/*
* 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/playerhandler.h"
#include "net/ea/protocol.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "engine.h"
#include "localplayer.h"
#include "log.h"
#include "npc.h"
#include "units.h"
#include "gui/buy.h"
#include "gui/buysell.h"
#include "gui/gui.h"
#include "gui/okdialog.h"
#include "gui/sell.h"
#include "gui/statuswindow.h"
#include "gui/storagewindow.h"
#include "gui/viewport.h"
#include "gui/widgets/chattab.h"
#include "utils/stringutils.h"
#include "utils/gettext.h"
// TODO Move somewhere else
OkDialog *weightNotice = NULL;
OkDialog *deathNotice = NULL;
// 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;
#define ATTR_BONUS(atr) \
(player_node->getAttributeEffective(atr) - player_node->getAttributeBase(atr))
// TODO Move somewhere else
namespace {
/**
* Listener used for handling the overweigth message.
*/
struct WeightListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event)
{
weightNotice = NULL;
}
} weightListener;
/**
* Listener used for handling death message.
*/
struct DeathListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event)
{
Net::getPlayerHandler()->respawn();
deathNotice = NULL;
buyDialog->setVisible(false);
sellDialog->setVisible(false);
buySellDialog->setVisible(false);
if (storageWindow->isVisible())
storageWindow->close();
viewport->closePopupMenu();
}
} deathListener;
} // anonymous namespace
static const char *randomDeathMessage()
{
static char const *const deadMsg[] =
{
N_("You are dead."),
N_("We regret to inform you that your character was killed in "
"battle."),
N_("You are not that alive anymore."),
N_("The cold hands of the grim reaper are grabbing for your soul."),
N_("Game Over!"),
N_("Insert coin to continue."),
N_("No, kids. Your character did not really die. It... "
"err... went to a better place."),
N_("Your plan of breaking your enemies weapon by "
"bashing it with your throat failed."),
N_("I guess this did not run too well."),
// NetHack reference:
N_("Do you want your possessions identified?"),
// Secret of Mana reference:
N_("Sadly, no trace of you was ever found..."),
// Final Fantasy VI reference:
N_("Annihilated."),
// Earthbound reference:
N_("Looks like you got your head handed to you."),
// Leisure Suit Larry 1 reference:
N_("You screwed up again, dump your body down the tubes "
"and get you another one."),
// Monty Python references (Dead Parrot sketch mostly):
N_("You're not dead yet. You're just resting."),
N_("You are no more."),
N_("You have ceased to be."),
N_("You've expired and gone to meet your maker."),
N_("You're a stiff."),
N_("Bereft of life, you rest in peace."),
N_("If you weren't so animated, you'd be pushing up the daisies."),
N_("Your metabolic processes are now history."),
N_("You're off the twig."),
N_("You've kicked the bucket."),
N_("You've shuffled off your mortal coil, run down the "
"curtain and joined the bleedin' choir invisibile."),
N_("You are an ex-player."),
N_("You're pining for the fjords.")
};
const int random = rand() % (sizeof(deadMsg) / sizeof(deadMsg[0]));
return gettext(deadMsg[random]);
}
Net::PlayerHandler *playerHandler;
namespace EAthena {
PlayerHandler::PlayerHandler()
{
static const Uint16 _messages[] = {
SMSG_WALK_RESPONSE,
SMSG_PLAYER_WARP,
SMSG_PLAYER_STAT_UPDATE_1,
SMSG_PLAYER_STAT_UPDATE_2,
SMSG_PLAYER_STAT_UPDATE_3,
SMSG_PLAYER_STAT_UPDATE_4,
SMSG_PLAYER_STAT_UPDATE_5,
SMSG_PLAYER_STAT_UPDATE_6,
SMSG_PLAYER_ARROW_MESSAGE,
0
};
handledMessages = _messages;
playerHandler = this;
}
void PlayerHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_WALK_RESPONSE:
/*
* This client assumes that all walk messages succeed,
* and that the server will send a correction notice
* otherwise.
*/
break;
case SMSG_PLAYER_WARP:
{
std::string mapPath = msg.readString(16);
bool nearby;
Uint16 x = msg.readInt16();
Uint16 y = msg.readInt16();
logger->log("Warping to %s (%d, %d)", mapPath.c_str(), x, y);
/*
* We must clear the local player's target *before* the call
* to changeMap, as it deletes all beings.
