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path: root/src/net/ea/playerhandler.cpp
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/*
 *  The ManaPlus Client
 *  Copyright (C) 2004-2009  The Mana World Development Team
 *  Copyright (C) 2009-2010  The Mana Developers
 *  Copyright (C) 2011-2015  The ManaPlus Developers
 *
 *  This file is part of The ManaPlus Client.
 *
 *  This program is free software; you can redistribute it and/or modify
 *  it under the terms of the GNU General Public License as published by
 *  the Free Software Foundation; either version 2 of the License, or
 *  any later version.
 *
 *  This program is distributed in the hope that it will be useful,
 *  but WITHOUT ANY WARRANTY; without even the implied warranty of
 *  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *  GNU General Public License for more details.
 *
 *  You should have received a copy of the GNU General Public License
 *  along with this program.  If not, see <http://www.gnu.org/licenses/>.
 */

#include "net/ea/playerhandler.h"

#include "configuration.h"
#include "game.h"
#include "party.h"
#include "notifymanager.h"
#include "soundmanager.h"
#include "units.h"

#include "being/beingflag.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"

#include "enums/being/attributes.h"

#include "gui/onlineplayer.h"
#include "gui/viewport.h"

#include "gui/windows/skilldialog.h"
#include "gui/windows/statuswindow.h"
#include "gui/windows/whoisonline.h"

#include "resources/notifytypes.h"

#include "resources/map/map.h"

#include "net/ea/eaprotocol.h"

#include "debug.h"

// Max. distance we are willing to scroll after a teleport;
// everything beyond will reset the port hard.
static const int MAP_TELEPORT_SCROLL_DISTANCE = 8;

namespace Ea
{

PlayerHandler::PlayerHandler()
{
}

void PlayerHandler::decreaseAttribute(const int attr A_UNUSED) const
{
}

void PlayerHandler::ignorePlayer(const std::string &player A_UNUSED,
                                 const bool ignore A_UNUSED) const
{
}

void PlayerHandler::ignoreAll(const bool ignore A_UNUSED) const
{
}

bool PlayerHandler::canCorrectAttributes() const
{
    return false;
}

Vector PlayerHandler::getDefaultWalkSpeed() const
{
    // Return an normalized speed for any side
    // as the offset is calculated elsewhere.
    return Vector(150, 150, 0);
}

void PlayerHandler::processPlayerWarp(Net::MessageIn &msg)
{
    BLOCK_START("PlayerHandler::processPlayerWarp")
    std::string mapPath = msg.readString(16, "map name");
    int x = msg.readInt16("x");
    int y = msg.readInt16("y");

    logger->log("Warping to %s (%d, %d)", mapPath.c_str(), x, y);

    if (!localPlayer)
        logger->log1("SMSG_PLAYER_WARP localPlayer null");

    /*
      * We must clear the local player's target *before* the call
      * to changeMap, as it deletes all beings.
      */
    if (localPlayer)
        localPlayer->stopAttack();

    Game *const game = Game::instance();

    const std::string &currentMapName = game->getCurrentMapName();
    const bool sameMap = (currentMapName == mapPath);

    // Switch the actual map, deleting the previous one if necessary
    mapPath = mapPath.substr(0, mapPath.rfind("."));
    game->changeMap(mapPath);

    int scrollOffsetX = 0;
    int scrollOffsetY = 0;

    if (localPlayer)
    {
        const Map *const map = game->getCurrentMap();
        if (map)
        {
            if (x >= map->getWidth())
                x = map->getWidth() - 1;
            if (y >= map->getHeight())
                y = map->getHeight() - 1;
            if (x < 0)
                x = 0;
            if (y < 0)
                y = 0;
            /* Scroll if neccessary */
            if (!sameMap
                || (abs(x - localPlayer->getTileX())
                > MAP_TELEPORT_SCROLL_DISTANCE)
                || (abs(y - localPlayer->getTileY())
                > MAP_TELEPORT_SCROLL_DISTANCE))
            {
                scrollOffsetX = (x - localPlayer->getTileX())
                    * map->getTileWidth();
                scrollOffsetY = (y - localPlayer->getTileY())
                    * map->getTileHeight();
            }
        }

        localPlayer->setAction(BeingAction::STAND, 0);
        localPlayer->setTileCoords(x, y);
        localPlayer->updatePets();
        localPlayer->navigateClean();
    }

    logger->log("Adjust scrolling by %d:%d", scrollOffsetX, scrollOffsetY);

