/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "game.h"
#include <fstream>
#include <physfs.h>
#include <sstream>
#include <string>
#include <guichan/sdl/sdlinput.hpp>
#include "being.h"
#include "configuration.h"
#include "engine.h"
#include "equipment.h"
#include "floor_item.h"
#include "graphics.h"
#include "inventory.h"
#include "item.h"
#include "log.h"
#include "main.h"
#include "map.h"
#include "playerinfo.h"
#include "sound.h"
#include "gui/buy.h"
#include "gui/buysell.h"
#include "gui/chargedialog.h"
#include "gui/chat.h"
#include "gui/confirm_dialog.h"
#include "gui/equipmentwindow.h"
#include "gui/gui.h"
#include "gui/help.h"
#include "gui/inventorywindow.h"
#include "gui/minimap.h"
#include "gui/npc.h"
#include "gui/npc_text.h"
#include "gui/ok_dialog.h"
#include "gui/popupmenu.h"
#include "gui/requesttrade.h"
#include "gui/sell.h"
#include "gui/setup.h"
#include "gui/skill.h"
#include "gui/menuwindow.h"
#include "gui/status.h"
#include "gui/ministatus.h"
#include "gui/trade.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "net/network.h"
#include "net/protocol.h"
#include "resources/imagewriter.h"
extern Graphics *graphics;
std::string map_path;
std::string tradePartnerName;
bool refresh_beings = false;
unsigned char keyb_state;
volatile int tick_time;
volatile bool action_time = false;
int server_tick;
int fps = 0, frame = 0, current_npc = 0;
bool displayPathToMouse = false;
unsigned short startX = 0, startY = 0;
Being *autoTarget = NULL;
Map *tiledMap = NULL;
Engine *engine = NULL;
SDL_Joystick *joypad = NULL; /**< Joypad object */
OkDialog *weightNotice = NULL;
OkDialog *deathNotice = NULL;
ConfirmDialog *exitConfirm = NULL;
ChatWindow *chatWindow;
MenuWindow *menuWindow;
StatusWindow *statusWindow;
MiniStatusWindow *miniStatusWindow;
BuyDialog *buyDialog;
SellDialog *sellDialog;
BuySellDialog *buySellDialog;
InventoryWindow *inventoryWindow;
NpcListDialog *npcListDialog;
NpcTextDialog *npcTextDialog;
SkillDialog *skillDialog;
//NewSkillDialog *newSkillWindow;
Setup* setupWindow;
Minimap *minimap;
EquipmentWindow *equipmentWindow;
ChargeDialog *chargeDialog;
TradeWindow *tradeWindow;
//BuddyWindow *buddyWindow;
HelpWindow *helpWindow;
PopupMenu *popupMenu;
Inventory *inventory = NULL;
const int EMOTION_TIME = 150; /**< Duration of emotion icon */
const int MAX_TIME = 10000;
class WeightNoticeListener : public gcn::ActionListener
{
public:
void action(const std::string &eventId)
{
weightNotice = NULL;
}
} weightNoticeListener;
/**
* Listener used for handling death message.
*/
class DeathNoticeListener : public gcn::ActionListener {
public:
void action(const std::string &eventId) {
MessageOut outMsg;
outMsg.writeShort(0x00b2);
outMsg.writeByte(0);
writeSet(3);
deathNotice = NULL;
}
} deathNoticeListener;
/**
* Listener used for exitting handling.
*/
class ExitListener : public gcn::ActionListener {
void action(const std::string &eventId) {
if (eventId == "yes") {
state = EXIT;
}
exitConfirm = NULL;
}
} exitListener;
/**
* Advances game logic counter.
*/
Uint32 nextTick(Uint32 interval, void *param)
{
tick_time++;
if (tick_time == MAX_TIME) tick_time = 0;
return interval;
}
/**
* Lets u only trigger an action every other second
* tmp. counts fps
*/
Uint32 nextSecond(Uint32 interval, void *param)
{
action_time = true;
fps = frame;
frame = 0;
return interval;
}
int get_elapsed_time(int start_time)
{
if (start_time <= tick_time) {
return (tick_time - start_time) * 10;
}
else {
return (tick_time + (MAX_TIME - start_time)) * 10;
}
}
/**
* Create all the various globally accessible gui windows
*/
void createGuiWindows()
{
// Create dialogs
chatWindow = new ChatWindow(
config.getValue("homeDir", "") + std::string("/chatlog.txt"));
menuWindow = new MenuWindow();
statusWindow = new StatusWindow();
miniStatusWindow = new MiniStatusWindow();
buyDialog = new BuyDialog();
sellDialog = new SellDialog();
buySellDialog = new BuySellDialog();
inventoryWindow = new InventoryWindow();
npcTextDialog = new NpcTextDialog();
npcListDialog = new NpcListDialog();
skillDialog = new SkillDialog();
//newSkillWindow = new NewSkillDialog();
setupWindow = new Setup();
minimap = new Minimap();
equipmentWindow = new EquipmentWindow();
chargeDialog = new ChargeDialog();
tradeWindow = new TradeWindow();
//buddyWindow = new BuddyWindow();
helpWindow = new HelpWindow();
popupMenu = new PopupMenu();
// Initialize window positions
int screenW = graphics->getWidth();
int screenH = graphics->getHeight();
statusWindow->setPosition((screenW - statusWindow->getWidth()) / 2,
(screenH - statusWindow->getHeight()) / 2);
miniStatusWindow->setPosition(0, 0);
minimap->setPosition(3, 30);
chatWindow->setPosition(0, screenH - chatWindow->getHeight());
menuWindow->setPosition(screenW - menuWindow->getWidth(), 0);
inventoryWindow->setPosition(screenW - statusWindow->getWidth() -
inventoryWindow->getWidth() - 10, 5);
chargeDialog->setPosition(
screenW - 5 - chargeDialog->getWidth(),
screenH - chargeDialog->getHeight() - 15);
tradeWindow->setPosition(screenW - statusWindow->getWidth() -
tradeWindow->getWidth() - 10,
inventoryWindow->getY() + inventoryWindow->getHeight());
/*buddyWindow->setPosition(10,
minimap->getHeight() + 30);*/
equipmentWindow->setPosition(5,140);
// Set initial window visibility
chatWindow->setVisible(true);
miniStatusWindow->setVisible(true);
statusWindow->setVisible(false);
