/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 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 . */ #include "net/manaserv/npchandler.h" #include "actorspritemanager.h" #include "event.h" #include "net/manaserv/connection.h" #include "net/manaserv/messagein.h" #include "net/manaserv/messageout.h" #include "net/manaserv/manaserv_protocol.h" #include "utils/stringutils.h" extern Net::NpcHandler *npcHandler; namespace ManaServ { extern Connection *gameServerConnection; NpcHandler::NpcHandler() { static const uint16_t _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(MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being || being->getType() != ActorSprite::NPC) { return; } int npcId = being->getId(), count = 0; Event *event = nullptr; switch (msg.getId()) { case GPMSG_NPC_CHOICE: event = new Event(Event::Menu); event->setInt("id", npcId); while (msg.getUnreadLength()) { count++; event->setString("choice" + toString(count), msg.readString()); } event->setInt("choiceCount", count); event->trigger(Event::NpcChannel); break; case GPMSG_NPC_NUMBER: event = new Event(Event::IntegerInput); event->setInt("id", npcId); event->setInt("min", msg.readInt32()); event->setInt("max", msg.readInt32()); event->setInt("default", msg.readInt32()); event->trigger(Event::NpcChannel); break; case GPMSG_NPC_STRING: event = new Event(Event::StringInput); event->setInt("id", npcId); event->trigger(Event::NpcChannel); break; case GPMSG_NPC_POST: event = new Event(Event::Post); event->setInt("id", npcId); event->trigger(Event::NpcChannel); break; case GPMSG_NPC_ERROR: event = new Event(Event::End); event->setInt("id", npcId); event->trigger(Event::NpcChannel); break; case GPMSG_NPC_MESSAGE: event = new Event(Event::Message); event->setInt("id", npcId); event->setString("text", msg.readString()); event->trigger(Event::NpcChannel); delete event; event = new Event(Event::Next); event->setInt("id", npcId); event->trigger(Event::NpcChannel); break; case GPMSG_NPC_CLOSE: event = new Event(Event::Close); event->setInt("id", npcId); event->trigger(Event::NpcChannel); break; } delete event; } 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); gameServerConnection->send(msg); } void NpcHandler::sellItem(int beingId, int itemId, int amount) { MessageOut msg(PGMSG_NPC_BUYSELL); msg.writeInt16(itemId); msg.writeInt16(amount); gameServerConnection->send(msg); } void NpcHandler::endShopping(int beingId) { // TODO } void NpcHandler::talk(int npcId) { MessageOut msg(PGMSG_NPC_TALK); msg.writeInt16(npcId); gameServerConnection->send(msg); } void NpcHandler::nextDialog(int npcId) { MessageOut msg(PGMSG_NPC_TALK_NEXT); msg.writeInt16(npcId); gameServerConnection->send(msg); } void NpcHandler::closeDialog(int npcId) { MessageOut msg(PGMSG_NPC_TALK_NEXT); msg.writeInt16(npcId); gameServerConnection->send(msg); } void NpcHandler::menuSelect(int npcId, int choice) { MessageOut msg(PGMSG_NPC_SELECT); msg.writeInt16(npcId); msg.writeInt8(choice); gameServerConnection->send(msg); } void NpcHandler::integerInput(int npcId, int value) { MessageOut msg(PGMSG_NPC_NUMBER); msg.writeInt16(npcId); msg.writeInt32(value); gameServerConnection->send(msg); } void NpcHandler::stringInput(int npcId, const std::string &value) { MessageOut msg(PGMSG_NPC_STRING); msg.writeInt16(npcId); msg.writeString(value); gameServerConnection->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); gameServerConnection->send(msg); } } // namespace ManaServ