/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011 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 "logger.h" #include "party.h" #include "playerinfo.h" #include "units.h" #include "gui/okdialog.h" #include "gui/skilldialog.h" #include "gui/statuswindow.h" #include "gui/viewport.h" #include "net/messagein.h" #include "net/npchandler.h" #include "net/ea/eaprotocol.h" #include "utils/gettext.h" #include "debug.h" extern OkDialog *weightNotice; extern OkDialog *deathNotice; extern int weightNoticeTime; // Max. distance we are willing to scroll after a teleport; // everything beyond will reset the port hard. static const int MAP_TELEPORT_SCROLL_DISTANCE = 8; // TODO Move somewhere else namespace { /** * Listener used for handling the overweigth message. */ struct WeightListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event A_UNUSED) { weightNotice = NULL; } } weightListener; /** * Listener used for handling death message. */ struct DeathListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event A_UNUSED) { if (Net::getPlayerHandler()) Net::getPlayerHandler()->respawn(); deathNotice = NULL; Client::closeDialogs(); if (viewport) viewport->closePopupMenu(); Net::NpcHandler *handler = Net::getNpcHandler(); if (handler) handler->clearDialogs(); if (player_node) player_node->respawn(); } } deathListener; } // anonymous namespace static const char *randomDeathMessage() { static char const *const deadMsg[] = { N_("You are dead."), N_("We regret to inform you that your character was killed in " "battle."), N_("You are not that alive anymore."), N_("The cold hands of the grim reaper are grabbing for your soul."), N_("Game Over!"), N_("Insert coin to continue."), N_("No, kids. Your character did not really die. It... " "err... went to a better place."), N_("Your plan of breaking your enemies weapon by " "bashing it with your throat failed."), N_("I guess this did not run too well."), // NetHack reference: N_("Do you want your possessions identified?"), // Secret of Mana reference: N_("Sadly, no trace of you was ever found..."), // Final Fantasy VI reference: N_("Annihilated."), // Earthbound reference: N_("Looks like you got your head handed to you."), // Leisure Suit Larry 1 reference: N_("You screwed up again, dump your body down the tubes " "and get you another one."), // Monty Python references (Dead Parrot sketch mostly): N_("You're not dead yet. You're just resting."), N_("You are no more."), N_("You have ceased to be."), N_("You've expired and gone to meet your maker."), N_("You're a stiff."), N_("Bereft of life, you rest in peace."), N_("If you weren't so animated, you'd be pushing up the daisies."), N_("Your metabolic processes are now history."), N_("You're off the twig."), N_("You've kicked the bucket."), N_("You've shuffled off your mortal coil, run down the " "curtain and joined the bleedin' choir invisibile."), N_("You are an ex-player."), N_("You're pining for the fjords.") }; const int random = static_cast(rand() % (sizeof(deadMsg) / sizeof(deadMsg[0]))); return gettext(deadMsg[random]); } namespace Ea { PlayerHandler::PlayerHandler() { } void PlayerHandler::decreaseAttribute(int attr A_UNUSED) { // Supported by eA? } void PlayerHandler::ignorePlayer(const std::string &player A_UNUSED, bool ignore A_UNUSED) { // TODO } void PlayerHandler::ignoreAll(bool ignore A_UNUSED) { // TODO } bool PlayerHandler::canCorrectAttributes() const { return false; } Vector PlayerHandler::getDefaultWalkSpeed() const { // Return an normalized speed for any side // as the offset is calculated elsewhere. return Vector(150, 150, 0); } void PlayerHandler::processWalkResponse(Net::MessageIn &msg) { /* * This client assumes that all walk messages succeed, * and that the server will send a correction notice * otherwise. */ Uint16 srcX, srcY, dstX, dstY; msg.readInt32(); //tick