/*
* 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/manaserv/npchandler.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/protocol.h"
#include "net/manaserv/gameserver/internal.h"
#include "net/manaserv/gameserver/player.h"
#include "beingmanager.h"
#include "npc.h"
#include "gui/npcpostdialog.h"
#include "gui/npcdialog.h"
Net::NpcHandler *npcHandler;
namespace ManaServ {
NpcHandler::NpcHandler()
{
static const Uint16 _messages[] = {
GPMSG_NPC_CHOICE,
GPMSG_NPC_POST,
GPMSG_NPC_MESSAGE,
GPMSG_NPC_ERROR,
GPMSG_NPC_CLOSE,
GPMSG_NPC_NUMBER,
GPMSG_NPC_STRING,
0
};
handledMessages = _messages;
npcHandler = this;
}
void NpcHandler::handleMessage(Net::MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
if (!being || being->getType() != Being::NPC)
{
return;
}
current_npc = being->getId();
npcDialog->setNpc(current_npc);
switch (msg.getId())
{
case GPMSG_NPC_CHOICE:
npcDialog->choiceRequest();
while (msg.getUnreadLength())
{
npcDialog->addChoice(msg.readString());
}
break;
case GPMSG_NPC_NUMBER:
{
int min_num = msg.readInt32();
int max_num = msg.readInt32();
npcDialog->integerRequest(msg.readInt32(), min_num, max_num);
break;
}
case GPMSG_NPC_STRING:
npcDialog->textRequest("");
break;
case GPMSG_NPC_POST:
npcDialog->setVisible(false);
npcPostDialog->clear();
npcPostDialog->setVisible(true);
break;
case GPMSG_NPC_ERROR:
current_npc = NULL;
break;
case GPMSG_NPC_MESSAGE:
npcDialog->addText(msg.readString(msg.getUnreadLength()));
npcDialog->showNextButton();
npcDialog->setVisible(true);
break;
case GPMSG_NPC_CLOSE:
npcDialog->showCloseButton();
break;
}
}
void NpcHandler::talk(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK);
msg.writeInt16(npcId);
GameServer::connection->send(msg);
}
void NpcHandler::nextDialog(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK_NEXT);
msg.writeInt16(npcId);
GameServer::connection->send(msg);
}
void NpcHandler::closeDialog(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK_NEXT);
msg.writeInt16(npcId);
GameServer::connection->send(msg);
npcDialog->setVisible(false);
npcDialog->setText("");
}
void NpcHandler::listInput(int npcId, int value)
{
MessageOut msg(PGMSG_NPC_SELECT);
msg.writeInt16(npcId);
msg.writeInt8(value);
GameServer::connection->send(msg);
}
void NpcHandler::integerInput(int npcId, int value)
{
MessageOut msg(PGMSG_NPC_NUMBER);
msg.writeInt16(npcId);
msg.writeInt32(value);
GameServer::connection->send(msg);
}
void NpcHandler::stringInput(int npcId, const std::string &value)
{
MessageOut msg(PGMSG_NPC_STRING);
msg.writeInt16(npcId);
msg.writeString(value);
GameServer::connection->send(msg);
}
void NpcHandler::sendLetter(int npcId, const std::string &recipient,
const std::string &text)
{
MessageOut msg(PGMSG_NPC_POST_SEND);
msg.writeString(recipient);
msg.writeString(text);
GameServer::connection->send(msg);
}
void NpcHandler::startShopping(int beingId)
{
// TODO
}
void NpcHandler::buy(int beingId)
{
// TODO
}
void NpcHandler::sell(int beingId)
{
// TODO
}
void NpcHandler::buyItem(int beingId, int itemId, int amount)
{
MessageOut msg(PGMSG_NPC_BUYSELL);
msg.writeInt16(itemId);
msg.writeInt16(amount);
GameServer::connection->send(msg);
}
void NpcHandler::sellItem(int beingId, int itemId, int amount)
{
MessageOut msg(PGMSG_NPC_BUYSELL);
msg.writeInt16(itemId);
msg.writeInt16(amount);
GameServer::connection->send(msg);
}
void NpcHandler::endShopping(int beingId)
{
// TODO
}
} // namespace ManaServ