/*
* 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 .
*/
#include "net/ea/playerhandler.h"
#include "game.h"
#include "party.h"
#include "notifymanager.h"
#include "soundmanager.h"
#include "units.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "gui/viewport.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/statuswindow.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 AttributesT 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 ¤tMapName = 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 uint16_t 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(
static_cast(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(
base), static_cast(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);
}
} // namespace Ea