menuWindow->setVisible(true);
buyDialog->setVisible(false);
sellDialog->setVisible(false);
buySellDialog->setVisible(false);
inventoryWindow->setVisible(false);
npcTextDialog->setVisible(false);
npcListDialog->setVisible(false);
skillDialog->setVisible(false);
//newSkillWindow->setVisible(false);
setupWindow->setVisible(false);
equipmentWindow->setVisible(false);
chargeDialog->setVisible(false);
tradeWindow->setVisible(false);
//buddyWindow->setVisible(false);
helpWindow->setVisible(false);
popupMenu->setVisible(false);
// Do not focus any text field
gui->focusNone();
}
/**
* Destroy all the globally accessible gui windows
*/
void destroyGuiWindows()
{
delete chatWindow;
delete statusWindow;
delete miniStatusWindow;
delete menuWindow;
delete buyDialog;
delete sellDialog;
delete buySellDialog;
delete inventoryWindow;
delete npcListDialog;
delete npcTextDialog;
delete skillDialog;
delete setupWindow;
delete minimap;
delete equipmentWindow;
delete chargeDialog;
//delete newSkillWindow;
delete tradeWindow;
//delete buddyWindow;
delete helpWindow;
delete popupMenu;
}
void do_init()
{
engine->changeMap(map_path);
// Initialize timers
tick_time = 0;
SDL_AddTimer(10, nextTick, NULL); // Logic counter
SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter
// Initialize beings
player_node = createBeing(account_ID, 0, engine->getCurrentMap());
player_node->x = startX;
player_node->y = startY;
player_node->speed = 150;
player_node->setHairColor(player_info->hairColor);
player_node->setHairStyle(player_info->hairStyle);
if (player_info->weapon == 11)
{
player_info->weapon = 2;
}
player_node->setWeapon(player_info->weapon);
remove("packet.list");
// Initialize joypad
SDL_InitSubSystem(SDL_INIT_JOYSTICK);
//SDL_JoystickEventState(SDL_ENABLE);
int num_joy = SDL_NumJoysticks();
logger->log("%i joysticks/gamepads found", num_joy);
for (int i = 0; i < num_joy; i++)
logger->log("- %s", SDL_JoystickName(i));
// TODO: The user should be able to choose which one to use
// Open the first device
if (num_joy > 0)
{
joypad = SDL_JoystickOpen(0);
if (joypad == NULL)
{
logger->log("Couldn't open joystick: %s", SDL_GetError());
}
else {
logger->log("Axes: %i ", SDL_JoystickNumAxes(joypad));
logger->log("Balls: %i", SDL_JoystickNumBalls(joypad));
logger->log("Hats: %i", SDL_JoystickNumHats(joypad));
logger->log("Buttons: %i", SDL_JoystickNumButtons(joypad));
}
}
}
bool saveScreenshot(SDL_Surface *screenshot)
{
static unsigned int screenshotCount = 0;
// Search for an unused screenshot name
std::stringstream filename;
std::fstream testExists;
bool found = false;
do {
screenshotCount++;
filename.str("");
#ifdef __USE_UNIX98
filename << PHYSFS_getUserDir() << "/";
#endif
filename << "TMW_Screenshot_" << screenshotCount << ".png";
testExists.open(filename.str().c_str(), std::ios::in);
found = !testExists.is_open();
testExists.close();
} while (!found);
return ImageWriter::writePNG(screenshot, filename.str());
}
void game()
{
// Needs to be initialised _before_ the engine is created...
inventory = new Inventory();
createGuiWindows();
engine = new Engine();
do_init();
int gameTime = tick_time;
while (state != EXIT)
{
// Handle all necessary game logic
while (get_elapsed_time(gameTime) > 0)
{
do_input();
engine->logic();
gui->logic();
gameTime++;
}
gameTime = tick_time;
// Update the screen when application is active, delay otherwise
if (SDL_GetAppState() & SDL_APPACTIVE)
{
engine->draw();
graphics->updateScreen();
}
else
{
SDL_Delay(10);
}
// Handle network stuff and flush it
do_parse();
flush();
}
do_exit();
}
void do_exit()
{
delete engine;
delete tiledMap;
destroyGuiWindows();
close_session();
if (joypad != NULL)
{
SDL_JoystickClose(joypad);
}
}
void do_input()
{
// Get the state of the keyboard keys
Uint8* keys;
keys = SDL_GetKeyState(NULL);
// TODO: Only <= 6 buttons joypads are allowed
bool joy[10];
memset(joy, 0, 10 * sizeof(bool));
// Get the state of the joypad axis/buttons
if (joypad != NULL)
{
// TODO: one different value of tolerance is needed for each direction
// This probably means the need for a tuning utility/window
int tolerance = (int)config.getValue("joytolerance", 100);
SDL_JoystickUpdate();
if (SDL_JoystickGetAxis(joypad, 0) > tolerance)
{
joy[JOY_RIGHT] = true;
}
if (SDL_JoystickGetAxis(joypad, 0) < -tolerance)
{
joy[JOY_LEFT] = true;
}
if (SDL_JoystickGetAxis(joypad, 1) < -tolerance)
{
joy[JOY_UP] = true;
}
if (SDL_JoystickGetAxis(joypad, 1) > tolerance)
{
joy[JOY_DOWN] = true;
}
for (int i=0; i<6; i++)
{
if (SDL_JoystickGetButton(joypad, i) == 1)
{
joy[JOY_BTN0 + i] = true;
}
}
}
// Events
SDL_Event event;
while (SDL_PollEvent(&event))
{
bool used = false;
// Keyboard events (for discontinuous keys)
if (event.type == SDL_KEYDOWN)
{
switch (event.key.keysym.sym)
{
// In-game Help
case SDLK_F1:
if (helpWindow->isVisible()) {
helpWindow->setVisible(false);
} else {
helpWindow->loadHelp("index");
}
used = true;
break;
// Player sit action
case SDLK_F5:
if (!action_time) {
break;
}
switch (player_node->action)
{
case Being::STAND:
action(2, 0);
break;
case Being::SIT:
action(3, 0);
break;
}
break;
// Display path to mouse (debug purpose)
case SDLK_F6:
displayPathToMouse = !displayPathToMouse;
break;
// Input chat window
case SDLK_RETURN:
if (chatWindow->isFocused()) {
break;
}
// Quit by pressing Enter if the exit confirm is there
if (exitConfirm)
{
state = EXIT;
}
// Accept the Death Notice...
