/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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 <http://www.gnu.org/licenses/>.
*/
#include "net/manaserv/beinghandler.h"
#include "actorspritemanager.h"
#include "being.h"
#include "client.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "particle.h"
#include "gui/okdialog.h"
#include "net/messagein.h"
#include "net/manaserv/playerhandler.h"
#include "net/manaserv/manaserv_protocol.h"
#include "resources/colordb.h"
#include "utils/gettext.h"
namespace ManaServ {
BeingHandler::BeingHandler()
{
static const Uint16 _messages[] = {
GPMSG_BEING_ATTACK,
GPMSG_BEING_ENTER,
GPMSG_BEING_LEAVE,
GPMSG_BEINGS_MOVE,
GPMSG_BEINGS_DAMAGE,
GPMSG_BEING_ACTION_CHANGE,
GPMSG_BEING_LOOKS_CHANGE,
GPMSG_BEING_DIR_CHANGE,
0
};
handledMessages = _messages;
}
void BeingHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case GPMSG_BEING_ENTER:
handleBeingEnterMessage(msg);
break;
case GPMSG_BEING_LEAVE:
handleBeingLeaveMessage(msg);
break;
case GPMSG_BEINGS_MOVE:
handleBeingsMoveMessage(msg);
break;
case GPMSG_BEING_ATTACK:
handleBeingAttackMessage(msg);
break;
case GPMSG_BEINGS_DAMAGE:
handleBeingsDamageMessage(msg);
break;
case GPMSG_BEING_ACTION_CHANGE:
handleBeingActionChangeMessage(msg);
break;
case GPMSG_BEING_LOOKS_CHANGE:
handleBeingLooksChangeMessage(msg);
break;
case GPMSG_BEING_DIR_CHANGE:
handleBeingDirChangeMessage(msg);
break;
}
}
Vector BeingHandler::giveSpeedInPixelsPerTicks(float speedInTilesPerSeconds)
{
Vector speedInTicks;
Game *game = Game::instance();
Map *map = 0;
if (game)
{
map = game->getCurrentMap();
if (map)
{
speedInTicks.x = speedInTilesPerSeconds
* (float)map->getTileWidth()
/ 1000 * (float) MILLISECONDS_IN_A_TICK;
speedInTicks.y = speedInTilesPerSeconds
* (float)map->getTileHeight()
/ 1000 * (float) MILLISECONDS_IN_A_TICK;
}
}
if (!game || !map)
{
speedInTicks.x = speedInTicks.y = 0;
logger->log("Manaserv::BeingHandler: Speed wasn't given back"
" because game/Map not initialized.");
}
// We don't use z for now.
speedInTicks.z = 0;
return speedInTicks;
}
static void handleLooks(Being *being, Net::MessageIn &msg)
{
// Order of sent slots. Has to be in sync with the server code.
static int const nb_slots = 4;
static int const slots[nb_slots] =
{ SPRITE_WEAPON, SPRITE_HAT, SPRITE_TOPCLOTHES,
SPRITE_BOTTOMCLOTHES };
int mask = msg.readInt8();
if (mask & (1 << 7))
{
// The equipment has to be cleared first.
for (int i = 0; i < nb_slots; ++i)
{
being->setSprite(slots[i], 0);
}
}
// Fill slots enumerated by the bitmask.
for (int i = 0; i < nb_slots; ++i)
{
if (!(mask & (1 << i))) continue;
int id = msg.readInt16();
being->setSprite(slots[i], id,"", (slots[i] == SPRITE_WEAPON));
}
}
void BeingHandler::handleBeingEnterMessage(Net::MessageIn &msg)
{
int type = msg.readInt8();
int id = msg.readInt16();
Being::Action action = (Being::Action)msg.readInt8();
int px = msg.readInt16();
int py = msg.readInt16();
BeingDirection direction = (BeingDirection)msg.readInt8();
Being *being;
switch (type)
{
case OBJECT_CHARACTER:
{
std::string name = msg.readString();
if (player_node->getName() == name)
{
being = player_node;
being->setId(id);
}
else
{
being = actorSpriteManager->createBeing(id,
ActorSprite::PLAYER, 0);
being->setName(name);
}
int hs = msg.readInt8(), hc = msg.readInt8();
being->setSprite(SPRITE_HAIR, hs * -1, ColorDB::get(hc));
being->setGender(msg.readInt8() == GENDER_MALE ?