    if (viewport)
    {
        viewport->returnCamera();
        viewport->scrollBy(scrollOffsetX, scrollOffsetY);
    }
    BLOCK_END("PlayerHandler::processPlayerWarp")
}

void PlayerHandler::processPlayerStatUpdate1(Net::MessageIn &msg)
{
    BLOCK_START("PlayerHandler::processPlayerStatUpdate1")
    const int type = msg.readInt16("type");
    const int value = msg.readInt32("value");
    if (!localPlayer)
    {
        BLOCK_END("PlayerHandler::processPlayerStatUpdate1")
        return;
    }

    playerHandler->setStat(msg, type, value, NoStat, Notify_true);
    BLOCK_END("PlayerHandler::processPlayerStatUpdate1")
}

void PlayerHandler::processPlayerStatUpdate2(Net::MessageIn &msg)
{
    BLOCK_START("PlayerHandler::processPlayerStatUpdate2")
    const int type = msg.readInt16("type");
    const int value = msg.readInt32("value");
    playerHandler->setStat(msg, type, value, NoStat, Notify_true);
    BLOCK_END("PlayerHandler::processPlayerStatUpdate2")
}

void PlayerHandler::processPlayerStatUpdate3(Net::MessageIn &msg)
{
    BLOCK_START("PlayerHandler::processPlayerStatUpdate3")
    const int type = msg.readInt32("type");
    const int base = msg.readInt32("base");
    const int bonus = msg.readInt32("bonus");

    playerHandler->setStat(msg, type, base, bonus, Notify_false);
    BLOCK_END("PlayerHandler::processPlayerStatUpdate3")
}

void PlayerHandler::processPlayerStatUpdate4(Net::MessageIn &msg)
{
    BLOCK_START("PlayerHandler::processPlayerStatUpdate4")
    const int type = msg.readInt16("type");
    const uint8_t ok = msg.readUInt8("flag");
    const int value = msg.readUInt8("value");

    if (ok != 1)
    {
        const int oldValue = PlayerInfo::getStatBase(type);
        const int points = PlayerInfo::getAttribute(Attributes::CHAR_POINTS)
            + oldValue - value;
        PlayerInfo::setAttribute(Attributes::CHAR_POINTS, points);
        NotifyManager::notify(NotifyTypes::SKILL_RAISE_ERROR);
    }

    playerHandler->setStat(msg, type, value, NoStat, Notify_true);
    BLOCK_END("PlayerHandler::processPlayerStatUpdate4")
}

void PlayerHandler::processPlayerStatUpdate6(Net::MessageIn &msg)
{
    BLOCK_START("PlayerHandler::processPlayerStatUpdate6")
    const int type = msg.readInt16("type");
    const int value = msg.readUInt8("value");
    if (statusWindow)
        playerHandler->setStat(msg, type, value, NoStat, Notify_true);
    BLOCK_END("PlayerHandler::processPlayerStatUpdate6")
}

void PlayerHandler::processPlayerArrowMessage(Net::MessageIn &msg)
{
    BLOCK_START("PlayerHandler::processPlayerArrowMessage")
    const int type = msg.readInt16("type");
    switch (type)
    {
        case 0:
            NotifyManager::notify(NotifyTypes::ARROWS_EQUIP_NEEDED);
            break;
        case 3:
            // arrows equiped
            break;
        default:
            UNIMPLIMENTEDPACKET;
            break;
    }
    BLOCK_END("PlayerHandler::processPlayerArrowMessage")
}

bool PlayerHandler::canUseMagic() const
{
    return PlayerInfo::getStatEffective(Attributes::MATK) > 0;
}

#define setStatComplex(stat) \
    PlayerInfo::setStatBase(stat, base, notify); \
    if (mod != NoStat) \
        PlayerInfo::setStatMod(stat, mod)

