/*
* The Mana World
* Copyright (C) 2004-2010 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "net/ea/npchandler.h"
#include "beingmanager.h"
#include "localplayer.h"
#include "npc.h"
#include "gui/npcdialog.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "net/net.h"
#include "net/npchandler.h"
#include "net/ea/protocol.h"
#include <SDL_types.h>
extern Net::NpcHandler *npcHandler;
namespace EAthena {
NpcHandler::NpcHandler()
{
static const Uint16 _messages[] = {
SMSG_NPC_CHOICE,
SMSG_NPC_MESSAGE,
SMSG_NPC_NEXT,
SMSG_NPC_CLOSE,
SMSG_NPC_INT_INPUT,
SMSG_NPC_STR_INPUT,
0
};
handledMessages = _messages;
npcHandler = this;
}
void NpcHandler::handleMessage(Net::MessageIn &msg)
{
int id;
bool resetPlayer = false;
switch (msg.getId())
{
case SMSG_NPC_CHOICE:
msg.readInt16(); // length
current_npc = msg.readInt32();
npcDialog->setNpc(current_npc);
npcDialog->choiceRequest();
npcDialog->parseListItems(msg.readString(msg.getLength() - 8));
npcDialog->setVisible(true);
resetPlayer = true;
break;
case SMSG_NPC_MESSAGE:
msg.readInt16(); // length
current_npc = msg.readInt32();
npcDialog->setNpc(current_npc);
npcDialog->addText(msg.readString(msg.getLength() - 8));
npcDialog->setVisible(true);
resetPlayer = true;
break;
case SMSG_NPC_CLOSE:
id = msg.readInt32();
// If we're talking to that NPC, show the close button
if (id == current_npc)
{
npcDialog->showCloseButton();
resetPlayer = true;
}
// Otherwise, move on as an empty dialog doesn't help
else
closeDialog(id);
break;
case SMSG_NPC_NEXT:
id = msg.readInt32();
// If we're talking to that NPC, show the next button
if (id == current_npc)
{
npcDialog->showNextButton();
resetPlayer = true;
}
// Otherwise, move on as an empty dialog doesn't help
else
nextDialog(id);
break;
case SMSG_NPC_INT_INPUT:
// Request for an integer
current_npc = msg.readInt32();
npcDialog->setNpc(current_npc);
npcDialog->integerRequest(0);
npcDialog->setVisible(true);
resetPlayer = true;
break;
case SMSG_NPC_STR_INPUT:
// Request for a string
current_npc = msg.readInt32();
npcDialog->setNpc(current_npc);
npcDialog->textRequest("");
npcDialog->setVisible(true);
resetPlayer = true;
break;
}
if (resetPlayer && player_node->getCurrentAction() != Being::SIT)
player_node->setAction(Being::STAND);
}
void NpcHandler::talk(int npcId)
{
MessageOut outMsg(CMSG_NPC_TALK);
outMsg.writeInt32(npcId);
outMsg.writeInt8(0); // Unused
}
void NpcHandler::nextDialog(int npcId)
{
MessageOut outMsg(CMSG_NPC_NEXT_REQUEST);
outMsg.writeInt32(npcId);
}
void NpcHandler::closeDialog(int npcId)
{
MessageOut outMsg(CMSG_NPC_CLOSE);
outMsg.writeInt32(npcId);
npcDialog->setText("");
npcDialog->setVisible(false);
}
void NpcHandler::listInput(int npcId, int value)
{
MessageOut outMsg(CMSG_NPC_LIST_CHOICE);
outMsg.writeInt32(npcId);
outMsg.writeInt8(value);
}
void NpcHandler::integerInput(int npcId, int value)
{
MessageOut outMsg(CMSG_NPC_INT_RESPONSE);
outMsg.writeInt32(npcId);
outMsg.writeInt32(value);
}
void NpcHandler::stringInput(int npcId, const std::string &value)
{
MessageOut outMsg(CMSG_NPC_STR_RESPONSE);
outMsg.writeInt16(value.length() + 9);
outMsg.writeInt32(npcId);
outMsg.writeString(value, value.length());
outMsg.writeInt8(0); // Prevent problems with string reading
}
void NpcHandler::sendLetter(int npcId, const std::string &recipient,
const std::string &text)
{
// TODO
}
void NpcHandler::startShopping(int beingId)
{
// TODO
}
void NpcHandler::buy(int beingId)
{
MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST);
outMsg.writeInt32(beingId);
outMsg.writeInt8(0); // Buy
}
void NpcHandler::sell(int beingId)
{
MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST);
outMsg.writeInt32(beingId);
outMsg.writeInt8(1); // Sell
}
void NpcHandler::buyItem(int beingId, int itemId, int amount)
{
MessageOut outMsg(CMSG_NPC_BUY_REQUEST);
outMsg.writeInt16(8); // One item (length of packet)
outMsg.writeInt16(amount);
outMsg.writeInt16(itemId);
}
void NpcHandler::sellItem(int beingId, int itemId, int amount)
{
MessageOut outMsg(CMSG_NPC_SELL_REQUEST);
outMsg.writeInt16(8); // One item (length of packet)
outMsg.writeInt16(itemId + INVENTORY_OFFSET);
outMsg.writeInt16(amount);
}
void NpcHandler::endShopping(int beingId)
{
// TODO
}
} // namespace EAthena