msg.readCoordinatePair(srcX, srcY, dstX, dstY); if (player_node) player_node->setRealPos(dstX, dstY); } void PlayerHandler::processPlayerWarp(Net::MessageIn &msg) { std::string mapPath = msg.readString(16); int x = msg.readInt16(); int y = msg.readInt16(); logger->log("Warping to %s (%d, %d)", mapPath.c_str(), x, y); if (!player_node) logger->log1("SMSG_PLAYER_WARP player_node null"); /* * We must clear the local player's target *before* the call * to changeMap, as it deletes all beings. */ if (player_node) player_node->stopAttack(); Game *game = Game::instance(); const std::string ¤tMapName = game->getCurrentMapName(); bool sameMap = (currentMapName == mapPath); // Switch the actual map, deleting the previous one if necessary mapPath = mapPath.substr(0, mapPath.rfind(".")); game->changeMap(mapPath); float scrollOffsetX = 0.0f; float scrollOffsetY = 0.0f; if (player_node) { Map *map = game->getCurrentMap(); if (map) { if (x >= map->getWidth()) x = map->getWidth() - 1; if (y >= map->getHeight()) y = map->getHeight() - 1; if (x < 0) x = 0; if (y < 0) y = 0; /* Scroll if neccessary */ if (!sameMap || (abs(x - player_node->getTileX()) > MAP_TELEPORT_SCROLL_DISTANCE) || (abs(y - player_node->getTileY()) > MAP_TELEPORT_SCROLL_DISTANCE)) { scrollOffsetX = static_cast((x - player_node->getTileX()) * map->getTileWidth()); scrollOffsetY = static_cast((y - player_node->getTileY()) * map->getTileHeight()); } } player_node->setAction(Being::STAND); player_node->setTileCoords(x, y); player_node->navigateClean(); } logger->log("Adjust scrolling by %d:%d", static_cast(scrollOffsetX), static_cast(scrollOffsetY)); if (viewport) viewport->scrollBy(scrollOffsetX, scrollOffsetY); } void PlayerHandler::processPlayerStatUpdate1(Net::MessageIn &msg) { int type = msg.readInt16(); int value = msg.readInt32(); if (!player_node) return; switch (type) { case 0x0000: player_node->setWalkSpeed(Vector(static_cast( value), static_cast(value), 0)); PlayerInfo::setStatBase(WALK_SPEED, value); PlayerInfo::setStatMod(WALK_SPEED, 0); break; case 0x0004: break; // manner case 0x0005: PlayerInfo::setAttribute(HP, value); if (player_node->isInParty() && Party::getParty(1)) { PartyMember *m = Party::getParty(1) ->getMember(player_node->getId()); if (m) { m->setHp(value); m->setMaxHp(PlayerInfo::getAttribute(MAX_HP)); } } break; case 0x0006: PlayerInfo::setAttribute(MAX_HP, value); if (player_node->isInParty() && Party::getParty(1)) { PartyMember *m = Party::getParty(1)->getMember( player_node->getId()); if (m) { m->setHp(PlayerInfo::getAttribute(HP)); m->setMaxHp(value); } } break; case 0x0007: PlayerInfo::setAttribute(MP, value); break; case 0x0008: PlayerInfo::setAttribute(MAX_MP, value); break; case 0x0009: PlayerInfo::setAttribute(CHAR_POINTS, value); break; case 0x000b: PlayerInfo::setAttribute(LEVEL, value); if (player_node) { player_node->setLevel(value); player_node->updateName(); } break; case 0x000c: PlayerInfo::setAttribute(SKILL_POINTS, value); if (skillDialog) skillDialog->update(); break; case 0x0018: if (!weightNotice) { const int max = PlayerInfo::getAttribute(MAX_WEIGHT) / 2; const int total = PlayerInfo::getAttribute(TOTAL_WEIGHT); if (value >= max && total < max) { weightNoticeTime = cur_time + 5; weightNotice = new OkDialog(_("Message"), _("You are carrying more than " "half your weight. You are " "unable to regain health."), false); weightNotice->addActionListener( &weightListener); } else if (value < max && total >= max) { weightNoticeTime = cur_time + 5; weightNotice = new OkDialog(_("Message"), _("You are carrying less than " "half your weight. You " "can regain health."), false); weightNotice->addActionListener( &weightListener); } } PlayerInfo::setAttribute(TOTAL_WEIGHT, value); break; case 0x0019: PlayerInfo::setAttribute(MAX_WEIGHT, value); break; case 0x0029: PlayerInfo::setStatBase(EA_ATK, value); PlayerInfo::updateAttrs(); break; case 