else if (deathNotice)
{
deathNotice->action("ok");
}
else if (weightNotice)
{
weightNotice->action("ok");
}
// Close the Browser if opened
else if (helpWindow->isVisible())
{
helpWindow->setVisible(false);
}
// Close the config window, cancelling changes if opened
else if (setupWindow->isVisible())
{
setupWindow->action("cancel");
}
// Else, open the chat edit box
else
{
chatWindow->requestChatFocus();
used = true;
}
break;
// Picking up items on the floor
case SDLK_g:
case SDLK_z:
if (!chatWindow->isFocused()) {
unsigned short x = player_node->x;
unsigned short y = player_node->y;
int id = find_floor_item_by_cor(x, y);
// If none below the player, try the tile in front of the player
if (!id) {
switch (player_node->direction)
{
case Being::NORTH: y--; break;
case Being::SOUTH: y++; break;
case Being::WEST: x--; break;
case Being::EAST: x++; break;
case Being::NW: x--; y--; break;
case Being::NE: x++; y--; break;
case Being::SW: x--; y++; break;
case Being::SE: x++; y++; break;
default: break;
}
id = find_floor_item_by_cor(x, y);
}
if (id)
{
// TODO: remove duplicated code, probably add a pick up command
MessageOut outMsg;
outMsg.writeShort(0x009f);
outMsg.writeLong(id);
writeSet(6);
}
used = true;
}
break;
// Quitting confirmation dialog
case SDLK_ESCAPE:
if (!exitConfirm) {
exitConfirm = new ConfirmDialog(
"Quit", "Are you sure you want to quit?",
(gcn::ActionListener*)&exitListener);
}
break;
default:
break;
}
// Keys pressed together with Alt/Meta
// Emotions and some internal gui windows
if (event.key.keysym.mod & KMOD_ALT)
{
switch (event.key.keysym.sym)
{
// Inventory window
case SDLK_i:
inventoryWindow->setVisible(
!inventoryWindow->isVisible());
used = true;
break;
// Statistics window
case SDLK_s:
statusWindow->setVisible(!statusWindow->isVisible());
used = true;
break;
/*
// New skills window
case SDLK_n:
newSkillWindow->setVisible(!newSkillWindow->isVisible());
used = true;
break;
*/
// screenshot (picture, hence the p)
case SDLK_p:
{
SDL_Surface *screenshot = graphics->getScreenshot();
if (!saveScreenshot(screenshot))
{
logger->log("Error: could not save Screenshot.");
}
SDL_FreeSurface(screenshot);
}
break;
// Skill window
case SDLK_k:
skillDialog->setVisible(!skillDialog->isVisible());
used = true;
break;
// Setup window
case SDLK_c:
setupWindow->setVisible(true);
used = true;
break;
// Equipment window
case SDLK_e:
equipmentWindow->setVisible(
!equipmentWindow->isVisible());
used = true;
break;
/*
// Buddy window
case SDLK_b:
buddyWindow->setVisible(!buddyWindow->isVisible());
used = true;
break;
*/
default:
break;
}
// Emotions
if (action_time && !player_node->emotion)
{
unsigned char emotion = 0;
switch (event.key.keysym.sym)
{
case SDLK_1: emotion = 1; break;
case SDLK_2: emotion = 2; break;
case SDLK_3: emotion = 3; break;
case SDLK_4: emotion = 4; break;
case SDLK_5: emotion = 5; break;
case SDLK_6: emotion = 6; break;
case SDLK_7: emotion = 7; break;
case SDLK_8: emotion = 8; break;
case SDLK_9: emotion = 9; break;
case SDLK_0: emotion = 10; break;
default: break;
}
if (emotion)
{
MessageOut outMsg;
outMsg.writeShort(0x00bf);
outMsg.writeByte(emotion);
writeSet(3);
action_time = false;
used = true;
}
}
}
}
// Mouse events
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
int mx = event.button.x / 32 + camera_x;
int my = event.button.y / 32 + camera_y;
// Mouse button left
if (event.button.button == SDL_BUTTON_LEFT)
{
// Don't move when shift is pressed
// XXX Is this too hackish? I'm not sure if making the Gui
// class a KeyListener is a good idea and works as expected
// at all...
if (keys[SDLK_LSHIFT] || keys[SDLK_RSHIFT]) {
used = true;
}
// Check for default actions for NPC/Monster/Players
Being *target = findNode(mx, my);
unsigned int floorItemId = find_floor_item_by_cor(mx, my);
if (target)
{
switch (target->getType())
{
// Player default: attack
case Being::PLAYER:
{
if (target != player_node)
{
autoTarget = target;
attack(target);/*
MessageOut outMsg;
outMsg.writeShort(CMSG_TRADE_REQUEST);
outMsg.writeLong(target->getId());
writeSet(6);
tradePartnerName = target->getName();*/
}
}
break;
// NPC default: talk
case Being::NPC:
if (!current_npc)
{
MessageOut outMsg;
outMsg.writeShort(CMSG_NPC_TALK);
outMsg.writeLong(target->getId());
outMsg.writeByte(0);
writeSet(7);
current_npc = target->getId();
}
break;
// Monster default: attack
case Being::MONSTER:
/**
* TODO: Move player to mouse click position before
* attack the monster (maybe using follow mode).
*/
if (target->action != Being::MONSTER_DEAD &&
player_node->action == Being::STAND)
{
attack(target);
// Autotarget by default with mouse
//if (keys[SDLK_LSHIFT])
//{
autoTarget = target;
//}
}
break;
default:
break;
}
}
// Check for default action to items on the floor
else if (floorItemId != 0)
{
/**
* TODO: Move player to mouse click position before
* pick up the items on the floor.
*
* Provisory: pick up only items near of player.
*/
int dx = mx - player_node->x;
int dy = my - player_node->y;
// "sqrt(dx*dx + dy*dy) < 2" is equal to "dx*dx + dy*dy < 4"
if ((dx*dx + dy*dy) < 4)
{
MessageOut outMsg;
outMsg.writeShort(0x009f);
outMsg.writeLong(floorItemId);
writeSet(6);
}
}
// Just cancel the popup menu if shown, and don't make the
// character walk
if (popupMenu->isVisible() == true)
{
// If we click elsewhere than in the window, do not use
// the event
// The user wanted to close the popup.
