocal.Write((unsigned short)GAME_MSG_ECHO_SYNC_SKILL);
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//bitStreamLocal.Write(inStream);
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GameMessages::SyncSkill sync = GameMessages::SyncSkill(inStream); // inStream replaced &bitStream
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//sync.Serialize(&bitStreamLocal);
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ostringstream buffer;
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for (unsigned int k = 0; k < sync.sBitStream.size(); k++){
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char s;
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s = sync.sBitStream.at(k);
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buffer << setw(2) << hex << setfill('0') << (int) s << " ";
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}
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//cout << buffer.str() << endl;
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if(usr != nullptr) {
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RakNet::BitStream * bs = new RakNet::BitStream((unsigned char *)sync.sBitStream.c_str(), sync.sBitStream.size(), false);
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auto* skillComponent = entity->GetComponent<SkillComponent>();
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skillComponent->SyncPlayerSkill(sync.uiSkillHandle, sync.uiBehaviorHandle, bs);
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delete bs;
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}
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GameMessages::EchoSyncSkill echo = GameMessages::EchoSyncSkill();
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echo.bDone = sync.bDone;
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echo.sBitStream = sync.sBitStream;
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echo.uiBehaviorHandle = sync.uiBehaviorHandle;
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echo.uiSkillHandle = sync.uiSkillHandle;
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echo.Serialize(&bitStreamLocal);
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Game::server->Send(&bitStreamLocal, sysAddr, true);
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} break;
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case GAME_MSG_REQUEST_SMASH_PLAYER:
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entity->Smash(entity->GetObjectID());
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break;
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case GAME_MSG_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
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GameMessages::HandleMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
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break;
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case GAME_MSG_MODULAR_BUILD_FINISH:
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GameMessages::HandleModularBuildFinish(inStream, entity, sysAddr);
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break;
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case GAME_MSG_PUSH_EQUIPPED_ITEMS_STATE:
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GameMessages::HandlePushEquippedItemsState(inStream, entity);
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break;
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case GAME_MSG_POP_EQUIPPED_ITEMS_STATE:
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GameMessages::HandlePopEquippedItemsState(inStream, entity);
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break;
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case GAME_MSG_BUY_FROM_VENDOR:
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GameMessages::HandleBuyFromVendor(inStream, entity, sysAddr);
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break;
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case GAME_MSG_SELL_TO_VENDOR:
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GameMessages::HandleSellToVendor(inStream, entity, sysAddr);
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break;
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case GAME_MSG_BUYBACK_FROM_VENDOR:
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GameMessages::HandleBuybackFromVendor(inStream, entity, sysAddr);
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break;
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case GAME_MSG_MODULAR_BUILD_MOVE_AND_EQUIP:
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GameMessages::HandleModularBuildMoveAndEquip(inStream, entity, sysAddr);
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break;
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case GAME_MSG_DONE_ARRANGING_WITH_ITEM:
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GameMessages::HandleDoneArrangingWithItem(inStream, entity, sysAddr);
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break;
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case GAME_MSG_MODULAR_BUILD_CONVERT_MODEL:
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GameMessages::HandleModularBuildConvertModel(inStream, entity, sysAddr);
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break;
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case GAME_MSG_BUILD_MODE_SET:
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GameMessages::HandleBuildModeSet(inStream, entity);
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break;
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case GAME_MSG_REBUILD_CANCEL:
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GameMessages::HandleRebuildCancel(inStream, entity);