*/
player_node->stopAttack();
nearby = (engine->getCurrentMapName() == mapPath);
// Switch the actual map, deleting the previous one if necessary
mapPath = mapPath.substr(0, mapPath.rfind("."));
engine->changeMap(mapPath);
float scrollOffsetX = 0.0f;
float scrollOffsetY = 0.0f;
/* Scroll if neccessary */
if (!nearby
|| (abs(x - player_node->getTileX()) > MAP_TELEPORT_SCROLL_DISTANCE)
|| (abs(y - player_node->getTileY()) > MAP_TELEPORT_SCROLL_DISTANCE))
{
scrollOffsetX = (x - player_node->getTileX()) * 32;
scrollOffsetY = (y - player_node->getTileY()) * 32;
}
player_node->setAction(Being::STAND);
player_node->mFrame = 0;
player_node->setTileCoords(x, y);
logger->log("Adjust scrolling by %d:%d", (int) scrollOffsetX,
(int) scrollOffsetY);
viewport->scrollBy(scrollOffsetX, scrollOffsetY);
}
break;
case SMSG_PLAYER_STAT_UPDATE_1:
{
int type = msg.readInt16();
int value = msg.readInt32();
switch (type)
{
case 0x0000: player_node->setWalkSpeed(value); break;
case 0x0004: break; // manner
case 0x0005: player_node->setHp(value); break;
case 0x0006: player_node->setMaxHp(value); break;
case 0x0007: player_node->setMP(value); break;
case 0x0008: player_node->setMaxMP(value); break;
case 0x0009: player_node->setCharacterPoints(value); break;
case 0x000b: player_node->setLevel(value); break;
case 0x000c: player_node->setSkillPoints(value); break;
case 0x0018:
if (value >= player_node->getMaxWeight() / 2 &&
player_node->getTotalWeight() <
player_node->getMaxWeight() / 2)
{
weightNotice = new OkDialog(_("Message"),
_("You are carrying more than "
"half your weight. You are "
"unable to regain health."));
weightNotice->addActionListener(
&weightListener);
}
player_node->setTotalWeight(value);
break;
case 0x0019: player_node->setMaxWeight(value); break;
case 0x0029: player_node->setAttributeEffective(ATK, value
+ ATTR_BONUS(ATK));
player_node->setAttributeBase(ATK, value);
break;
case 0x002a: value += player_node->getAttributeBase(ATK);
player_node->setAttributeEffective(ATK, value); break;
case 0x002b: player_node->setAttributeEffective(MATK, value
+ ATTR_BONUS(MATK));
player_node->setAttributeBase(MATK, value);
statusWindow->update(StatusWindow::MP); break;
case 0x002c: value += player_node->getAttributeBase(MATK);
player_node->setAttributeEffective(MATK, value);
statusWindow->update(StatusWindow::MP); break;
case 0x002d: player_node->setAttributeEffective(DEF, value
+ ATTR_BONUS(DEF));
player_node->setAttributeBase(DEF, value); break;
case 0x002e: value += player_node->getAttributeBase(DEF);
player_node->setAttributeEffective(DEF, value); break;
case 0x002f: player_node->setAttributeEffective(MDEF, value
+ ATTR_BONUS(MDEF));
player_node->setAttributeBase(MDEF, value); break;
case 0x0030: value += player_node->getAttributeBase(MDEF);
player_node->setAttributeEffective(MDEF, value); break;
case 0x0031: player_node->setAttributeBase(HIT, value);
player_node->setAttributeEffective(HIT, value); break;
case 0x0032: player_node->setAttributeEffective(FLEE, value
+ ATTR_BONUS(FLEE));
player_node->setAttributeBase(FLEE, value); break;
case 0x0033: value += player_node->getAttributeBase(FLEE);
player_node->setAttributeEffective(FLEE, value); break;
case 0x0034: player_node->setAttributeBase(CRIT, value);
player_node->setAttributeEffective(CRIT, value); break;
