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author | Jared Adams <jaxad0127@gmail.com> | 2010-02-13 15:04:58 -0700 |
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committer | Jared Adams <jaxad0127@gmail.com> | 2010-02-13 15:08:54 -0700 |
commit | 8bc425ff48b7a874ca0fb9d2285044c75f3010ab (patch) | |
tree | 5904c7f53cde9ffbe7df2a63f088561141e06b66 /src/net/ea/npchandler.cpp | |
parent | 28c9cec5d39c9a1b98694eba9a28281cf111e34a (diff) | |
download | mana-8bc425ff48b7a874ca0fb9d2285044c75f3010ab.tar.gz mana-8bc425ff48b7a874ca0fb9d2285044c75f3010ab.tar.bz2 mana-8bc425ff48b7a874ca0fb9d2285044c75f3010ab.tar.xz mana-8bc425ff48b7a874ca0fb9d2285044c75f3010ab.zip |
Make NPC dialogs instance instead of global
This change allows players to talk to multiple NPCs at a time (if the server agrees). Manaserv's netcode allows multiple commerce instances too. eAthena's is limited to one commerce instance, due to protocol limitations.
Diffstat (limited to 'src/net/ea/npchandler.cpp')
-rw-r--r-- | src/net/ea/npchandler.cpp | 97 |
1 files changed, 50 insertions, 47 deletions
diff --git a/src/net/ea/npchandler.cpp b/src/net/ea/npchandler.cpp index 48cc6125..6fb719a1 100644 --- a/src/net/ea/npchandler.cpp +++ b/src/net/ea/npchandler.cpp @@ -57,72 +57,70 @@ NpcHandler::NpcHandler() void NpcHandler::handleMessage(Net::MessageIn &msg) { - int id; - bool resetPlayer = false; + bool resetPlayer = true; + + if (msg.getId() == SMSG_NPC_CHOICE || msg.getId() == SMSG_NPC_MESSAGE) + { + msg.readInt16(); // length + } + + int npcId = msg.readInt32(); + NpcDialogs::iterator diag = mNpcDialogs.find(npcId); + NpcDialog *dialog; + + if (diag == mNpcDialogs.end()) + { + // Empty dialogs don't help + if (msg.getId() == SMSG_NPC_CLOSE) + { + closeDialog(npcId); + } + else if (msg.getId() == SMSG_NPC_NEXT) + { + nextDialog(npcId); + } + else + { + dialog = new NpcDialog(npcId); + Wrapper wrap; + wrap.dialog = dialog; + mNpcDialogs[npcId] = wrap; + } + } + else + { + dialog = diag->second.dialog; + } 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; + dialog->choiceRequest(); + dialog->parseListItems(msg.readString(msg.getLength() - 8)); 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; + dialog->addText(msg.readString(msg.getLength() - 8)); 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); + // Show the close button + dialog->showCloseButton(); 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); + // Show the next button + dialog->showNextButton(); 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; + dialog->integerRequest(0); 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; + dialog->textRequest(""); break; } @@ -147,8 +145,13 @@ void NpcHandler::closeDialog(int npcId) { MessageOut outMsg(CMSG_NPC_CLOSE); outMsg.writeInt32(npcId); - npcDialog->setText(""); - npcDialog->setVisible(false); + + NpcDialogs::iterator it = mNpcDialogs.find(npcId); + if (it != mNpcDialogs.end()) + { + (*it).second.dialog->close(); + mNpcDialogs.erase(it); + } } void NpcHandler::listInput(int npcId, int value) |