/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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 .
*/
#include "net/ea/playerhandler.h"
#include "party.h"
#include "notifymanager.h"
#include "units.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "enums/resources/notifytypes.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/statuswindow.h"
#include "net/ea/eaprotocol.h"
#include "net/ea/playerrecv.h"
#include "debug.h"
namespace Ea
{
PlayerHandler::PlayerHandler()
{
}
void PlayerHandler::decreaseAttribute(const AttributesT attr A_UNUSED) const
{
}
void PlayerHandler::ignorePlayer(const std::string &player A_UNUSED,
const bool ignore A_UNUSED) const
{
}
void PlayerHandler::ignoreAll(const bool ignore A_UNUSED) const
{
}
Vector PlayerHandler::getDefaultWalkSpeed() const
{
// Return an normalized speed for any side
// as the offset is calculated elsewhere.
return Vector(150, 150, 0);
}
bool PlayerHandler::canUseMagic() const
{
return PlayerInfo::getStatEffective(Attributes::MATK) > 0;
}
#define setStatComplex(stat) \
PlayerInfo::setStatBase(stat, base, notify); \
if (mod != NoStat) \
PlayerInfo::setStatMod(stat, mod)
void PlayerHandler::setStat(Net::MessageIn &msg,
const int type,
const int base,
const int mod,
const Notify notify) const
{
switch (type)
{
case Ea::WALK_SPEED:
localPlayer->setWalkSpeed(Vector(static_cast(
base), static_cast(base), 0));
PlayerInfo::setStatBase(Attributes::WALK_SPEED, base);
PlayerInfo::setStatMod(Attributes::WALK_SPEED, 0);
break;
case Ea::EXP:
PlayerInfo::setAttribute(Attributes::EXP, base);
break;
case Ea::JOB_EXP:
PlayerInfo::setStatExperience(Attributes::JOB, base,
PlayerInfo::getStatExperience(Attributes::JOB).second);
break;
case Ea::KARMA:
PlayerInfo::setStatBase(Attributes::KARMA, base);
PlayerInfo::setStatMod(Attributes::KARMA, 0);
break;
case Ea::MANNER:
PlayerInfo::setStatBase(Attributes::MANNER, base);
PlayerInfo::setStatMod(Attributes::MANNER, 0);
break;
case Ea::HP:
PlayerInfo::setAttribute(Attributes::HP, base);
if (localPlayer->isInParty() && Party::getParty(1))
{
PartyMember *const m = Party::getParty(1)
->getMember(localPlayer->getId());
if (m)
{
m->setHp(base);
m->setMaxHp(PlayerInfo::getAttribute(Attributes::MAX_HP));
}
}
break;
case Ea::MAX_HP:
PlayerInfo::setAttribute(Attributes::MAX_HP, base);
if (localPlayer->isInParty() && Party::getParty(1))
{
PartyMember *const m = Party::getParty(1)->getMember(
localPlayer->getId());
if (m)
{
m->setHp(PlayerInfo::getAttribute(Attributes::HP));
m->setMaxHp(base);
}
}
break;
case Ea::MP:
PlayerInfo::setAttribute(Attributes::MP, base);
break;
case Ea::MAX_MP:
PlayerInfo::setAttribute(Attributes::MAX_MP, base);
break;
case Ea::CHAR_POINTS:
PlayerInfo::setAttribute(Attributes::CHAR_POINTS, base);
break;
case Ea::LEVEL:
PlayerInfo::setAttribute(Attributes::LEVEL, base);
if (localPlayer)
{
localPlayer->setLevel(base);
localPlayer->updateName();
}
break;
case Ea::SKILL_POINTS:
PlayerInfo::setAttribute(Attributes::SKILL_POINTS, base);
if (skillDialog)
skillDialog->update();
break;
case Ea::STR:
setStatComplex(Attributes::STR);
break;
case Ea::AGI:
setStatComplex(Attributes::AGI);
break;
case Ea::VIT:
setStatComplex(Attributes::VIT);
break;
case Ea::INT:
setStatComplex(Attributes::INT);
break;
case Ea::DEX:
setStatComplex(Attributes::DEX);
break;
case Ea::LUK:
setStatComplex(Attributes::LUK);
break;
case Ea::MONEY:
{
const int oldMoney = PlayerInfo::getAttribute(Attributes::MONEY);
const int newMoney = base;
if (newMoney > oldMoney)
{
NotifyManager::notify(NotifyTypes::MONEY_GET,
Units::formatCurrency(newMoney - oldMoney));
}
else if (newMoney < oldMoney)
{
NotifyManager::notify(NotifyTypes::MONEY_SPENT,
Units::formatCurrency(oldMoney - newMoney).c_str());
}
PlayerInfo::setAttribute(Attributes::MONEY, newMoney);
break;
}
case Ea::EXP_NEEDED:
PlayerInfo::setAttribute(Attributes::EXP_NEEDED, base);
break;
case Ea::JOB_MOD:
PlayerInfo::setStatExperience(Attributes::JOB,
PlayerInfo::getStatExperience(Attributes::JOB).first, base);
break;
case Ea::TOTAL_WEIGHT:
PlayerInfo::setAttribute(Attributes::TOTAL_WEIGHT, base);
break;
case Ea::MAX_WEIGHT:
PlayerInfo::setAttribute(Attributes::MAX_WEIGHT, base);
break;
case Ea::STR_NEEDED:
statusWindow->setPointsNeeded(Attributes::STR, base);
break;
case Ea::AGI_NEEDED:
statusWindow->setPointsNeeded(Attributes::AGI, base);
break;
case Ea::VIT_NEEDED:
statusWindow->setPointsNeeded(Attributes::VIT, base);
break;
case Ea::INT_NEEDED:
statusWindow->setPointsNeeded(Attributes::INT, base);
break;
case Ea::DEX_NEEDED:
statusWindow->setPointsNeeded(Attributes::DEX, base);
break;
case Ea::LUK_NEEDED:
statusWindow->setPointsNeeded(Attributes::LUK, base);
break;
case Ea::ATK:
PlayerInfo::setStatBase(Attributes::ATK, base);
PlayerInfo::updateAttrs();
break;
case Ea::ATK_MOD:
PlayerInfo::setStatMod(Attributes::ATK, base);
PlayerInfo::updateAttrs();
break;
case Ea::MATK:
PlayerInfo::setStatBase(Attributes::MATK, base);
break;
case Ea::MATK_MOD:
PlayerInfo::setStatMod(Attributes::MATK, base);
break;
case Ea::DEF:
PlayerInfo::setStatBase(Attributes::DEF, base);
break;
case Ea::DEF_MOD:
PlayerInfo::setStatMod(Attributes::DEF, base);
break;
case Ea::MDEF:
PlayerInfo::setStatBase(Attributes::MDEF, base);
break;
case Ea::MDEF_MOD:
PlayerInfo::setStatMod(Attributes::MDEF, base);
break;
case Ea::HIT:
PlayerInfo::setStatBase(Attributes::HIT, base);
break;
case Ea::FLEE:
PlayerInfo::setStatBase(Attributes::FLEE, base);
break;
case Ea::FLEE_MOD:
PlayerInfo::setStatMod(Attributes::FLEE, base);
break;
case Ea::CRIT:
PlayerInfo::setStatBase(Attributes::CRIT, base);
break;
case Ea::ATTACK_DELAY:
localPlayer->setAttackSpeed(base);
PlayerInfo::setStatBase(Attributes::ATTACK_DELAY, base);
PlayerInfo::setStatMod(Attributes::ATTACK_DELAY, 0);
PlayerInfo::updateAttrs();
break;
case Ea::JOB:
PlayerInfo::setStatBase(Attributes::JOB, base);
break;
default:
UNIMPLIMENTEDPACKET;
break;
}
}
} // namespace Ea