// Still buggy : Wonder if the x, y, width, and height
// aren't reported partially with these functions.
if (event.button.x >=
(popupMenu->getX() + popupMenu->getWidth()) ||
event.button.x < popupMenu->getX() ||
event.button.y >=
(popupMenu->getY() + popupMenu->getHeight()) ||
event.button.y < popupMenu->getY())
{
used = true;
popupMenu->setVisible(false);
}
}
} // End Mouse left button
// Mouse button middle
else if (event.button.button == SDL_BUTTON_MIDDLE)
{
/*
* Some people haven't a mouse with three buttons,
* right Usiu??? ;-)
*/
}
// Mouse button right
else if (event.button.button == SDL_BUTTON_RIGHT)
{
Being *being;
FloorItem *floorItem;
if ((being = findNode(mx, my)) && being != player_node) {
popupMenu->showPopup(event.button.x, event.button.y,
being);
} else if ((floorItem = find_floor_item_by_id(
find_floor_item_by_cor(mx, my)))) {
popupMenu->showPopup(event.button.x, event.button.y,
floorItem);
} else {
popupMenu->setVisible(false);
}
}
}
// Quit event
else if (event.type == SDL_QUIT)
{
state = EXIT;
}
// Push input to GUI when not used
if (!used) {
guiInput->pushInput(event);
}
} // End while
// Moving player around
if ((player_node->action != Being::DEAD) && (current_npc == 0) &&
!chatWindow->isFocused())
{
int x = player_node->x;
int y = player_node->y;
int xDirection = 0;
int yDirection = 0;
Being::Direction Direction = Being::DIR_NONE;
// Translate pressed keys to movement and direction
if (keys[SDLK_UP] || keys[SDLK_KP8] || joy[JOY_UP])
{
yDirection = -1;
if (player_node->action != Being::WALK)
Direction = Being::NORTH;
}
if (keys[SDLK_DOWN] || keys[SDLK_KP2] || joy[JOY_DOWN])
{
yDirection = 1;
if (player_node->action != Being::WALK)
Direction = Being::SOUTH;
}
if (keys[SDLK_LEFT] || keys[SDLK_KP4] || joy[JOY_LEFT])
{
xDirection = -1;
if (player_node->action != Being::WALK)
Direction = Being::WEST;
}
if (keys[SDLK_RIGHT] || keys[SDLK_KP6] || joy[JOY_RIGHT])
{
xDirection = 1;
if (player_node->action != Being::WALK)
Direction = Being::EAST;
}
if (keys[SDLK_KP1]) // Bottom Left
{
xDirection = -1;
yDirection = 1;
if (player_node->action != Being::WALK)
Direction = Being::SW;
}
if (keys[SDLK_KP3]) // Bottom Right
{
xDirection = 1;
yDirection = 1;
if (player_node->action != Being::WALK)
Direction = Being::SE;
}
if (keys[SDLK_KP7]) // Top Left
{
xDirection = -1;
yDirection = -1;
if (player_node->action != Being::WALK)
Direction = Being::NW;
}
if (keys[SDLK_KP9]) // Top Right
{
xDirection = 1;
yDirection = -1;
if (player_node->action != Being::WALK)
Direction = Being::NE;
}
tiledMap = engine->getCurrentMap();
// Allow keyboard control to interrupt an existing path
if ((xDirection != 0 || yDirection != 0) && player_node->action == Being::WALK)
player_node->setDestination(x, y);
if (player_node->action != Being::WALK)
{
// Prevent skipping corners over colliding tiles
if ((xDirection != 0) && tiledMap->tileCollides(x + xDirection, y))
xDirection = 0;
if ((yDirection != 0) && tiledMap->tileCollides(x, y + yDirection))
yDirection = 0;
// Choose a straight direction when diagonal target is blocked
if ((yDirection != 0) && (xDirection != 0) &&
!tiledMap->getWalk(x + xDirection, y + yDirection))
xDirection = 0;
// Walk to where the player can actually go
if (((xDirection != 0) || (yDirection != 0)) &&
tiledMap->getWalk(x + xDirection, y + yDirection))
{
walk(x + xDirection, y + yDirection, Direction);
player_node->setDestination(x + xDirection, y + yDirection);
}
else if (Direction != Being::DIR_NONE)
{
// Update the player direction to where he wants to walk
// Warning: Not communicated to the server yet
player_node->direction = Direction;
}
}
// Attacking monsters
if (player_node->action == Being::STAND)
{
if (keys[SDLK_LCTRL] || keys[SDLK_RCTRL] || joy[JOY_BTN0])
{
Being *monster = attack(x, y, player_node->direction);
if (monster == NULL && autoTarget != NULL && monster != player_node)
{
attack(autoTarget);
}
else if (keys[SDLK_LSHIFT] && monster != player_node)
{
autoTarget = monster;
}
}
}
if (joy[JOY_BTN1])
{
unsigned short x = player_node->x;
unsigned short y = player_node->y;
int id = find_floor_item_by_cor(x, y);
if (id != 0)
{
MessageOut outMsg;
outMsg.writeShort(CMSG_ITEM_PICKUP);
outMsg.writeLong(id);
writeSet(6);
}
}
else if (joy[JOY_BTN2] && action_time)
{
if (player_node->action == Being::STAND)
action(2, 0);
else if (player_node->action == Being::SIT)
action(3, 0);
action_time = false;
}
}
}
void do_parse()
{
int n_items;
Map *tiledMap = engine->getCurrentMap();
Equipment *equipment = Equipment::getInstance();
// We need at least 2 bytes to identify a packet
while (in_size >= 2)
{
MessageIn msg = get_next_message();
// Parse packet based on their id
switch (msg.getId())
{
case SMSG_LOGIN_SUCCESS:
// Connected to game server succesfully, set spawn point
{
msg.readLong(); // server tick
msg.readCoordinates(player_node->x,
player_node->y,
player_node->direction);
msg.skip(2); // unknown
}
break;
// Received speech from being
case SMSG_BEING_CHAT:
{
int chatMsgLength = msg.readShort() - 8;
Being *being = findNode(msg.readLong());
if (being != NULL && chatMsgLength > 0)
{
std::string chatMsg = msg.readString(chatMsgLength);
chatWindow->chat_log(chatMsg, BY_OTHER);
chatMsg.erase(0, chatMsg.find(" : ", 0) + 3);
being->setSpeech(chatMsg, SPEECH_TIME);
}
}
break;
case SMSG_PLAYER_CHAT:
case SMSG_GM_CHAT:
{
int chatMsgLength = msg.readShort() - 4;
if (chatMsgLength > 0)
{
std::string chatMsg = msg.readString(chatMsgLength);
if (msg.getId() == SMSG_PLAYER_CHAT)
{
chatWindow->chat_log(chatMsg, BY_PLAYER);
unsigned int pos = chatMsg.find(" : ", 0);
if (pos != std::string::npos)
{
chatMsg.erase(0, pos + 3);
}
player_node->setSpeech(chatMsg, SPEECH_TIME);
}
else
{
chatWindow->chat_log(chatMsg, BY_GM);
}
}
}
break;
case SMSG_WALK_RESPONSE:
// It is assumed by the client any request to walk actually
// succeeds on the server. The plan is to have a correction
// message when the server senses the client has the wrong
// idea.