case 0x0035: player_node->mAttackSpeed = value; break;
case 0x0037: player_node->setAttributeBase(JOB, value);
player_node->setAttributeEffective(JOB, value); break;
case 500: player_node->setGMLevel(value); break;
}
if (player_node->getHp() == 0 && !deathNotice)
{
deathNotice = new OkDialog(_("Message"),
randomDeathMessage());
deathNotice->addActionListener(&deathListener);
player_node->setAction(Being::DEAD);
}
}
break;
case SMSG_PLAYER_STAT_UPDATE_2:
switch (msg.readInt16()) {
case 0x0001:
player_node->setExp(msg.readInt32());
break;
case 0x0002:
player_node->setExperience(JOB, msg.readInt32(),
player_node->getExperience(JOB).second);
break;
case 0x0014: {
int curGp = player_node->getMoney();
player_node->setMoney(msg.readInt32());
if (player_node->getMoney() > curGp)
localChatTab->chatLog(strprintf(_("You picked up "
"%s."),
Units::formatCurrency(player_node->getMoney()
- curGp).c_str()), BY_SERVER);
}
break;
case 0x0016:
player_node->setExpNeeded(msg.readInt32());
break;
case 0x0017:
player_node->setExperience(JOB,
player_node->getExperience(JOB).first,
msg.readInt32());
break;
}
break;
case SMSG_PLAYER_STAT_UPDATE_3: // Update a base attribute
{
int type = msg.readInt32();
int base = msg.readInt32();
int bonus = msg.readInt32();
player_node->setAttributeBase(type, base);
player_node->setAttributeEffective(type, base + bonus);
}
break;
case SMSG_PLAYER_STAT_UPDATE_4: // Attribute increase ack
{
int type = msg.readInt16();
int ok = msg.readInt8();
int value = msg.readInt8();
if (ok != 1)
{
localChatTab->chatLog(_("Cannot raise skill!"),
BY_SERVER);
}
int bonus = ATTR_BONUS(type);
player_node->setAttributeBase(type, value);
player_node->setAttributeEffective(type, value + bonus);
}
break;
// Updates stats and status points
case SMSG_PLAYER_STAT_UPDATE_5:
player_node->setCharacterPoints(msg.readInt16());
{
int val = msg.readInt8();
player_node->setAttributeEffective(STR, val + ATTR_BONUS(STR));
player_node->setAttributeBase(STR, val);
statusWindow->setPointsNeeded(STR, msg.readInt8());
val = msg.readInt8();
player_node->setAttributeEffective(AGI, val + ATTR_BONUS(AGI));
player_node->setAttributeBase(AGI, val);
statusWindow->setPointsNeeded(AGI, msg.readInt8());
val = msg.readInt8();
player_node->setAttributeEffective(VIT, val + ATTR_BONUS(VIT));
player_node->setAttributeBase(VIT, val);
statusWindow->setPointsNeeded(VIT, msg.readInt8());
val = msg.readInt8();
player_node->setAttributeEffective(INT, val + ATTR_BONUS(INT));
player_node->setAttributeBase(INT, val);
statusWindow->setPointsNeeded(INT, msg.readInt8());
val = msg.readInt8();
player_node->setAttributeEffective(DEX, val + ATTR_BONUS(DEX));
player_node->setAttributeBase(DEX, val);
statusWindow->setPointsNeeded(DEX, msg.readInt8());
val = msg.readInt8();
player_node->setAttributeEffective(LUK, val + ATTR_BONUS(LUK));
player_node->setAttributeBase(LUK, val);
statusWindow->setPointsNeeded(LUK, msg.readInt8());
val = msg.readInt16(); // ATK
player_node->setAttributeBase(ATK, val);
val += msg.readInt16(); // ATK bonus
player_node->setAttributeEffective(ATK, val);
val = msg.readInt16(); // MATK
player_node->setAttributeBase(MATK, val);
val += msg.readInt16(); // MATK bonus
player_node->setAttributeEffective(MATK, val);
statusWindow->update(StatusWindow::MP);
