/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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/npchandler.h"
#include "actorspritemanager.h"
#include "gui/npcdialog.h"
#include "gui/npcpostdialog.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/protocol.h"
extern Net::NpcHandler *npcHandler;
namespace ManaServ
{
extern Connection *gameServerConnection;
NpcHandler::NpcHandler()
{
static const Uint16 _messages[] =
{
GPMSG_NPC_CHOICE,
GPMSG_NPC_POST,
GPMSG_NPC_MESSAGE,
GPMSG_NPC_ERROR,
GPMSG_NPC_CLOSE,
GPMSG_NPC_NUMBER,
GPMSG_NPC_STRING,
0
};
handledMessages = _messages;
npcHandler = this;
}
void NpcHandler::handleMessage(Net::MessageIn &msg)
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
if (!being || being->getType() != ActorSprite::NPC)
{
return;
}
int npcId = being->getId();
NpcDialogs::iterator diag = mNpcDialogs.find(npcId);
NpcDialog *dialog;
if (diag == mNpcDialogs.end())
{
if (msg.getId() == GPMSG_NPC_ERROR || msg.getId() == GPMSG_NPC_CLOSE)
return; // Dialog is pointless in these cases
dialog = new NpcDialog(npcId);
Wrapper wrap;
wrap.dialog = dialog;
mNpcDialogs[npcId] = wrap;
}
else
{
dialog = diag->second.dialog;
}
switch (msg.getId())
{
case GPMSG_NPC_CHOICE:
dialog->choiceRequest();
while (msg.getUnreadLength())
{
dialog->addChoice(msg.readString());
}
break;
case GPMSG_NPC_NUMBER:
{
int min_num = msg.readInt32();
int max_num = msg.readInt32();
dialog->integerRequest(msg.readInt32(), min_num, max_num);
break;
}
case GPMSG_NPC_STRING:
dialog->textRequest("");
break;
case GPMSG_NPC_POST:
{
new NpcPostDialog(npcId);
break;
}
case GPMSG_NPC_ERROR:
dialog->close();
if (diag != mNpcDialogs.end())
{
mNpcDialogs.erase(diag);
}
break;
case GPMSG_NPC_MESSAGE:
dialog->addText(msg.readString(msg.getUnreadLength()));
dialog->showNextButton();
break;
case GPMSG_NPC_CLOSE:
dialog->showCloseButton();
break;
default:
break;
}
}
void NpcHandler::talk(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK);
msg.writeInt16(npcId);
gameServerConnection->send(msg);
}
void NpcHandler::nextDialog(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK_NEXT);
msg.writeInt16(npcId);
gameServerConnection->send(msg);
}
void NpcHandler::closeDialog(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK_NEXT);
msg.writeInt16(npcId);
gameServerConnection->send(msg);
NpcDialogs::iterator it = mNpcDialogs.find(npcId);
if (it != mNpcDialogs.end())
{
(*it).second.dialog->close();
mNpcDialogs.erase(it);
}
}
void NpcHandler::listInput(int npcId, unsigned char value)
{
MessageOut msg(PGMSG_NPC_SELECT);
msg.writeInt16(npcId);
msg.writeInt8(value);
gameServerConnection->send(msg);
}
void NpcHandler::integerInput(int npcId, int value)
{
MessageOut msg(PGMSG_NPC_NUMBER);
msg.writeInt16(npcId);
msg.writeInt32(value);
gameServerConnection->send(msg);
}
void NpcHandler::stringInput(int npcId, const std::string &value)
{
MessageOut msg(PGMSG_NPC_STRING);
msg.writeInt16(npcId);
msg.writeString(value);
gameServerConnection->send(msg);
}
void NpcHandler::sendLetter(int npcId _UNUSED_, const std::string &recipient,
const std::string &text)
{
MessageOut msg(PGMSG_NPC_POST_SEND);
msg.writeString(recipient);
msg.writeString(text);
gameServerConnection->send(msg);
}
void NpcHandler::startShopping(int beingId _UNUSED_)
{
// TODO
}
void NpcHandler::buy(int beingId _UNUSED_)
{
// TODO
}
void NpcHandler::sell(int beingId _UNUSED_)
{
// TODO
}
void NpcHandler::buyItem(int beingId _UNUSED_, int itemId, int amount)
{
MessageOut msg(PGMSG_NPC_BUYSELL);
msg.writeInt16(itemId);
msg.writeInt16(amount);
gameServerConnection->send(msg);
}
void NpcHandler::sellItem(int beingId _UNUSED_, int itemId, int amount)
{
MessageOut msg(PGMSG_NPC_BUYSELL);
msg.writeInt16(itemId);
msg.writeInt16(amount);
gameServerConnection->send(msg);
}
void NpcHandler::endShopping(int beingId _UNUSED_)
{
// TODO
}
void NpcHandler::clearDialogs()
{
mNpcDialogs.clear();
}
} // namespace ManaServ