// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . // ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· // ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ // ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ // ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ // Magicbane Emulator Project © 2013 - 2022 // www.magicbane.com package engine.net.client.handlers; import engine.Enum; import engine.Enum.DispatchChannel; import engine.exception.MsgSendException; import engine.gameManager.BuildingManager; import engine.gameManager.DbManager; import engine.gameManager.GuildManager; import engine.gameManager.SessionManager; import engine.math.Vector3fImmutable; import engine.net.Dispatch; import engine.net.DispatchMessage; import engine.net.client.ClientConnection; import engine.net.client.msg.*; import engine.objects.*; import engine.server.MBServerStatics; import java.util.concurrent.ThreadLocalRandom; public class VendorDialogMsgHandler extends AbstractClientMsgHandler { public VendorDialogMsgHandler() { super(VendorDialogMsg.class); } // Handles special case menu selections, such as promote, train, ect. public static boolean handleSpecialCase(VendorDialogMsg msg, NPC npc, PlayerCharacter playerCharacter, VendorDialog vd, ClientConnection origin) { Dispatch dispatch; int menuID = msg.unknown03; // aka menuoptions.optionID Vector3fImmutable loc; switch (menuID) { case 0: // Close Dialog msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 180: // Promote to class promote(playerCharacter, npc); msg.updateMessage(4, 0); // <-0 closes dialog dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 1000: // TrainSkill skills and powers msg.updateMessage(4, 2); // <-2 sends trainer screen dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 1001: // Open Bank getBank(playerCharacter, npc, origin); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 1002: // Open Vault getVault(playerCharacter, npc, origin); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 1003: //Refine msg.updateMessage(4, 3); // <-3 sends refine screen dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; // Mainland Teleports case 100011: // teleport me to Aeldreth City city = City.getCity(25); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 10, 75, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100012: // teleport me to SDR city = City.getCity(24); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 10, 75, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100013: // teleport me to Erkeng Hold city = City.getCity(26); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 10, 75, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100014: // teleport me to Khan city = City.getCity(36); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 75, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100015: // teleport me to Maelstrom loc = new Vector3fImmutable(105100f, 40f, -25650f); handleTeleport(playerCharacter, loc, 10, 75, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100016: // teleport me to Oblivion loc = new Vector3fImmutable(108921f, 167f, -51590f); handleTeleport(playerCharacter, loc, 10, 75, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100017: // teleport me to Vander's Doom loc = new Vector3fImmutable(42033f, 46f, -54471f); handleTeleport(playerCharacter, loc, 10, 75, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100018: // teleport me to The Sinking Isle loc = new Vector3fImmutable(67177f, 36f, -31940f); handleTeleport(playerCharacter, loc, 10, 75, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; // MainLand Repledges case 100030: // repledge me to Aeldreth city = City.getCity(25); if (city != null) handleRepledge(playerCharacter, city, 10, 55, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100031: // repledge me to Sea Dog's Rest city = City.getCity(24); if (city != null) handleRepledge(playerCharacter, city, 10, 75, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100032: // repledge me to Erkeng Hold city = City.getCity(26); if (city != null) handleRepledge(playerCharacter, city, 10, 55, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100033: // repledge me to Khan\'Of Srekel city = City.getCity(36); if (city != null) handleRepledge(playerCharacter, city, 1, 75, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100035: // repledge me to Starkholm city = City.getCity(27); if (city != null) handleRepledge(playerCharacter, city, 1, 20, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; // Noob Isle Teleports case 100040: // teleport me to Starkholm city = City.getCity(27); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 20, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100041: // teleport me to All-Father's Rest city = City.getCity(28); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 20, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100042: // teleport me to Hengest city = City.getCity(33); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 20, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100043: // teleport me to Hrimdal