break;
case SMSG_BEING_VISIBLE:
case SMSG_BEING_MOVE:
// Information about a being in range
{
int id = msg.readLong();
unsigned short speed = msg.readShort();
msg.readShort(); // unknown
msg.readShort(); // unknown
msg.readShort(); // option
unsigned short job = msg.readShort(); // class
Being *being = findNode(id);
if (being == NULL)
{
// Being with id >= 110000000 and job 0 are better
// known as ghosts, so don't create those.
if (job == 0 && id >= 110000000)
{
break;
}
being = createBeing(id, job, tiledMap);
}
else if (msg.getId() == 0x0078)
{
being->clearPath();
being->frame = 0;
being->walk_time = tick_time;
being->action = Being::STAND;
}
// Prevent division by 0 when calculating frame
if (speed == 0) { speed = 150; }
being->speed = speed;
being->job = job;
being->setHairStyle(msg.readShort());
being->setWeapon(msg.readShort());
msg.readShort(); // head option bottom
if (msg.getId() == SMSG_BEING_MOVE)
{
msg.readLong(); // server tick
}
msg.readShort(); // shield
msg.readShort(); // head option top
msg.readShort(); // head option mid
being->setHairColor(msg.readShort());
msg.readShort(); // unknown
msg.readShort(); // head dir
msg.readShort(); // guild
msg.readShort(); // unknown
msg.readShort(); // unknown
msg.readShort(); // manner
msg.readShort(); // karma
msg.readByte(); // unknown
msg.readByte(); // sex
if (msg.getId() == SMSG_BEING_MOVE)
{
unsigned short srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
being->action = Being::STAND;
being->x = srcX;
being->y = srcY;
being->setDestination(dstX, dstY);
}
else
{
msg.readCoordinates(being->x, being->y,
being->direction);
}
msg.readByte(); // unknown
msg.readByte(); // unknown
msg.readByte(); // unknown / sit
}
break;
case SMSG_BEING_REMOVE:
// A being should be removed or has died
{
Being *being = findNode(msg.readLong());
if (being != NULL)
{
if (msg.readByte() == 1)
{
// Death
switch (being->getType())
{
case Being::MONSTER:
being->action = Being::MONSTER_DEAD;
being->frame = 0;
being->walk_time = tick_time;
break;
default:
being->action = Being::DEAD;
break;
}
}
else
{
remove_node(being);
}
if (being == autoTarget)
{
autoTarget = NULL;
}
}
}
break;
case SMSG_PLAYER_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
// An update about a player, potentially including movement.
{
int id = msg.readLong();
unsigned short speed = msg.readShort();
msg.readShort(); // option 1
msg.readShort(); // option 2
msg.readShort(); // option
unsigned short job = msg.readShort();
Being *being = findNode(id);
if (being == NULL)
{
being = createBeing(id, job, tiledMap);
}
being->speed = speed;
being->job = job;
being->setHairStyle(msg.readShort());
being->setWeaponById(msg.readShort()); // item id 1
msg.readShort(); // item id 2
msg.readShort(); // head option bottom
if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readLong(); // server tick
}
msg.readShort(); // head option top
msg.readShort(); // head option mid
being->setHairColor(msg.readShort());
msg.readShort(); // unknown
msg.readShort(); // head dir
msg.readLong(); // guild
msg.readLong(); // emblem
msg.readShort(); // manner
msg.readByte(); // karma
msg.readByte(); // sex
if (msg.getId() == SMSG_PLAYER_MOVE)
{
unsigned short srcX, srcY, dstX, dstY;
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
being->x = srcX;
being->y = srcY;
being->setDestination(dstX, dstY);
}
else
{
msg.readCoordinates(being->x, being->y,
being->direction);
}
msg.readByte(); // unknown
msg.readByte(); // unknown
if (msg.getId() == SMSG_PLAYER_UPDATE_1)
{
if (msg.readByte() == 2)
{
being->action = Being::SIT;
}
}
else if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readByte(); // unknown
}
msg.readByte(); // Lv
msg.readByte(); // unknown
being->walk_time = tick_time;
being->frame = 0;
}
break;
case SMSG_NPC_MESSAGE:
msg.readShort(); // length
current_npc = msg.readLong();
npcTextDialog->addText(msg.readString(msg.getLength() - 8));
npcListDialog->setVisible(false);
npcTextDialog->setVisible(true);
break;
case SMSG_NPC_NEXT:
case SMSG_NPC_CLOSE:
// Next/Close button in NPC dialog, currently unused
break;
case SMSG_TRADE_REQUEST:
// If a trade window or request window is already open, send a
// trade cancel to any other trade request.
//
// Note that it would be nice if the server would prevent this
// situation, and that the requesting player would get a
// special message about the player being occupied.
if (tradeWindow->isVisible() == true || requestTradeDialogOpen)
{
MessageOut outMsg;
outMsg.writeShort(CMSG_TRADE_RESPONSE);
outMsg.writeByte(4);
writeSet(3);
break;
}
requestTradeDialogOpen = true;
tradePartnerName = msg.readString(24);
new RequestTradeDialog(tradePartnerName);
break;
case SMSG_TRADE_RESPONSE:
switch (msg.readByte())
{
case 0: // Too far away
chatWindow->chat_log("Trading isn't possible. "
"Trade partner is too far away.",
BY_SERVER);
break;
case 1: // Character doesn't exist
chatWindow->chat_log("Trading isn't possible. "
"Character doesn't exist.",
BY_SERVER);
break;
case 2: // Invite request check failed...
