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Diffstat (limited to 'src/net/manaserv/beinghandler.cpp')
-rw-r--r-- | src/net/manaserv/beinghandler.cpp | 385 |
1 files changed, 385 insertions, 0 deletions
diff --git a/src/net/manaserv/beinghandler.cpp b/src/net/manaserv/beinghandler.cpp new file mode 100644 index 000000000..ae6a417e5 --- /dev/null +++ b/src/net/manaserv/beinghandler.cpp @@ -0,0 +1,385 @@ +/* + * 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/beinghandler.h" + +#include "actorspritemanager.h" +#include "being.h" +#include "client.h" +#include "game.h" +#include "localplayer.h" +#include "log.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, "", (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::get(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::get(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 _UNUSED_) +{ +} + +void BeingHandler::undress(Being *being _UNUSED_) +{ +} + +} // namespace ManaServ |