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break;
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case GAME_MSG_MATCH_REQUEST:
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GameMessages::HandleMatchRequest(inStream, entity);
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break;
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case GAME_MSG_USE_NON_EQUIPMENT_ITEM:
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GameMessages::HandleUseNonEquipmentItem(inStream, entity);
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break;
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case GAME_MSG_CLIENT_ITEM_CONSUMED:
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GameMessages::HandleClientItemConsumed(inStream, entity);
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break;
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case GAME_MSG_SET_CONSUMABLE_ITEM:
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GameMessages::HandleSetConsumableItem(inStream, entity, sysAddr);
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break;
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case GAME_MSG_VERIFY_ACK:
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GameMessages::HandleVerifyAck(inStream, entity, sysAddr);
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break;
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// Trading
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case GAME_MSG_CLIENT_TRADE_REQUEST:
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GameMessages::HandleClientTradeRequest(inStream, entity, sysAddr);
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break;
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case GAME_MSG_CLIENT_TRADE_CANCEL:
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GameMessages::HandleClientTradeCancel(inStream, entity, sysAddr);
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break;
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case GAME_MSG_CLIENT_TRADE_ACCEPT:
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GameMessages::HandleClientTradeAccept(inStream, entity, sysAddr);
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break;
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case GAME_MSG_CLIENT_TRADE_UPDATE:
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GameMessages::HandleClientTradeUpdate(inStream, entity, sysAddr);
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break;
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// Pets
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case GAME_MSG_PET_TAMING_TRY_BUILD:
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GameMessages::HandlePetTamingTryBuild(inStream, entity, sysAddr);
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break;
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case GAME_MSG_NOTIFY_TAMING_BUILD_SUCCESS:
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GameMessages::HandleNotifyTamingBuildSuccess(inStream, entity, sysAddr);
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break;
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case GAME_MSG_REQUEST_SET_PET_NAME:
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GameMessages::HandleRequestSetPetName(inStream, entity, sysAddr);
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break;
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case GAME_MSG_START_SERVER_PET_MINIGAME_TIMER:
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GameMessages::HandleStartServerPetMinigameTimer(inStream, entity, sysAddr);
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break;
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case GAME_MSG_CLIENT_EXIT_TAMING_MINIGAME:
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GameMessages::HandleClientExitTamingMinigame(inStream, entity, sysAddr);
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break;
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case GAME_MSG_COMMAND_PET:
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GameMessages::HandleCommandPet(inStream, entity, sysAddr);
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break;
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case GAME_MSG_DESPAWN_PET:
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GameMessages::HandleDespawnPet(inStream, entity, sysAddr);
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break;
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case GAME_MSG_MESSAGE_BOX_RESPOND:
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GameMessages::HandleMessageBoxResponse(inStream, entity, sysAddr);
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break;
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case GAME_MSG_CHOICE_BOX_RESPOND:
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GameMessages::HandleChoiceBoxRespond(inStream, entity, sysAddr);
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break;
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// Property
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case GAME_MSG_QUERY_PROPERTY_DATA:
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GameMessages::HandleQueryPropertyData(inStream, entity, sysAddr);
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break;
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case GAME_MSG_START_BUILDING_WITH_ITEM:
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GameMessages::HandleStartBuildingWithItem(inStream, entity, sysAddr);
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break;
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case GAME_MSG_SET_BUILD_MODE:
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GameMessages::HandleSetBuildMode(inStream, entity, sysAddr);
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break;
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case GAME_MSG_PROPERTY_EDITOR_BEGIN:
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GameMessages::HandlePropertyEditorBegin(inStream, entity, sysAddr);
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break;
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case GAME_MSG_PROPERTY_EDITOR_END:
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GameMessages::HandlePropertyEditorEnd(inStream, entity, sysAddr);
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break;
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case GAME_MSG_PROPERTY_CONTENTS_FROM_CLIENT:
|
|
GameMessages::HandlePropertyContentsFromClient(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_ZONE_PROPERTY_MODEL_EQUIPPED:
|
|
GameMessages::HandlePropertyModelEquipped(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_PLACE_PROPERTY_MODEL:
|
|
GameMessages::HandlePlacePropertyModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_UPDATE_MODEL_FROM_CLIENT:
|
|
GameMessages::HandleUpdatePropertyModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_DELETE_MODEL_FROM_CLIENT:
|
|
GameMessages::HandleDeletePropertyModel(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_BBB_LOAD_ITEM_REQUEST:
|
|
GameMessages::HandleBBBLoadItemRequest(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_BBB_SAVE_REQUEST:
|
|
GameMessages::HandleBBBSaveRequest(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_PROPERTY_ENTRANCE_SYNC:
|
|
GameMessages::HandlePropertyEntranceSync(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_ENTER_PROPERTY1:
|
|
GameMessages::HandleEnterProperty(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_ZONE_PROPERTY_MODEL_ROTATED:
|
|
EntityManager::Instance()->GetZoneControlEntity()->OnZonePropertyModelRotated(usr->GetLastUsedChar()->GetEntity());
|
|
break;
|
|
|
|
case GAME_MSG_UPDATE_PROPERTY_OR_MODEL_FOR_FILTER_CHECK:
|
|
GameMessages::HandleUpdatePropertyOrModelForFilterCheck(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_SET_PROPERTY_ACCESS:
|
|
GameMessages::HandleSetPropertyAccess(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// Racing
|
|
case GAME_MSG_MODULE_ASSEMBLY_QUERY_DATA:
|
|
GameMessages::HandleModuleAssemblyQueryData(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_ACKNOWLEDGE_POSSESSION:
|
|
GameMessages::HandleAcknowledgePossession(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_VEHICLE_SET_WHEEL_LOCK_STATE:
|
|
GameMessages::HandleVehicleSetWheelLockState(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_MODULAR_ASSEMBLY_NIF_COMPLETED:
|
|
GameMessages::HandleModularAssemblyNIFCompleted(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_RACING_CLIENT_READY:
|
|
GameMessages::HandleRacingClientReady(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_REQUEST_DIE:
|
|
GameMessages::HandleRequestDie(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_VEHICLE_NOTIFY_SERVER_ADD_PASSIVE_BOOST_ACTION:
|
|
GameMessages::HandleVehicleNotifyServerAddPassiveBoostAction(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_VEHICLE_NOTIFY_SERVER_REMOVE_PASSIVE_BOOST_ACTION:
|
|
GameMessages::HandleVehicleNotifyServerRemovePassiveBoostAction(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_RACING_PLAYER_INFO_RESET_FINISHED:
|
|
GameMessages::HandleRacingPlayerInfoResetFinished(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_VEHICLE_NOTIFY_HIT_IMAGINATION_SERVER:
|
|
GameMessages::HandleVehicleNotifyHitImaginationServer(inStream, entity, sysAddr);
|
|
break;
|
|
case GAME_MSG_UPDATE_PROPERTY_PERFORMANCE_COST:
|
|
GameMessages::HandleUpdatePropertyPerformanceCost(inStream, entity, sysAddr);
|
|
break;
|
|
// SG
|
|
case GAME_MSG_UPDATE_SHOOTING_GALLERY_ROTATION:
|
|
GameMessages::HandleUpdateShootingGalleryRotation(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
// NT
|
|
case GAME_MSG_REQUEST_MOVE_ITEM_BETWEEN_INVENTORY_TYPES:
|
|
GameMessages::HandleRequestMoveItemBetweenInventoryTypes(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_TOGGLE_GHOST_REFERENCE_OVERRIDE:
|
|
GameMessages::HandleToggleGhostReferenceOverride(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_SET_GHOST_REFERENCE_POSITION:
|
|
GameMessages::HandleSetGhostReferencePosition(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_READY_FOR_UPDATES:
|
|
//We don't really care about this message, as it's simply here to inform us that the client is done loading an object.
|
|
//In the event we _do_ send an update to an object that hasn't finished loading, the client will handle it anyway.
|
|
break;
|
|
|
|
case GAME_MSG_REPORT_BUG:
|
|
GameMessages::HandleReportBug(inStream, entity);
|
|
break;
|
|
|
|
case GAME_MSG_CLIENT_RAIL_MOVEMENT_READY:
|
|
GameMessages::HandleClientRailMovementReady(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_CANCEL_RAIL_MOVEMENT:
|
|
GameMessages::HandleCancelRailMovement(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_PLAYER_RAIL_ARRIVED_NOTIFICATION:
|
|
GameMessages::HandlePlayerRailArrivedNotification(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_CINEMATIC_UPDATE:
|
|
GameMessages::HandleCinematicUpdate(inStream, entity, sysAddr);
|
|
break;
|
|
|
|
case GAME_MSG_MODIFY_PLAYER_ZONE_STATISTIC:
|
|
GameMessages::HandleModifyPlayerZoneStatistic(inStream, entity);
|
|
break;
|
|
|
|
case GAME_MSG_UPDATE_PLAYER_STATISTIC:
|
|
GameMessages::HandleUpdatePlayerStatistic(inStream, entity);
|
|
break;
|
|
|
|
default:
|
|
//Game::logger->Log("GameMessageHandler", "Unknown game message ID: %X\n", messageID);
|
|
break;
|
|
}
|
|
}
|