chatWindow->chat_log("Trade cancelled due to an "
"unknown reason.", BY_SERVER);
break;
case 3: // Trade accepted
tradeWindow->reset();
tradeWindow->setCaption(
"Trade: You and " + tradePartnerName);
tradeWindow->setVisible(true);
requestTradeDialogOpen = false;
break;
case 4: // Trade cancelled
chatWindow->chat_log("Trade cancelled.", BY_SERVER);
tradeWindow->setVisible(false);
break;
default: // Shouldn't happen as well, but to be sure
chatWindow->chat_log("Unhandled trade cancel packet",
BY_SERVER);
break;
}
break;
case SMSG_TRADE_ITEM_ADD:
{
long amount = msg.readLong();
short type = msg.readShort();
msg.readByte(); // identified flag
msg.readByte(); // attribute
msg.readByte(); // refine
msg.skip(8); // card (4 shorts)
// TODO: handle also identified, etc
if (type == 0) {
tradeWindow->addMoney(amount);
} else {
tradeWindow->addItem(type, false, amount, false);
}
}
break;
case SMSG_TRADE_ITEM_ADD_RESPONSE:
// Trade: New Item add response (was 0x00ea, now 01b1)
{
Item *item = inventory->getItem(msg.readShort());
short quantity = msg.readShort();
switch (msg.readByte())
{
case 0:
// Successfully added item
if (item->isEquipment() && item->isEquipped())
{
inventory->unequipItem(item);
}
tradeWindow->addItem(item->getId(), true, quantity,
item->isEquipment());
item->increaseQuantity(-quantity);
break;
case 1:
// Add item failed - player overweighted
chatWindow->chat_log("Failed adding item. Trade "
"partner is over weighted.",
BY_SERVER);
break;
default:
chatWindow->chat_log("Failed adding item for "
"unknown reason.", BY_SERVER);
break;
}
}
break;
case SMSG_TRADE_OK:
// 0 means ok from myself, 1 means ok from other;
tradeWindow->receivedOk(msg.readByte() == 0);
break;
case SMSG_TRADE_CANCEL:
chatWindow->chat_log("Trade canceled.", BY_SERVER);
tradeWindow->setVisible(false);
tradeWindow->reset();
break;
case SMSG_TRADE_COMPLETE:
chatWindow->chat_log("Trade completed.", BY_SERVER);
tradeWindow->setVisible(false);
tradeWindow->reset();
break;
case SMSG_PLAYER_INVENTORY:
{
// Only called on map load / warp. First reset all items
// to not load them twice on map change.
inventory->resetItems();
msg.readShort(); // length
int number = (msg.getLength() - 4) / 18;
for (int loop = 0; loop < number; loop++)
{
short index = msg.readShort();
short itemId = msg.readShort();
msg.readByte(); // type
msg.readByte(); // identify flag
short amount = msg.readShort();
msg.skip(2); // unknown
msg.skip(8); // card (4 shorts)
inventory->addItem(index, itemId, amount, false);
// Trick because arrows are not considered equipment
if (itemId == 1199 || itemId == 529)
{
inventory->getItem(index)->setEquipment(true);
}
}
}
break;
case SMSG_PLAYER_EQUIPMENT:
{
msg.readShort(); // length
int number = (msg.getLength() - 4) / 20;
for (int loop = 0; loop < number; loop++)
{
short index = msg.readShort();
short itemId = msg.readShort();
msg.readByte(); // type
msg.readByte(); // identify flag
msg.readShort(); // equip type
short equipPoint = msg.readShort();
msg.readByte(); // attribute
msg.readByte(); // refine
msg.skip(8); // card
inventory->addItem(index, itemId, 1, true);
if (equipPoint)
{
int mask = 1;
int position = 0;
while (!(equipPoint & mask))
{
mask <<= 1;
position++;
}
Item *item = inventory->getItem(index);
item->setEquipped(true);
equipment->setEquipment(position - 1, item);
}
}
}
break;
case SMSG_ITEM_USE_RESPONSE:
{
short index = msg.readShort();
short amount = msg.readShort();
if (msg.readByte() == 0) {
chatWindow->chat_log("Failed to use item", BY_SERVER);
} else {
inventory->getItem(index)->setQuantity(amount);
}
}
break;
case SMSG_PLAYER_WARP:
{
// Set new map path
map_path = "maps/" + msg.readString(16);
map_path= map_path.substr(0, map_path.rfind(".")) + ".tmx.gz";
int x = msg.readShort();
int y = msg.readShort();
logger->log("Warping to %s (%d, %d)", map_path.c_str(), x, y);
engine->changeMap(map_path);
tiledMap = engine->getCurrentMap();
empty_floor_items();
// Remove the player, so it is not deleted
beings.remove(player_node);
// Delete all beings except the local player
std::list<Being *>::iterator i;
for (i = beings.begin(); i != beings.end(); i++)
{
delete (*i);
}
beings.clear();
autoTarget = NULL;
current_npc = 0;
// Re-add the local player node
beings.push_back(player_node);
player_node->action = Being::STAND;
player_node->frame = 0;
player_node->x = x;
player_node->y = y;
player_node->setMap(tiledMap);
// Send "map loaded"
MessageOut outMsg;
outMsg.writeShort(CMSG_MAP_LOADED);
writeSet(2);
}
break;
case SMSG_SKILL_FAILED:
// Action failed (ex. sit because you have not reached the
// right level)
CHATSKILL action;
action.skill = msg.readShort();
action.bskill = msg.readShort();
action.unused = msg.readShort(); // unknown
action.success = msg.readByte();
action.reason = msg.readByte();
if (action.success != SKILL_FAILED &&
action.bskill == BSKILL_EMOTE)
{
printf("Action: %d/%d", action.bskill, action.success);
}
chatWindow->chat_log(action);
break;
case SMSG_PLAYER_STAT_UPDATE_1:
switch (msg.readShort())
{
//case 0x0000:
// player_node->speed = msg.readLong();
// break;
case 0x0005:
player_info->hp = msg.readLong();
break;
case 0x0006:
player_info->maxHp = msg.readLong();
break;
case 0x0007:
player_info->mp = msg.readLong();
break;
case 0x0008:
player_info->maxMp = msg.readLong();
break;
case 0x000b:
player_info->lvl = msg.readLong();
break;
case 0x000c:
player_info->skillPoint = msg.readLong();
skillDialog->setPoints(player_info->skillPoint);
break;
case 0x0018:
player_info->totalWeight = msg.readLong();
if (player_info->totalWeight >= player_info->maxWeight)
{
weightNotice = new OkDialog("Message",
"You are carrying more then half your weight. You are unable to regain health.",
&weightNoticeListener);
weightNotice->releaseModalFocus();
}
break;
case 0x0019:
player_info->maxWeight = msg.readLong();
