/*
* The ManaPlus Client
* Copyright (C) 2012-2015 The ManaPlus Developers
*
* This file is part of The ManaPlus 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/eathena/questhandler.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/questswindow.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "resources/skillconsts.h"
#include "debug.h"
namespace EAthena
{
QuestHandler::QuestHandler() :
MessageHandler(),
Net::QuestHandler()
{
static const uint16_t _messages[] =
{
SMSG_QUEST_ADD,
SMSG_QUEST_LIST,
SMSG_QUEST_LIST_OBJECTIVES,
SMSG_QUEST_UPDATE_OBJECTIVES,
SMSG_QUEST_REMOVE,
SMSG_QUEST_ACTIVATE,
SMSG_QUEST_NPC_EFFECT,
0
};
handledMessages = _messages;
questHandler = this;
}
void QuestHandler::handleMessage(Net::MessageIn &msg)
{
BLOCK_START("QuestHandler::handleMessage")
switch (msg.getId())
{
case SMSG_QUEST_ADD:
processAddQuest(msg);
break;
case SMSG_QUEST_LIST:
processAddQuests(msg);
break;
case SMSG_QUEST_LIST_OBJECTIVES:
processAddQuestsObjectives(msg);
break;
case SMSG_QUEST_UPDATE_OBJECTIVES:
processUpdateQuestsObjectives(msg);
break;
case SMSG_QUEST_REMOVE:
processRemoveQuest(msg);
break;
case SMSG_QUEST_ACTIVATE:
processActivateQuest(msg);
break;
case SMSG_QUEST_NPC_EFFECT:
processNpcQuestEffect(msg);
break;
default:
break;
}
BLOCK_END("QuestHandler::handleMessage")
}
void QuestHandler::processAddQuest(Net::MessageIn &msg)
{
const int var = msg.readInt32("quest id");
const int val = msg.readUInt8("state");
msg.readUInt8("time diff");
msg.readInt32("time");
const int num = msg.readInt16("objectives count");
for (int f = 0; f < num; f ++)
{
// need use in quests kills list
msg.readInt32("monster id");
msg.readInt16("count");
msg.readString(24, "monster name");
}
msg.skipToEnd("unused");
if (questsWindow)
{
questsWindow->updateQuest(var, val);
questsWindow->rebuild(true);
}
if (skillDialog)
{
skillDialog->updateQuest(var, val);
skillDialog->playUpdateEffect(var + SKILL_VAR_MIN_ID);
}
}
void QuestHandler::processAddQuests(Net::MessageIn &msg)
{
msg.readInt16("len");
const int num = msg.readInt32("quests count");
for (int f = 0; f < num; f ++)
{
const int var = msg.readInt32("quest id");
const int val = msg.readUInt8("state");
msg.readInt32("time diff");
msg.readInt32("time");
msg.readInt16("objectives count");
if (questsWindow)
questsWindow->updateQuest(var, val);
if (skillDialog)
skillDialog->updateQuest(var, val);
}
if (questsWindow)
questsWindow->rebuild(false);
}
void QuestHandler::processAddQuestsObjectives(Net::MessageIn &msg)
{
msg.readInt16("len");
const int quests = msg.readInt32("quests count");
for (int f = 0; f < quests; f ++)
{
msg.readInt32("quest id");
msg.readInt32("time diff");
msg.readInt32("time");
const int num = msg.readInt16("objectives count");
for (int d = 0; d < num; d ++)
{
// need use in quests kills list
msg.readInt32("monster id");
msg.readInt16("count");
msg.readString(24, "monster name");
}
}
msg.skipToEnd("unused");
}
void QuestHandler::processUpdateQuestsObjectives(Net::MessageIn &msg)
{
// ignored
msg.readInt16("len");
const int num = msg.readInt16("objectives count");
for (int f = 0; f < num; f ++)
{
msg.readInt32("quest id");
msg.readInt32("monster id");
msg.readInt16("count old");
msg.readInt16("count new");
}
}
void QuestHandler::processRemoveQuest(Net::MessageIn &msg)
{
const int var = msg.readInt32("quest id");
const int val = -1;
// not removing quest, because this is impossible,
// but changing status to -1
if (questsWindow)
{
questsWindow->updateQuest(var, val);
questsWindow->rebuild(true);
}
if (skillDialog)
{
skillDialog->updateQuest(var, val);
skillDialog->playUpdateEffect(var + SKILL_VAR_MIN_ID);
}
}
void QuestHandler::processActivateQuest(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// +++ need enable/disable quests depend on this packet
msg.readInt32("quest id");
msg.readUInt8("activate");
}
void QuestHandler::processNpcQuestEffect(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
// this packed mostly useless, because manaplus can show any
// kind of effects based on quest states.
msg.readInt32("npc id");
msg.readInt16("x");
msg.readInt16("y");
msg.readInt16("state");
msg.readInt16("color");
}
void QuestHandler::setQeustActiveState(const int questId,
const bool active) const
{
createOutPacket(CMSG_QUEST_ACTIVATE);
outMsg.writeInt32(questId, "quest id");
outMsg.writeInt8(static_cast<int8_t>(active ? 1 : 0), "activate");
}
} // namespace EAthena