void PlayerHandler::setStat(Net::MessageIn &msg,
                            const int type,
                            const int base,
                            const int mod,
                            const Notify notify) const
{
    switch (type)
    {
        case Ea::WALK_SPEED:
            localPlayer->setWalkSpeed(Vector(static_cast<float>(
                base), static_cast<float>(base), 0));
            PlayerInfo::setStatBase(Attributes::WALK_SPEED, base);
            PlayerInfo::setStatMod(Attributes::WALK_SPEED, 0);
            break;
        case Ea::EXP:
            PlayerInfo::setAttribute(Attributes::EXP, base);
            break;
        case Ea::JOB_EXP:
            PlayerInfo::setStatExperience(Attributes::JOB, base,
                PlayerInfo::getStatExperience(Attributes::JOB).second);
            break;
        case Ea::KARMA:
            PlayerInfo::setStatBase(Attributes::KARMA, base);
            PlayerInfo::setStatMod(Attributes::KARMA, 0);
            break;
        case Ea::MANNER:
            PlayerInfo::setStatBase(Attributes::MANNER, base);
            PlayerInfo::setStatMod(Attributes::MANNER, 0);
            break;
        case Ea::HP:
            PlayerInfo::setAttribute(Attributes::HP, base);
            if (localPlayer->isInParty() && Party::getParty(1))
            {
                PartyMember *const m = Party::getParty(1)
                    ->getMember(localPlayer->getId());
                if (m)
                {
                    m->setHp(base);
                    m->setMaxHp(PlayerInfo::getAttribute(Attributes::MAX_HP));
                }
            }
            break;
        case Ea::MAX_HP:
            PlayerInfo::setAttribute(Attributes::MAX_HP, base);

            if (localPlayer->isInParty() && Party::getParty(1))
            {
                PartyMember *const m = Party::getParty(1)->getMember(
                    localPlayer->getId());
                if (m)
                {
                    m->setHp(PlayerInfo::getAttribute(Attributes::HP));
                    m->setMaxHp(base);
                }
            }
            break;
        case Ea::MP:
            PlayerInfo::setAttribute(Attributes::MP, base);
            break;
        case Ea::MAX_MP:
            PlayerInfo::setAttribute(Attributes::MAX_MP, base);
            break;
        case Ea::CHAR_POINTS:
            PlayerInfo::setAttribute(Attributes::CHAR_POINTS, base);
            break;
        case Ea::LEVEL:
            PlayerInfo::setAttribute(Attributes::LEVEL, base);
            if (localPlayer)
            {
                localPlayer->setLevel(base);
                localPlayer->updateName();
            }
            break;
        case Ea::SKILL_POINTS:
            PlayerInfo::setAttribute(Attributes::SKILL_POINTS, base);
            if (skillDialog)
                skillDialog->update();
            break;
        case Ea::STR:
            setStatComplex(Attributes::STR);
            break;
        case Ea::AGI:
            setStatComplex(Attributes::AGI);
            break;
        case Ea::VIT:
            setStatComplex(Attributes::VIT);
            break;
        case Ea::INT:
            setStatComplex(Attributes::INT);
            break;
        case Ea::DEX:
            setStatComplex(Attributes::DEX);
            break;
        case Ea::LUK:
            setStatComplex(Attributes::LUK);
            break;
        case Ea::MONEY:
        {
            const int oldMoney = PlayerInfo::getAttribute(Attributes::MONEY);
            const int newMoney = base;
            if (newMoney > oldMoney)
            {
                NotifyManager::notify(NotifyTypes::MONEY_GET,
                    Units::formatCurrency(newMoney - oldMoney));
            }
            else if (newMoney < oldMoney)
            {
                NotifyManager::notify(NotifyTypes::MONEY_SPENT,
                    Units::formatCurrency(oldMoney - newMoney).c_str());
            }

            PlayerInfo::setAttribute(Attributes::MONEY, newMoney);
            break;
        }
        case Ea::EXP_NEEDED:
            PlayerInfo::setAttribute(Attributes::EXP_NEEDED, base);
            break;
        case Ea::JOB_MOD:
            PlayerInfo::setStatExperience(Attributes::JOB,
                PlayerInfo::getStatExperience(Attributes::JOB).first, base);
            break;
        case Ea::TOTAL_WEIGHT:
            PlayerInfo::setAttribute(Attributes::TOTAL_WEIGHT, base);
            break;
        case Ea::MAX_WEIGHT:
            PlayerInfo::setAttribute(Attributes::MAX_WEIGHT, base);
            break;
        case Ea::STR_NEEDED:
            statusWindow->setPointsNeeded(Attributes::STR, base);
            break;
        case Ea::AGI_NEEDED:
            statusWindow->setPointsNeeded(Attributes::AGI, base);
            break;
        case Ea::VIT_NEEDED:
            statusWindow->setPointsNeeded(Attributes::VIT, base);
            break;
        case Ea::INT_NEEDED:
            statusWindow->setPointsNeeded(Attributes::INT, base);
            break;
        case Ea::DEX_NEEDED:
            statusWindow->setPointsNeeded(Attributes::DEX, base);
            break;
        case Ea::LUK_NEEDED:
            statusWindow->setPointsNeeded(Attributes::LUK, base);
            break;

