/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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/eathena/npchandler.h"
#include "being/localplayer.h"
#include "gui/windows/npcdialog.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/ea/eaprotocol.h"
#include "debug.h"
extern Net::NpcHandler *npcHandler;
namespace EAthena
{
NpcHandler::NpcHandler() :
MessageHandler(),
Ea::NpcHandler()
{
static const uint16_t _messages[] =
{
SMSG_NPC_CHOICE,
SMSG_NPC_MESSAGE,
SMSG_NPC_NEXT,
SMSG_NPC_CLOSE,
SMSG_NPC_INT_INPUT,
SMSG_NPC_STR_INPUT,
SMSG_NPC_CUTIN,
SMSG_NPC_VIEWPOINT,
SMSG_NPC_SHOW_PROGRESS_BAR,
0
};
handledMessages = _messages;
npcHandler = this;
}
void NpcHandler::handleMessage(Net::MessageIn &msg)
{
int npcId = 0;
switch (msg.getId())
{
case SMSG_NPC_CHOICE:
processNpcChoice(msg);
break;
case SMSG_NPC_MESSAGE:
processNpcMessage(msg);
break;
case SMSG_NPC_CLOSE:
processNpcClose(msg);
break;
case SMSG_NPC_NEXT:
processNpcNext(msg);
break;
case SMSG_NPC_INT_INPUT:
processNpcIntInput(msg);
break;
case SMSG_NPC_STR_INPUT:
processNpcStrInput(msg);
break;
case SMSG_NPC_CUTIN:
processNpcCutin(msg);
break;
case SMSG_NPC_VIEWPOINT:
processNpcViewPoint(msg);
break;
case SMSG_NPC_SHOW_PROGRESS_BAR:
processNpcShowProgressBar(msg);
break;
default:
break;
}
mDialog = nullptr;
}
void NpcHandler::talk(const int npcId) const
{
MessageOut outMsg(CMSG_NPC_TALK);
outMsg.writeInt32(npcId);
outMsg.writeInt8(0); // unused
}
void NpcHandler::nextDialog(const int npcId) const
{
MessageOut outMsg(CMSG_NPC_NEXT_REQUEST);
outMsg.writeInt32(npcId);
}
void NpcHandler::closeDialog(const int npcId)
{
MessageOut outMsg(CMSG_NPC_CLOSE);
outMsg.writeInt32(npcId);
const NpcDialogs::iterator it = NpcDialog::mNpcDialogs.find(npcId);
if (it != NpcDialog::mNpcDialogs.end())
{
NpcDialog *const dialog = (*it).second;
if (dialog)
dialog->close();
if (dialog == mDialog)
mDialog = nullptr;
NpcDialog::mNpcDialogs.erase(it);
}
}
void NpcHandler::listInput(const int npcId, const unsigned char value) const
{
MessageOut outMsg(CMSG_NPC_LIST_CHOICE);
outMsg.writeInt32(npcId);
outMsg.writeInt8(value);
}
void NpcHandler::integerInput(const int npcId, const int value) const
{
MessageOut outMsg(CMSG_NPC_INT_RESPONSE);
outMsg.writeInt32(npcId);
outMsg.writeInt32(value);
}
void NpcHandler::stringInput(const int npcId, const std::string &value) const
{
MessageOut outMsg(CMSG_NPC_STR_RESPONSE);
outMsg.writeInt16(static_cast(value.length() + 9));
outMsg.writeInt32(npcId);
outMsg.writeString(value, static_cast(value.length()));
outMsg.writeInt8(0); // Prevent problems with string reading
}
void NpcHandler::buy(const int beingId) const
{
MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST);
outMsg.writeInt32(beingId);
outMsg.writeInt8(0); // Buy
}
void NpcHandler::sell(const int beingId) const
{
MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST);
outMsg.writeInt32(beingId);
outMsg.writeInt8(1); // Sell
}
void NpcHandler::buyItem(const int beingId A_UNUSED, const int itemId,
const unsigned char color A_UNUSED,
const int amount) const
{
MessageOut outMsg(CMSG_NPC_BUY_REQUEST);
outMsg.writeInt16(8); // One item (length of packet)
outMsg.writeInt16(static_cast(amount));
outMsg.writeInt16(static_cast(itemId));
}
void NpcHandler::sellItem(const int beingId A_UNUSED,
const int itemId, const int amount) const
{
MessageOut outMsg(CMSG_NPC_SELL_REQUEST);
outMsg.writeInt16(8); // One item (length of packet)
outMsg.writeInt16(static_cast(itemId + INVENTORY_OFFSET));
outMsg.writeInt16(static_cast(amount));
}
void NpcHandler::completeProgressBar() const
{
MessageOut outMsg(CMSG_NPC_COMPLETE_PROGRESS_BAR);
}
int NpcHandler::getNpc(Net::MessageIn &msg)
{
if (msg.getId() == SMSG_NPC_CHOICE
|| msg.getId() == SMSG_NPC_MESSAGE)
{
msg.readInt16("len");
}
const int npcId = msg.readInt32("npc id");
const NpcDialogs::const_iterator diag = NpcDialog::mNpcDialogs.find(npcId);
mDialog = nullptr;
if (msg.getId() == SMSG_NPC_VIEWPOINT)
return npcId;
if (diag == NpcDialog::mNpcDialogs.end())
{
// Empty dialogs don't help
if (msg.getId() == SMSG_NPC_CLOSE)
{
closeDialog(npcId);
return npcId;
}
else if (msg.getId() == SMSG_NPC_NEXT)
{
nextDialog(npcId);
return npcId;
}
else
{
mDialog = new NpcDialog(npcId);
mDialog->postInit();
mDialog->saveCamera();
if (localPlayer)
localPlayer->stopWalking(false);
NpcDialog::mNpcDialogs[npcId] = mDialog;
}
}
else
{
NpcDialog *const dialog = diag->second;
if (mDialog && mDialog != dialog)
mDialog->restoreCamera();
mDialog = dialog;
if (mDialog)
mDialog->saveCamera();
}
return npcId;
}
void NpcHandler::processNpcCutin(Net::MessageIn &msg)
{
msg.readString(64); // image name
msg.readUInt8(); // type
}
void NpcHandler::processNpcViewPoint(Net::MessageIn &msg)
{
// +++ probably need add nav point and start moving to it
msg.readInt32("npc id");
msg.readInt32("type"); // 0 display for 15 sec,
// 1 display until teleport,
// 2 remove
msg.readInt32("x");
msg.readInt32("y");
msg.readUInt8("number"); // can be used for scripts
msg.readInt32("color");
}
void NpcHandler::processNpcShowProgressBar(Net::MessageIn &msg) const
{
// +++ probably need show progress bar in npc dialog
msg.readInt32("color");
msg.readInt32("seconds");
}
} // namespace EAthena