city = City.getCity(30); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 20, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100044: // teleport me to Hothor's Doom city = City.getCity(29); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 20, true); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100045: // teleport me to Scraefahl city = City.getCity(32); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 20, false); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; case 100046: // teleport me to Valkirch city = City.getCity(31); if (city != null) handleTeleport(playerCharacter, city.getLoc(), 1, 20, true); msg.updateMessage(4, 0); dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; default: } return false; } private static boolean finishMessage(VendorDialogMsg msg, ClientConnection origin) throws MsgSendException { msg.updateMessage(4, 0); Dispatch dispatch = Dispatch.borrow(origin.getPlayerCharacter(), msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; } public static void handleTeleport(PlayerCharacter pc, Vector3fImmutable loc, int minLevel, int maxLevel, boolean useSquare) { if (pc == null) return; int level = pc.getLevel(); if (level >= minLevel && level <= maxLevel) { if (useSquare) loc = getSquare(loc); pc.teleport(loc); pc.setSafeMode(); // PowersManager.applyPower(pc, pc, new Vector3f(0f, // 0f, 0f), -1661758934, 40, false); } else { if (level < minLevel) ErrorPopupMsg.sendErrorPopup(pc, 74); else ErrorPopupMsg.sendErrorPopup(pc, 139); } } public static void handleRepledge(PlayerCharacter pc, City city, int minLevel, int maxLevel, boolean useSquare) { if (pc == null || city == null) return; Vector3fImmutable loc = city.getLoc(); int level = pc.getLevel(); if (level >= minLevel && level <= maxLevel) { // set guild Guild guild = city.getGuild(); if (guild != null) { // teleport player if (useSquare) loc = getSquare(loc); pc.teleport(loc); pc.setSafeMode(); // PowersManager.applyPower(pc, pc, new // Vector3f(0f, 0f, 0f), -1661758934, 40, false); // join guild GuildManager.joinGuild(pc, guild, Enum.GuildHistoryType.JOIN); pc.resetGuildStatuses(); if (guild.isNPCGuild()) pc.setFullMember(true); if (useSquare) loc = loc.add(30, 0, 0); pc.setBindLoc(loc); } else { // guild not found, just teleport if (useSquare) loc = getSquare(loc); pc.teleport(loc); pc.setSafeMode(); // PowersManager.applyPower(pc, pc, new // Vector3f(0f, 0f, 0f), -1661758934, 50, false); } } else { if (level < minLevel) ErrorPopupMsg.sendErrorPopup(pc, 74); else ErrorPopupMsg.sendErrorPopup(pc, 139); } } // randomly place around a tol using a square (+- 30 units in x and z // direction) public static Vector3fImmutable getSquare(Vector3fImmutable cityLoc) { Vector3fImmutable loc = cityLoc; // get direction int roll = ThreadLocalRandom.current().nextInt(4); if (roll == 0) { // north loc = loc.add((ThreadLocalRandom.current().nextInt(60) - 30), 0, -30); } else if (roll == 1) { // south loc = loc.add((ThreadLocalRandom.current().nextInt(60) - 30), 0, 30); } else if (roll == 2) { // east loc = loc.add(30, 0, (ThreadLocalRandom.current().nextInt(60) - 30)); } else { // west loc = loc.add(-30, 0, (ThreadLocalRandom.current().nextInt(60) - 30)); } // Make sure no one gets stuck in the tree. if (loc.distanceSquared2D(cityLoc) < 250) { loc = cityLoc; loc = loc.add(30, 0, 0); } return loc; } // Handle promotion public static void promote(PlayerCharacter pc, NPC npc) { if (npc == null || pc == null) return; // test level 10 if (pc.getLevel() < 10) { // TODO send client promotion error while (pc.getLevel() > 65) pc.setLevel((short) 65); return; } // verify player not already promoted if (pc.getPromotionClass() != null) { // TODO send client promotion error return; } // Get promotion class for npc Contract contract = npc.getContract(); if (contract == null) return; int promoID = contract.getPromotionClass(); if (promoID == 0) return; PromotionClass promo = DbManager.PromotionQueries.GET_PROMOTION_CLASS(promoID); if (promo == null) { // TODO log error here return; } // verify race valid for profession Race race = pc.getRace(); if (race == null || !promo.isAllowedRune(race.getToken())) { // TODO send client promotion error return; } // verify baseclass valid for profession BaseClass bc = pc.getBaseClass(); if (bc == null || !promo.isAllowedRune(bc.getToken())) { // TODO send client promotion error return; } // verify gender if (promoID == 2511 && pc.isMale()) // Fury return; if (promoID == 2512 && pc.isMale()) // Huntress return; if (promoID == 2517 && !pc.isMale()) // Warlock return; // Everything valid. Let's promote pc.setPromotionClass(promo.getObjectUUID()); //pc.setLevel((short) 65); promo = pc.getPromotionClass(); if (promo == null) { // TODO log error here return; } // recalculate all bonuses/formulas/skills/powers pc.recalculate(); // send the rune application to the clients ApplyRuneMsg arm = new ApplyRuneMsg(pc.getObjectType().ordinal(), pc.getObjectUUID(), promo.getObjectUUID(), promo.getObjectType().ordinal(), promo .getObjectUUID(), true); DispatchMessage.dispatchMsgToInterestArea(pc, arm, DispatchChannel.PRIMARY, MBServerStatics.CHARACTER_LOAD_RANGE, true, false); } /** * Load