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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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/skillhandler.h"
#include "being/playerinfo.h"
#include "gui/windows/skilldialog.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "debug.h"
extern Net::SkillHandler *skillHandler;
namespace EAthena
{
SkillHandler::SkillHandler() :
MessageHandler(),
Ea::SkillHandler()
{
static const uint16_t _messages[] =
{
SMSG_PLAYER_SKILLS,
SMSG_SKILL_FAILED,
SMSG_PLAYER_SKILL_UP,
SMSG_PLAYER_SKILL_COOLDOWN,
0
};
handledMessages = _messages;
skillHandler = this;
}
void SkillHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_PLAYER_SKILLS:
processPlayerSkills(msg);
break;
case SMSG_PLAYER_SKILL_UP:
processPlayerSkillUp(msg);
break;
case SMSG_SKILL_FAILED:
processSkillFailed(msg);
break;
case SMSG_PLAYER_SKILL_COOLDOWN:
processSkillCoolDown(msg);
break;
default:
break;
}
}
void SkillHandler::useBeing(const int id, const int level,
const int beingId) const
{
MessageOut outMsg(CMSG_SKILL_USE_BEING);
outMsg.writeInt16(static_cast<int16_t>(id));
outMsg.writeInt16(static_cast<int16_t>(level));
outMsg.writeInt32(beingId);
}
void SkillHandler::usePos(const int id, const int level,
const int x, const int y) const
{
MessageOut outMsg(CMSG_SKILL_USE_POSITION);
outMsg.writeInt16(static_cast<int16_t>(level));
outMsg.writeInt16(static_cast<int16_t>(id));
outMsg.writeInt16(static_cast<int16_t>(x));
outMsg.writeInt16(static_cast<int16_t>(y));
}
void SkillHandler::usePos(const int id, const int level,
const int x, const int y,
const std::string &text) const
{
MessageOut outMsg(CMSG_SKILL_USE_POSITION_MORE);
outMsg.writeInt16(static_cast<int16_t>(level), "level");
outMsg.writeInt16(static_cast<int16_t>(id), "id");
outMsg.writeInt16(static_cast<int16_t>(x), "x");
outMsg.writeInt16(static_cast<int16_t>(y), "y");
outMsg.writeString(text, 80, "text");
}
void SkillHandler::useMap(const int id, const std::string &map) const
{
MessageOut outMsg(CMSG_SKILL_USE_MAP);
outMsg.writeInt16(static_cast<int16_t>(id));
outMsg.writeString(map, 16);
}
void SkillHandler::processPlayerSkills(Net::MessageIn &msg)
{
msg.readInt16("len");
const int skillCount = (msg.getLength() - 4) / 37;
int updateSkill = 0;
if (skillDialog)
skillDialog->hideSkills();
for (int k = 0; k < skillCount; k++)
{
const int skillId = msg.readInt16("skill id");
const SkillType::SkillType inf = static_cast<SkillType::SkillType>(
msg.readInt32("inf"));
const int level = msg.readInt16("skill level");
const int sp = msg.readInt16("sp");
const int range = msg.readInt16("range");
const std::string name = msg.readString(24, "skill name");
const int up = msg.readUInt8("up flag");
const int oldLevel = PlayerInfo::getSkillLevel(skillId);
if (oldLevel && oldLevel != level)
updateSkill = skillId;
PlayerInfo::setSkillLevel(skillId, level);
if (skillDialog)
{
if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
skillDialog->addSkill(skillId, name, level, range, up, inf, sp);
}
}
if (updateSkill && skillDialog)
skillDialog->playUpdateEffect(updateSkill);
}
void SkillHandler::processSkillCoolDown(Net::MessageIn &msg)
{
// +++ need add cool down bar in skills window and in ministatus?
msg.readInt16("skill id");
msg.readInt32("duration");
}
} // namespace EAthena
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