GENDER_MALE : GENDER_FEMALE);
handleLooks(being, msg);
} break;
case OBJECT_MONSTER:
case OBJECT_NPC:
{
int subtype = msg.readInt16();
being = actorSpriteManager->createBeing(id, type == OBJECT_MONSTER
? ActorSprite::MONSTER : ActorSprite::NPC, subtype);
std::string name = msg.readString();
if (name.length() > 0) being->setName(name);
} break;
default:
return;
}
being->setPosition(px, py);
being->setDestination(px, py);
being->setDirection(direction);
being->setAction(action);
}
void BeingHandler::handleBeingLeaveMessage(Net::MessageIn &msg)
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
if (!being)
return;
actorSpriteManager->destroy(being);
}
void BeingHandler::handleBeingsMoveMessage(Net::MessageIn &msg)
{
while (msg.getUnreadLength())
{
int id = msg.readInt16();
int flags = msg.readInt8();
Being *being = actorSpriteManager->findBeing(id);
int sx = 0;
int sy = 0;
int speed = 0;
if (flags & MOVING_POSITION)
{
sx = msg.readInt16();
sy = msg.readInt16();
speed = msg.readInt8();
}
if (!being || !(flags & (MOVING_POSITION | MOVING_DESTINATION)))
{
continue;
}
if (speed)
{
/*
* The being's speed is transfered in tiles per second * 10
* to keep it transferable in a Byte.
* We set it back to tiles per second and in a float.
* Then, we translate it in pixels per ticks, to correspond
* with the Being::logic() function calls
* @see MILLISECONDS_IN_A_TICK
*/
being->setWalkSpeed(
giveSpeedInPixelsPerTicks((float) speed / 10));
}
// Ignore messages from the server for the local player
if (being == player_node)
continue;
if (flags & MOVING_POSITION)
{
being->setDestination(sx, sy);
}
}
}
void BeingHandler::handleBeingAttackMessage(Net::MessageIn &msg)
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
const BeingDirection direction = (BeingDirection) msg.readInt8();
const int attackType = msg.readInt8();
if (!being)
return;
being->setDirection(direction);
being->setAction(Being::ATTACK, attackType);
}
void BeingHandler::handleBeingsDamageMessage(Net::MessageIn &msg)
{
while (msg.getUnreadLength())
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
int damage = msg.readInt16();
if (being)
{
being->takeDamage(0, damage, Being::HIT);
}
}
}
void BeingHandler::handleBeingActionChangeMessage(Net::MessageIn &msg)
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
Being::Action action = (Being::Action) msg.readInt8();
if (!being)
return;
being->setAction(action);
if (action == Being::DEAD && being == player_node)
{
static char const *const deadMsg[] =
{
_("You are dead."),
_("We regret to inform you that your character was killed in "
"battle."),
_("You are not that alive anymore."),
_("The cold hands of the grim reaper are grabbing for your soul."),
_("Game Over!"),
_("No, kids. Your character did not really die. It... err... "
"went to a better place."),
_("Your plan of breaking your enemies weapon by bashing it with "
"your throat failed."),
_("I guess this did not run too well."),
_("Do you want your possessions identified?"), // Nethack reference
_("Sadly, no trace of you was ever found..."), // Secret of Mana reference
_("Annihilated."), // Final Fantasy VI reference
_("Looks like you got your head handed to you."), // Earthbound reference
_("You screwed up again, dump your body down the tubes and get "
"you another one.") // Leisure Suit Larry 1 Reference
};
std::string message(deadMsg[rand()%13]);
message.append(std::string(" ") + _("Press OK to respawn."));
OkDialog *dlg = new OkDialog(_("You Died"), message, false);
dlg->addActionListener(&(ManaServ::respawnListener));
}
}
void BeingHandler::handleBeingLooksChangeMessage(Net::MessageIn &msg)
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
if (!being || being->getType() != ActorSprite::PLAYER)
return;
handleLooks(being, msg);
if (msg.getUnreadLength())
{
int style = msg.readInt16();
int color = msg.readInt16();
being->setSprite(SPRITE_HAIR, style * -1, ColorDB::get(color));
}
}
void BeingHandler::handleBeingDirChangeMessage(Net::MessageIn &msg)
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
if (!being)
return;
int data = msg.readInt8();
// The direction for the player's character is handled on client side.
if (being != player_node)
being->setDirection((BeingDirection) data);
}
} // namespace ManaServ