and send vault to player. This is public only so a DevCmd can hook * into it. * * @param playerCharacter - Player Character requesting vault * @param target - NPC vaultkeeper * @param cc - Client Connection */ public static void getVault(PlayerCharacter playerCharacter, NPC target, ClientConnection cc) { if (playerCharacter == null || cc == null || target == null) return; Account ac = playerCharacter.getAccount(); if (ac == null) return; CharacterItemManager itemManager = playerCharacter.charItemManager; if (itemManager == null) return; // TODO uncomment this block after we determine when we // setBankOpen(false) /* * // cannot have bank and vault open at the same time if * (itemManager.isBankOpen()) return; */ if (itemManager.getTradingWith() != null) { return; // TODO close trade window here - simple once this is moved to WS } itemManager.setVaultOpen(true); // TODO for public test - remove this afterwards // DevCmd.fillVault(pc, itemManager); // TODO When do we setVaultOpen(false)? I don't think the client sends a // "CloseVault" message. OpenVaultMsg openVaultMsg = new OpenVaultMsg(playerCharacter, target); Dispatch dispatch = Dispatch.borrow(playerCharacter, openVaultMsg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); ShowVaultInventoryMsg showVaultInventoryMsg = new ShowVaultInventoryMsg(playerCharacter, ac, target); // 37?? dispatch = Dispatch.borrow(playerCharacter, showVaultInventoryMsg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); // All recordings have "open - show - open." // Seems to work fine with just "show - open" as well. } /** * Load and send Bank to player. This is public only so a DevCmd can hook * into it. * * @param playerCharacter - Player Character requesting vault * @param target - NPC vaultkeeper * @param cc - Client Connection */ public static void getBank(PlayerCharacter playerCharacter, NPC target, ClientConnection cc) { if (playerCharacter == null) return; if (cc == null) return; CharacterItemManager itemManager = playerCharacter.charItemManager; if (itemManager == null) return; // TODO uncomment this block after we determine when we // setVaultOpen(false) /* * // cannot have bank and vault open at the same time if * (itemManager.isVaultOpen()) return; */ if (itemManager.getTradingWith() != null) { return; // TODO close trade window here - simple once this is moved to WS } itemManager.setBankOpen(true); // TODO When do we setBankOpen(false)? I don't think the client sends a // "CloseBank" message. AckBankWindowOpenedMsg ackBankWindowOpenedMsg = new AckBankWindowOpenedMsg(playerCharacter, 0L, 0L); Dispatch dispatch = Dispatch.borrow(playerCharacter, ackBankWindowOpenedMsg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); ReqBankInventoryMsg reqBankInventoryMsg = new ReqBankInventoryMsg(playerCharacter, 0L); dispatch = Dispatch.borrow(playerCharacter, reqBankInventoryMsg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); ShowBankInventoryMsg showBankInventoryMsg = new ShowBankInventoryMsg(playerCharacter, 0L); dispatch = Dispatch.borrow(playerCharacter, showBankInventoryMsg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); } @Override protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException { PlayerCharacter playerCharacter = SessionManager.getPlayerCharacter(origin); VendorDialogMsg msg = (VendorDialogMsg) baseMsg; if (playerCharacter == null) return true; if (playerCharacter.getTimeStamp("lastvendorwindow") > System.currentTimeMillis()) return true; // Get NPC that player is talking to NPC npc = NPC.getFromCache(msg.vendorObjectID); int npcClassID; if (npc == null) return true; // test within talking range if (playerCharacter.getLoc().distanceSquared2D(npc.getLoc()) > MBServerStatics.NPC_TALK_RANGE * MBServerStatics.NPC_TALK_RANGE) { ErrorPopupMsg.sendErrorPopup(playerCharacter, 14); return true; } // Restrict disc trainers to only characters who have // tht disc applied. npcClassID = npc.getContract().getClassID(); if (npc.getContract() != null && ApplyRuneMsg.isDiscipline(npcClassID)) { if (playerCharacter.getRune(npcClassID) == null) { ErrorPopupMsg.sendErrorPopup(playerCharacter, 49); return true; } } playerCharacter.setLastNPCDialog(npc); VendorDialog vd = null; Contract contract = npc.getContract(); if (contract == null) vd = VendorDialog.getHostileVendorDialog(); else if (npc.getBuilding() != null) { if (BuildingManager.IsPlayerHostile(npc.getBuilding(), playerCharacter)) vd = VendorDialog.getHostileVendorDialog(); else vd = contract.getVendorDialog(); } else vd = contract.getVendorDialog(); if (vd == null) vd = VendorDialog.getHostileVendorDialog(); if (msg.messageType == 1 || msg.unknown03 == vd.getObjectUUID()) { msg.updateMessage(3, vd); } else { if (handleSpecialCase(msg, npc, playerCharacter, vd, origin)) return true; vd = VendorDialog.getVendorDialog(msg.unknown03); msg.updateMessage(3, vd); } Dispatch dispatch = Dispatch.borrow(playerCharacter, msg); DispatchMessage.dispatchMsgDispatch(dispatch, DispatchChannel.SECONDARY); return true; } }