        case Ea::ATK:
            PlayerInfo::setStatBase(Attributes::ATK, base);
            PlayerInfo::updateAttrs();
            break;
        case Ea::ATK_MOD:
            PlayerInfo::setStatMod(Attributes::ATK, base);
            PlayerInfo::updateAttrs();
            break;
        case Ea::MATK:
            PlayerInfo::setStatBase(Attributes::MATK, base);
            break;
        case Ea::MATK_MOD:
            PlayerInfo::setStatMod(Attributes::MATK, base);
            break;
        case Ea::DEF:
            PlayerInfo::setStatBase(Attributes::DEF, base);
            break;
        case Ea::DEF_MOD:
            PlayerInfo::setStatMod(Attributes::DEF, base);
            break;
        case Ea::MDEF:
            PlayerInfo::setStatBase(Attributes::MDEF, base);
            break;
        case Ea::MDEF_MOD:
            PlayerInfo::setStatMod(Attributes::MDEF, base);
            break;
        case Ea::HIT:
            PlayerInfo::setStatBase(Attributes::HIT, base);
            break;
        case Ea::FLEE:
            PlayerInfo::setStatBase(Attributes::FLEE, base);
            break;
        case Ea::FLEE_MOD:
            PlayerInfo::setStatMod(Attributes::FLEE, base);
            break;
        case Ea::CRIT:
            PlayerInfo::setStatBase(Attributes::CRIT, base);
            break;
        case Ea::ATTACK_DELAY:
            localPlayer->setAttackSpeed(base);
            PlayerInfo::setStatBase(Attributes::ATTACK_DELAY, base);
            PlayerInfo::setStatMod(Attributes::ATTACK_DELAY, 0);
            PlayerInfo::updateAttrs();
            break;
        case Ea::JOB:
            PlayerInfo::setStatBase(Attributes::JOB, base);
            break;

        default:
            UNIMPLIMENTEDPACKET;
            break;
    }
}

void PlayerHandler::processMapMask(Net::MessageIn &msg)
{
    const int mask = msg.readInt32("mask");
    msg.readInt32("unused");
    Map *const map = Game::instance()->getCurrentMap();
    if (map)
        map->setMask(mask);
}

void PlayerHandler::processMapMusic(Net::MessageIn &msg)
{
    const int size = msg.readInt16("len") - 5;
    const std::string music = msg.readString(size, "name");
    soundManager.playMusic(music);

    Map *const map = viewport->getMap();
    if (map)
        map->setMusicFile(music);
}

void PlayerHandler::processOnlineList(Net::MessageIn &msg)
{
    if (!whoIsOnline)
        return;

    BLOCK_START("PlayerHandler::processOnlineList")
    const int size = msg.readInt16("len") - 4;
    std::vector<OnlinePlayer*> arr;

    if (!size)
    {
        if (whoIsOnline)
            whoIsOnline->loadList(arr);
        BLOCK_END("PlayerHandler::processOnlineList")
        return;
    }

    char *const start = reinterpret_cast<char*>(msg.readBytes(size, "nicks"));
    if (!start)
    {
        BLOCK_END("PlayerHandler::processOnlineList")
        return;
    }

    const char *buf = start;

    int addVal = 3;

    while (buf - start + 1 < size
           && *(buf + static_cast<size_t>(addVal)))
    {
        unsigned char status = *buf;
        buf ++;
        unsigned char level = *buf;
        buf ++;
        unsigned char ver = *buf;
        buf ++;

        unsigned char gender = Gender::UNSPECIFIED;
        if (config.getBoolValue("showgender"))
        {
            if (status & BeingFlag::GENDER_MALE)
                gender = Gender::MALE;
            else if (status & BeingFlag::GENDER_OTHER)
                gender = Gender::OTHER;
            else
                gender = Gender::FEMALE;
        }
        arr.push_back(new OnlinePlayer(static_cast<const char*>(buf),
            status, level, gender, ver));
        buf += strlen(buf) + 1;
    }

    if (whoIsOnline)
        whoIsOnline->loadList(arr);
    delete [] start;
    BLOCK_END("PlayerHandler::processOnlineList")
}

}  // namespace Ea