/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 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/manaserv/beinghandler.h" #include "actorspritemanager.h" #include "being.h" #include "client.h" #include "game.h" #include "localplayer.h" #include "logger.h" #include "particle.h" #include "gui/okdialog.h" #include "net/messagein.h" #include "net/net.h" #include "net/manaserv/playerhandler.h" #include "net/manaserv/protocol.h" #include "resources/colordb.h" #include "utils/gettext.h" extern Net::BeingHandler *beingHandler; namespace ManaServ { 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; beingHandler = this; } void BeingHandler::handleMessage(Net::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; default: break; } } Vector BeingHandler::giveSpeedInPixelsPerTicks(float speedInTilesPerSeconds) { Vector speedInTicks; Game *game = Game::instance(); Map *map = 0; if (game) { map = game->getCurrentMap(); if (map) { speedInTicks.x = speedInTilesPerSeconds * (float)map->getTileWidth() / 1000 * (float) MILLISECONDS_IN_A_TICK; speedInTicks.y = speedInTilesPerSeconds * (float)map->getTileHeight() / 1000 * (float) MILLISECONDS_IN_A_TICK; } } if (!game || !map) { speedInTicks.x = speedInTicks.y = 0; logger->log1("Manaserv::BeingHandler: Speed wasn't given back" " because game/Map not initialized."); } // We don't use z for now. speedInTicks.z = 0; return speedInTicks; } static void handleLooks(Being *being, Net::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] = { SPRITE_WEAPON, SPRITE_HAT, SPRITE_TOPCLOTHES, SPRITE_BOTTOMCLOTHES }; 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, "", 1, (slots[i] == SPRITE_WEAPON)); } } void BeingHandler::handleBeingEnterMessage(Net::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_CHARACTER: { std::string name = msg.readString(); if (player_node->getName() == name) { being = player_node; being->setId(id); } else { being = actorSpriteManager->createBeing(id, ActorSprite::PLAYER, 0); being->setName(name); } int hs = msg.readInt8(), hc = msg.readInt8(); being->setSprite(SPRITE_HAIR, hs * -1, ColorDB::getHairColor(hc)); being->setGender(msg.readInt8() == GENDER_MALE ? GENDER_MALE : GENDER_FEMALE); handleLooks(being, msg); } break; case OBJECT_MONSTER: case OBJECT_NPC: { int subtype = msg.readInt16(); being = actorSpriteManager->createBeing(id, type == OBJECT_MONSTER ? ActorSprite::MONSTER : ActorSprite::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(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being) return; actorSpriteManager->destroy(being); } void BeingHandler::handleBeingsMoveMessage(Net::MessageIn &msg) { while (msg.getUnreadLength()) { int id = msg.readInt16(); int flags = msg.readInt8(); Being *being = actorSpriteManager->findBeing(id); int sx = 0; int sy = 0; int speed = 0; if (flags & MOVING_POSITION) { sx = msg.readInt16(); sy = msg.readInt16(); speed = msg.readInt8(); } if (!being || !(flags & (MOVING_POSITION | MOVING_DESTINATION))) { continue; } if (speed) { /* * The being's speed is transfered in tiles per second * 10 * to keep it transferable in a Byte. * We set it back to tiles per second and in a float. * Then, we translate it in pixels per ticks, to correspond * with the Being::logic() function calls * @see MILLISECONDS_IN_A_TICK */ being->setWalkSpeed( giveSpeedInPixelsPerTicks((float) speed / 10)); } // Ignore messages from the server for the local player if (being == player_node) continue; if (flags & MOVING_POSITION) { being->setDestination(sx, sy); } } } void BeingHandler::handleBeingAttackMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); const int direction = msg.readInt8(); const 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; default: break; } being->setAction(Being::ATTACK, attackType); } void BeingHandler::handleBeingsDamageMessage(Net::MessageIn &msg) { while (msg.getUnreadLength()) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); int damage = msg.readInt16(); if (being) { being->takeDamage(0, damage, Being::HIT); } } } void BeingHandler::handleBeingActionChangeMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->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(std::string(" ") + _("Press OK to respawn.")); OkDialog *dlg = new OkDialog(_("You Died"), message, false); dlg->addActionListener(&(ManaServ::respawnListener)); } } void BeingHandler::handleBeingLooksChangeMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being || being->getType() != ActorSprite::PLAYER) return; handleLooks(being, msg); if (msg.getUnreadLength()) { int style = msg.readInt16(); int color = msg.readInt16(); being->setSprite(SPRITE_HAIR, style * -1, ColorDB::getHairColor(color)); } } void BeingHandler::handleBeingDirChangeMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being) return; int data = msg.readInt8(); // The direction for the player's character is handled on client side. if (being != player_node) { 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; default: break; } } } void BeingHandler::requestNameById(int id A_UNUSED) { } void BeingHandler::undress(Being *being A_UNUSED) { } } // namespace ManaServ