/*
* The Mana World
* Copyright (C) 2004 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 "net/ea/protocol.h"
#include "net/messagein.h"
#include "beingmanager.h"
#include "localplayer.h"
#include "npc.h"
#include "gui/npc_text.h"
#include "gui/npcintegerdialog.h"
#include "gui/npclistdialog.h"
#include "gui/npcstringdialog.h"
#include <SDL_types.h>
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;
}
void NPCHandler::handleMessage(MessageIn &msg)
{
int id;
switch (msg.getId())
{
case SMSG_NPC_CHOICE:
msg.readInt16(); // length
current_npc = msg.readInt32();
player_node->setAction(LocalPlayer::STAND);
npcListDialog->parseItems(msg.readString(msg.getLength() - 8));
npcListDialog->setVisible(true);
npcListDialog->requestFocus();
break;
case SMSG_NPC_MESSAGE:
msg.readInt16(); // length
current_npc = msg.readInt32();
player_node->setAction(LocalPlayer::STAND);
npcTextDialog->addText(msg.readString(msg.getLength() - 8));
npcTextDialog->setVisible(true);
npcTextDialog->requestFocus();
break;
case SMSG_NPC_CLOSE:
id = msg.readInt32();
// If we're talking to that NPC, show the close button
if (id == current_npc)
npcTextDialog->showCloseButton();
// Otherwise, move on as an empty dialog doesn't help
else
npcTextDialog->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)
npcTextDialog->showNextButton();
// Otherwise, move on as an empty dialog doesn't help
else
npcTextDialog->nextDialog(id);
break;
case SMSG_NPC_INT_INPUT:
// Request for an integer
current_npc = msg.readInt32();
player_node->setAction(LocalPlayer::STAND);
npcIntegerDialog->setRange(0, 2147483647);
npcIntegerDialog->setDefaultValue(0);
npcIntegerDialog->setVisible(true);
npcIntegerDialog->requestFocus();
break;
case SMSG_NPC_STR_INPUT:
// Request for a string
current_npc = msg.readInt32();
player_node->setAction(LocalPlayer::STAND);
npcStringDialog->setValue("");
npcStringDialog->setVisible(true);
npcStringDialog->requestFocus();
break;
}
}