1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
|
/*
* 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/tmwserv/beinghandler.h"
#include "net/tmwserv/protocol.h"
#include "net/messagein.h"
#include "being.h"
#include "beingmanager.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "main.h"
#include "npc.h"
#include "particle.h"
#include "sound.h"
#include "gui/ok_dialog.h"
#include "utils/gettext.h"
#include "net/tmwserv/gameserver/player.h"
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(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;
}
}
static void handleLooks(Player *being, 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] =
{ Being::WEAPON_SPRITE, Being::HAT_SPRITE, Being::TOPCLOTHES_SPRITE,
Being::BOTTOMCLOTHES_SPRITE };
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);
}
}
void BeingHandler::handleBeingEnterMessage(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();
Being *being;
switch (type)
{
case OBJECT_PLAYER:
{
std::string name = msg.readString();
if (player_node->getName() == name)
{
being = player_node;
being->setId(id);
}
else
{
being = beingManager->createBeing(id, Being::PLAYER, 0);
being->setName(name);
}
Player *p = static_cast< Player * >(being);
int hs = msg.readInt8(), hc = msg.readInt8();
p->setHairStyle(hs, hc);
p->setGender(msg.readInt8() == GENDER_MALE ?
GENDER_MALE : GENDER_FEMALE);
handleLooks(p, msg);
} break;
case OBJECT_MONSTER:
case OBJECT_NPC:
{
int subtype = msg.readInt16();
being = beingManager->createBeing(id, type == OBJECT_MONSTER ?
Being::MONSTER : Being::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->setAction(action);
}
void BeingHandler::handleBeingLeaveMessage(MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
if (!being)
return;
beingManager->destroyBeing(being);
}
void BeingHandler::handleBeingsMoveMessage(MessageIn &msg)
{
while (msg.getUnreadLength())
{
int id = msg.readInt16();
int flags = msg.readInt8();
Being *being = beingManager->findBeing(id);
int sx = 0;
int sy = 0;
int dx = 0;
int dy = 0;
int speed = 0;
printf("handleBeingsMoveMessage for %p (%s | %s)\n",
(void*) being,
(flags & MOVING_POSITION) ? "pos" : "",
(flags & MOVING_DESTINATION) ? "dest" : "");
if (flags & MOVING_POSITION)
{
Uint16 sx2, sy2;
msg.readCoordinates(sx2, sy2);
sx = sx2 * 32 + 16;
sy = sy2 * 32 + 16;
speed = msg.readInt8();
}
if (flags & MOVING_DESTINATION)
{
dx = msg.readInt16();
dy = msg.readInt16();
if (!(flags & MOVING_POSITION))
{
sx = dx;
sy = dy;
}
}
if (!being || !(flags & (MOVING_POSITION | MOVING_DESTINATION)))
{
continue;
}
if (speed)
{
/* The speed on the server is the cost of moving from one tile to
* the next. Beings get 1000 cost units per second. The speed is
* transferred as devided by 10, so that slower speeds fit in a
* byte. Here we convert the speed to pixels per second.
*/
const float tilesPerSecond = 100.0f / speed;
being->setWalkSpeed((int) (tilesPerSecond * 32));
}
// Ignore messages from the server for the local player
if (being == player_node)
continue;
// If being is a player, and he only moves a little, its ok to be a little out of sync
if (being->getType() == Being::PLAYER && abs(being->getPixelX() - dx) +
abs(being->getPixelY() - dy) < 2 * 32 &&
(dx != being->getDestination().x && dy != being->getDestination().y))
{
being->setDestination(being->getPixelX(),being->getPixelY());
continue;
}
if (abs(being->getPixelX() - sx) +
abs(being->getPixelY() - sy) > 10 * 32)
{
// Too large a desynchronization.
being->setPosition(sx, sy);
being->setDestination(dx, dy);
}
else if (!(flags & MOVING_POSITION))
{
being->setDestination(dx, dy);
}
else if (!(flags & MOVING_DESTINATION))
{
being->adjustCourse(sx, sy);
}
else
{
being->adjustCourse(sx, sy, dx, dy);
}
}
}
void BeingHandler::handleBeingAttackMessage(MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
int direction = msg.readInt8();
int attackType = msg.readInt8();
if (!being) return;
switch (direction)
{
case DIRECTION_UP: being->setDirection(Being::UP); break;
case DIRECTION_DOWN: being->setDirection(Being::DOWN); break;
case DIRECTION_LEFT: being->setDirection(Being::LEFT); break;
case DIRECTION_RIGHT: being->setDirection(Being::RIGHT); break;
}
being->setAction(Being::ATTACK, attackType);
}
void BeingHandler::handleBeingsDamageMessage(MessageIn &msg)
{
while (msg.getUnreadLength())
{
Being *being = beingManager->findBeing(msg.readInt16());
int damage = msg.readInt16();
if (being)
{
being->takeDamage(0, damage, Being::HIT);
}
}
}
void BeingHandler::handleBeingActionChangeMessage(MessageIn &msg)
{
Being* being = beingManager->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(_(" Press OK to respawn"));
OkDialog *dlg = new OkDialog(_("You died"), message);
dlg->addActionListener(&(Net::GameServer::Player::respawnListener));
}
}
void BeingHandler::handleBeingLooksChangeMessage(MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
if (!being || being->getType() != Being::PLAYER) return;
Player * player = static_cast< Player * >(being);
handleLooks(player, msg);
if (msg.getUnreadLength())
{
int style = msg.readInt16();
int color = msg.readInt16();
player->setHairStyle(style, color);
player->setGender((Gender)msg.readInt16());
}
}
void BeingHandler::handleBeingDirChangeMessage(MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
if (!being)
return;
int data = msg.readInt8();
switch (data)
{
case DIRECTION_UP: being->setDirection(Being::UP); break;
case DIRECTION_DOWN: being->setDirection(Being::DOWN); break;
case DIRECTION_LEFT: being->setDirection(Being::LEFT); break;
case DIRECTION_RIGHT: being->setDirection(Being::RIGHT); break;
}
}
|