break;
case 0x0037:
player_info->jobLvl = msg.readLong();
break;
case 0x0009:
player_info->statsPointsToAttribute = msg.readLong();
break;
case 0x0029:
player_info->ATK = msg.readLong();
break;
case 0x002b:
player_info->MATK = msg.readLong();
break;
case 0x002d:
player_info->DEF = msg.readLong();
break;
case 0x002f:
player_info->MDEF = msg.readLong();
break;
case 0x0031:
player_info->HIT = msg.readLong();
break;
case 0x0032:
player_info->FLEE = msg.readLong();
break;
case 0x0035:
player_node->aspd = msg.readLong();
break;
}
if (player_info->hp == 0 && deathNotice == NULL)
{
deathNotice = new OkDialog("Message",
"You're now dead, press ok to restart",
&deathNoticeListener);
deathNotice->releaseModalFocus();
player_node->action = Being::DEAD;
}
break;
// Stop walking
// case 0x0088: // Disabled because giving some problems
//if (being = findNode(readLong(2))) {
// if (being->getId() != player_node->getId()) {
// being->action = STAND;
// being->frame = 0;
// set_coordinates(being->coordinates,
// readWord(6), readWord(8),
// get_direction(being->coordinates));
// }
//}
//break;
case SMSG_BEING_ACTION:
{
Being *srcBeing = findNode(msg.readLong());
Being *dstBeing = findNode(msg.readLong());
// msg.readLong(); // server tick
// msg.readLong(); // src speed
// msg.readLong(); // dst speed
msg.skip(12);
short param1 = msg.readShort();
msg.skip(2); // param 2
char type = msg.readByte();
msg.skip(2); // param 3
switch (type)
{
case 0: // Damage
if (dstBeing == NULL) break;
dstBeing->setDamage(param1, SPEECH_TIME);
if (srcBeing != NULL &&
srcBeing != player_node)
{
// buggy
srcBeing->action = Being::ATTACK;
srcBeing->frame = 0;
srcBeing->walk_time = tick_time;
}
break;
case 2: // Sit
if (srcBeing == NULL) break;
srcBeing->frame = 0;
srcBeing->action = Being::SIT;
break;
case 3: // Stand up
if (srcBeing == NULL) break;
srcBeing->frame = 0;
srcBeing->action = Being::STAND;
break;
}
}
break;
case SMSG_PLAYER_STAT_UPDATE_2:
switch (msg.readShort()) {
case 0x0001:
player_info->xp = msg.readLong();
break;
case 0x0002:
player_info->jobXp = msg.readLong();
break;
case 0x0014:
player_info->gp = msg.readLong();
break;
case 0x0016:
player_info->xpForNextLevel = msg.readLong();
break;
case 0x0017:
player_info->jobXpForNextLevel = msg.readLong();
break;
}
break;
case SMSG_BEING_LEVELUP:
if ((unsigned long)msg.readLong() == player_node->getId()) {
logger->log("Level up");
sound.playSfx("sfx/levelup.ogg");
} else {
logger->log("Someone else went level up");
}
msg.readLong(); // type
break;
case SMSG_BEING_EMOTION:
{
Being *being = findNode(msg.readLong());
if (being == NULL) break;
being->emotion = msg.readByte();
being->emotion_time = EMOTION_TIME;
}
break;
case SMSG_PLAYER_STAT_UPDATE_3:
{
long type = msg.readLong();
long base = msg.readLong();
long bonus = msg.readLong();
long total = base + bonus;
switch (type) {
case 0x000d: player_info->STR = total; break;
case 0x000e: player_info->AGI = total; break;
case 0x000f: player_info->VIT = total; break;
case 0x0010: player_info->INT = total; break;
case 0x0011: player_info->DEX = total; break;
case 0x0012: player_info->LUK = total; break;
}
}
break;
case SMSG_NPC_BUY_SELL_CHOICE:
buyDialog->setVisible(false);
buyDialog->reset();
sellDialog->setVisible(false);
sellDialog->reset();
buySellDialog->setVisible(true);
current_npc = msg.readLong();
break;
case SMSG_NPC_BUY:
msg.readShort(); // length
n_items = (msg.getLength() - 4) / 11;
buyDialog->reset();
buyDialog->setMoney(player_info->gp);
buyDialog->setVisible(true);
for (int k = 0; k < n_items; k++)
{
long value = msg.readLong();
msg.readLong(); // DCvalue
msg.readByte(); // type
short itemId = msg.readShort();
buyDialog->addItem(itemId, value);
}
break;
case SMSG_NPC_SELL:
msg.readShort(); // length
n_items = (msg.getLength() - 4) / 10;
if (n_items > 0) {
sellDialog->reset();
sellDialog->setVisible(true);
for (int k = 0; k < n_items; k++)
{
short index = msg.readShort();
long value = msg.readLong();
msg.readLong(); // OCvalue
Item *item = inventory->getItem(index);
if (item && !(item->isEquipped())) {
sellDialog->addItem(item, value);
}
}
}
else {
chatWindow->chat_log("Nothing to sell", BY_SERVER);
current_npc = 0;
}
break;
case SMSG_NPC_BUY_RESPONSE:
if (msg.readByte() == 0) {
chatWindow->chat_log("Thanks for buying", BY_SERVER);
} else {
chatWindow->chat_log("Unable to buy", BY_SERVER);
}
break;
case SMSG_NPC_SELL_RESPONSE:
if (msg.readByte() == 0) {
chatWindow->chat_log("Thanks for selling", BY_SERVER);
} else {
chatWindow->chat_log("Unable to sell", BY_SERVER);
}
break;
case SMSG_PLAYER_INVENTORY_ADD:
{
short index = msg.readShort();
short amount = msg.readShort();
short itemId = msg.readShort();
msg.readByte(); // identify flag
msg.readByte(); // attribute
msg.readByte(); // refine
msg.skip(8); // card
short equipType = msg.readShort();
msg.readByte(); // type
char fail = msg.readByte();
if (fail > 0) {
chatWindow->chat_log("Unable to pick up item",
BY_SERVER);
} else {
inventory->addItem(index, itemId, amount,
equipType != 0);
}
}
break;
case SMSG_PLAYER_INVENTORY_REMOVE:
{
short index = msg.readShort();
short amount = msg.readShort();
inventory->getItem(index)->increaseQuantity(-amount);
}
break;
case SMSG_PLAYER_INVENTORY_USE:
{
short index = msg.readShort();
msg.readShort(); // item id
msg.readLong(); // id
short amountLeft = msg.readShort();
msg.readByte(); // type
inventory->getItem(index)->setQuantity(amountLeft);
}
break;
case SMSG_PLAYER_SKILLS:
msg.readShort(); // length
n_items = (msg.getLength() - 4) / 37;
skillDialog->cleanList();
for (int k = 0; k < n_items; k++)
{
short skillId = msg.readShort();
msg.readShort(); // target type
msg.readShort(); // unknown
short level = msg.readShort();
short sp = msg.readShort();
msg.readShort(); // range
std::string skillName = msg.readString(24);