val = msg.readInt16(); // DEF
player_node->setAttributeBase(DEF, val);
val += msg.readInt16(); // DEF bonus
player_node->setAttributeEffective(DEF, val);
val = msg.readInt16(); // MDEF
player_node->setAttributeBase(MDEF, val);
val += msg.readInt16(); // MDEF bonus
player_node->setAttributeEffective(MDEF, val);
val = msg.readInt16(); // HIT
player_node->setAttributeBase(ATK, val);
player_node->setAttributeEffective(ATK, val);
val = msg.readInt16(); // FLEE
player_node->setAttributeBase(FLEE, val);
val += msg.readInt16(); // FLEE bonus
player_node->setAttributeEffective(FLEE, val);
val = msg.readInt16();
player_node->setAttributeBase(CRIT, val);
player_node->setAttributeEffective(CRIT, val);
}
msg.readInt16(); // manner
break;
case SMSG_PLAYER_STAT_UPDATE_6:
switch (msg.readInt16()) {
case 0x0020:
statusWindow->setPointsNeeded(STR, msg.readInt8());
break;
case 0x0021:
statusWindow->setPointsNeeded(AGI, msg.readInt8());
break;
case 0x0022:
statusWindow->setPointsNeeded(VIT, msg.readInt8());
break;
case 0x0023:
statusWindow->setPointsNeeded(INT, msg.readInt8());
break;
case 0x0024:
statusWindow->setPointsNeeded(DEX, msg.readInt8());
break;
case 0x0025:
statusWindow->setPointsNeeded(LUK, msg.readInt8());
break;
}
break;
case SMSG_PLAYER_ARROW_MESSAGE:
{
int type = msg.readInt16();
switch (type) {
case 0:
localChatTab->chatLog(_("Equip arrows first."),
BY_SERVER);
break;
default:
logger->log("0x013b: Unhandled message %i", type);
break;
}
}
break;
}
}
void PlayerHandler::attack(int id)
{
MessageOut outMsg(CMSG_PLAYER_ATTACK);
outMsg.writeInt32(id);
outMsg.writeInt8(0);
}
void PlayerHandler::emote(int emoteId)
{
MessageOut outMsg(CMSG_PLAYER_EMOTE);
outMsg.writeInt8(emoteId);
}
void PlayerHandler::increaseAttribute(size_t attr)
{
if (attr >= STR && attr <= LUK)
{
MessageOut outMsg(CMSG_STAT_UPDATE_REQUEST);
outMsg.writeInt16(attr);
outMsg.writeInt8(1);
}
}
void PlayerHandler::decreaseAttribute(size_t attr)
{
// Supported by eA?
}
void PlayerHandler::increaseSkill(int skillId)
{
if (player_node->getSkillPoints() <= 0)
return;
MessageOut outMsg(CMSG_SKILL_LEVELUP_REQUEST);
outMsg.writeInt16(skillId);
}
void PlayerHandler::pickUp(FloorItem *floorItem)
{
MessageOut outMsg(CMSG_ITEM_PICKUP);
outMsg.writeInt32(floorItem->getId());
}
void PlayerHandler::setDirection(char direction)
{
MessageOut outMsg(CMSG_PLAYER_CHANGE_DIR);
outMsg.writeInt16(0);
outMsg.writeInt8(direction);
}
void PlayerHandler::setDestination(int x, int y, int direction)
{
MessageOut outMsg(CMSG_PLAYER_CHANGE_DEST);
outMsg.writeCoordinates(x, y, direction);
}
void PlayerHandler::changeAction(Being::Action action)
{
char type;
switch (action)
{
case Being::SIT: type = 2; break;
case Being::STAND: type = 3; break;
default: return;
}
MessageOut outMsg(CMSG_PLAYER_CHANGE_ACT);
outMsg.writeInt32(0);
outMsg.writeInt8(type);
}
void PlayerHandler::respawn()
{
MessageOut outMsg(CMSG_PLAYER_RESTART);
outMsg.writeInt8(0);
}
void PlayerHandler::ignorePlayer(const std::string &player, bool ignore)
{
// TODO
}
void PlayerHandler::ignoreAll(bool ignore)
{
// TODO
}
bool PlayerHandler::canUseMagic()
{
return player_node->getAttributeEffective(MATK) > 0;
}
bool PlayerHandler::canCorrectAttributes()
{
return false;
}
int PlayerHandler::getJobLocation()
{
return JOB;
}
} // namespace EAthena