char up = msg.readByte();
if (level != 0 || up != 0)
{
if (skillDialog->hasSkill(skillId)) {
skillDialog->setSkill(skillId, level, sp);
}
else {
skillDialog->addSkill(skillId, level, sp);
}
}
}
break;
case 0x010c:
// Display MVP player
msg.readLong(); // id
chatWindow->chat_log("MVP player", BY_SERVER);
break;
case SMSG_ITEM_VISIBLE:
case SMSG_ITEM_DROPPED:
{
long id = msg.readLong();
short itemId = msg.readShort();
msg.readByte(); // identify flag
short x = msg.readShort();
short y = msg.readShort();
msg.skip(4); // amount,subX,subY / subX,subY,amount
add_floor_item(new FloorItem(id, itemId, x, y));
}
break;
case SMSG_ITEM_REMOVE:
remove_floor_item(msg.readLong());
break;
case SMSG_NPC_CHOICE:
msg.readShort(); // length
current_npc = msg.readLong();
npcListDialog->parseItems(msg.readString(msg.getLength() - 8));
npcListDialog->setVisible(true);
break;
case SMSG_BEING_CHANGE_LOOKS:
{
Being *being = findNode(msg.readLong());
if (being)
{
switch (msg.readByte()) {
case 1:
being->setHairStyle(msg.readByte());
break;
case 2:
being->setWeapon(msg.readByte());
break;
case 6:
being->setHairColor(msg.readByte());
break;
default:
msg.readByte(); // unsupported
break;
}
}
}
break;
case SMSG_PLAYER_EQUIP:
{
short index = msg.readShort();
short equipPoint = msg.readShort();
char type = msg.readByte();
logger->log("Equipping: %i %i %i",
index, equipPoint, type);
if (type == 0) {
chatWindow->chat_log("Unable to equip.", BY_SERVER);
}
else if (equipPoint)
{
// Unequip any existing equipped item in this position
int mask = 1;
int position = 0;
while (!(equipPoint & mask)) {
mask <<= 1;
position++;
}
logger->log("Position %i", position - 1);
Item *item = equipment->getEquipment(position - 1);
if (item) {
item->setEquipped(false);
}
item = inventory->getItem(index);
item->setEquipped(true);
equipment->setEquipment(position - 1, item);
player_node->setWeaponById(item->getId());
}
}
break;
case 0x01d7:
// Equipment related
{
Being *being = findNode(msg.readLong());
msg.readByte(); // equip point
short itemId1 = msg.readShort();
msg.readShort(); // item id 2
if (being != NULL)
{
being->setWeaponById(itemId1);
}
}
break;
case SMSG_PLAYER_UNEQUIP:
{
short index = msg.readShort();
short equipPoint = msg.readShort();
char type = msg.readByte();
if (type == 0) {
chatWindow->chat_log("Unable to unequip.", BY_SERVER);
break;
}
if (equipPoint == 0) {
// No point given, no point in searching
break;
}
int mask = 1;
int position = 0;
while (!(equipPoint & mask)) {
mask <<= 1;
position++;
}
Item *item = inventory->getItem(index);
if (item != NULL)
{
item->setEquipped(false);
switch (item->getId()) {
case 529:
case 1199:
equipment->setArrows(NULL);
break;
case 521:
case 522:
case 530:
case 536:
case 1200:
case 1201:
player_node->setWeapon(0);
// TODO: Why this break? Shouldn't a weapon be
// unequipped in inventory too?
break;
default:
equipment->removeEquipment(position - 1);
break;
}
logger->log("Unequipping: %i %i(%i) %i",
index, equipPoint, type, position - 1);
}
}
break;
case SMSG_PLAYER_ARROW_EQUIP:
{
short id = msg.readShort();
if (id > 1) {
Item *item = inventory->getItem(id);
if (item) {
item->setEquipped(true);
equipment->setArrows(item);
logger->log("Arrows equipped: %i", id);
}
}
}
break;
case SMSG_PLAYER_ARROW_MESSAGE:
{
short type = msg.readShort();
switch (type) {
case 0:
chatWindow->chat_log("Equip arrows first",
BY_SERVER);
break;
default:
logger->log("0x013b: Unhandled message %i", type);
break;
}
}
break;
case SMSG_PLAYER_STAT_UPDATE_4:
{
short type = msg.readShort();
char fail = msg.readByte();
char value = msg.readByte();
if (fail == 1)
{
switch (type) {
case 0x000d: player_info->STR = value; break;
case 0x000e: player_info->AGI = value; break;
case 0x000f: player_info->VIT = value; break;
case 0x0010: player_info->INT = value; break;
case 0x0011: player_info->DEX = value; break;
case 0x0012: player_info->LUK = value; break;
}
}
}
break;
// Updates stats and status points
case SMSG_PLAYER_STAT_UPDATE_5:
player_info->statsPointsToAttribute = msg.readShort();
player_info->STR = msg.readByte();
player_info->STRUp = msg.readByte();
player_info->AGI = msg.readByte();
player_info->AGIUp = msg.readByte();
player_info->VIT = msg.readByte();
player_info->VITUp = msg.readByte();
player_info->INT = msg.readByte();
player_info->INTUp = msg.readByte();
player_info->DEX = msg.readByte();
player_info->DEXUp = msg.readByte();
player_info->LUK = msg.readByte();
player_info->LUKUp = msg.readByte();
player_info->ATK = msg.readShort(); // ATK
player_info->ATKBonus = msg.readShort(); // ATK bonus
player_info->MATK = msg.readShort(); // MATK max
player_info->MATKBonus = msg.readShort(); // MATK min
player_info->DEF = msg.readShort(); // DEF
player_info->DEFBonus = msg.readShort(); // DEF bonus
player_info->MDEF = msg.readShort(); // MDEF
player_info->MDEFBonus = msg.readShort(); // MDEF bonus
player_info->HIT = msg.readShort(); // HIT
player_info->FLEE = msg.readShort(); // FLEE
player_info->FLEEBonus = msg.readShort(); // FLEE bonus
msg.readShort(); // critical
msg.readShort(); // unknown
break;
case SMSG_PLAYER_STAT_UPDATE_6:
switch (msg.readShort()) {
case 0x0020: player_info->STRUp = msg.readByte(); break;
case 0x0021: player_info->AGIUp = msg.readByte(); break;
case 0x0022: player_info->VITUp = msg.readByte(); break;
case 0x0023: player_info->INTUp = msg.readByte(); break;
case 0x0024: player_info->DEXUp = msg.readByte(); break;
case 0x0025: player_info->LUKUp = msg.readByte(); break;
}
break;
case SMSG_BEING_NAME_RESPONSE:
{
Being *being = findNode(msg.readLong());
if (being) {
being->setName(msg.readString(24));
}
}
break;
case 0x0119:
// Change in players look
break;
default:
// Manage non implemented packets
logger->log("Unhandled packet: %x", msg.getId());
break;
}
skip(msg.getLength());
}
}