0x002a: PlayerInfo::setStatMod(EA_ATK, value); PlayerInfo::updateAttrs(); break; case 0x002b: PlayerInfo::setStatBase(EA_MATK, value); break; case 0x002c: PlayerInfo::setStatMod(EA_MATK, value); break; case 0x002d: PlayerInfo::setStatBase(EA_DEF, value); break; case 0x002e: PlayerInfo::setStatMod(EA_DEF, value); break; case 0x002f: PlayerInfo::setStatBase(EA_MDEF, value); break; case 0x0030: PlayerInfo::setStatMod(EA_MDEF, value); break; case 0x0031: PlayerInfo::setStatBase(EA_HIT, value); break; case 0x0032: PlayerInfo::setStatBase(EA_FLEE, value); break; case 0x0033: PlayerInfo::setStatMod(EA_FLEE, value); break; case 0x0034: PlayerInfo::setStatBase(EA_CRIT, value); break; case 0x0035: player_node->setAttackSpeed(value); PlayerInfo::setStatBase(ATTACK_DELAY, value); PlayerInfo::setStatMod(ATTACK_DELAY, 0); PlayerInfo::updateAttrs(); break; case 0x0037: PlayerInfo::setStatBase(EA_JOB, value); break; case 500: player_node->setGMLevel(value); break; default: logger->log("QQQQ PLAYER_STAT_UPDATE_1 " + toString(type) + "," + toString(value)); break; } if (PlayerInfo::getAttribute(HP) == 0 && !deathNotice) { deathNotice = new OkDialog(_("Message"), randomDeathMessage(), false); deathNotice->addActionListener(&deathListener); player_node->setAction(Being::DEAD); } } void PlayerHandler::processPlayerStatUpdate2(Net::MessageIn &msg) { int type = msg.readInt16(); switch (type) { case 0x0001: PlayerInfo::setAttribute(EXP, msg.readInt32()); break; case 0x0002: PlayerInfo::setStatExperience(EA_JOB, msg.readInt32(), PlayerInfo::getStatExperience(EA_JOB).second); break; case 0x0014: { int oldMoney = PlayerInfo::getAttribute(MONEY); int newMoney = msg.readInt32(); if (newMoney > oldMoney) { SERVER_NOTICE(strprintf(_("You picked up %s."), Units::formatCurrency(newMoney - oldMoney).c_str())) } else if (newMoney < oldMoney) { SERVER_NOTICE(strprintf(_("You spent %s."), Units::formatCurrency(oldMoney - newMoney).c_str())) } PlayerInfo::setAttribute(MONEY, newMoney); break; } case 0x0016: PlayerInfo::setAttribute(EXP_NEEDED, msg.readInt32()); break; case 0x0017: PlayerInfo::setStatExperience(EA_JOB, PlayerInfo::getStatExperience(EA_JOB).first, msg.readInt32()); break; default: logger->log("QQQQ PLAYER_STAT_UPDATE_2 " + toString(type)); break; } } void PlayerHandler::processPlayerStatUpdate3(Net::MessageIn &msg) { int type = msg.readInt32(); int base = msg.readInt32(); int bonus = msg.readInt32(); PlayerInfo::setStatBase(type, base, false); PlayerInfo::setStatMod(type, bonus); if (type == EA_ATK || type == ATTACK_DELAY) PlayerInfo::updateAttrs(); } void PlayerHandler::processPlayerStatUpdate4(Net::MessageIn &msg) { int type = msg.readInt16(); int ok = msg.readInt8(); int value = msg.readInt8(); if (ok != 1) { int oldValue = PlayerInfo::getStatBase(type); int points = PlayerInfo::getAttribute(CHAR_POINTS); points += oldValue - value; PlayerInfo::setAttribute(CHAR_POINTS, points); SERVER_NOTICE(_("Cannot raise skill!")) } PlayerInfo::setStatBase(type, value); } void PlayerHandler::processPlayerStatUpdate5(Net::MessageIn &msg) { PlayerInfo::setAttribute(CHAR_POINTS, msg.readInt16()); int val = msg.readInt8(); PlayerInfo::setStatBase(EA_STR, val); if (statusWindow) statusWindow->setPointsNeeded(EA_STR, msg.readInt8()); else msg.readInt8(); val = msg.readInt8(); PlayerInfo::setStatBase(EA_AGI, val); if (statusWindow) statusWindow->setPointsNeeded(EA_AGI, msg.readInt8()); else msg.readInt8(); val = msg.readInt8(); PlayerInfo::setStatBase(EA_VIT, val); if (statusWindow) statusWindow->setPointsNeeded(EA_VIT, msg.readInt8()); else msg.readInt8(); val = msg.readInt8(); PlayerInfo::setStatBase(EA_INT, val); if (statusWindow) statusWindow->setPointsNeeded(EA_INT, msg.readInt8()); else msg.readInt8(); val = msg.readInt8(); PlayerInfo::setStatBase(EA_DEX, val); if (statusWindow) statusWindow->setPointsNeeded(EA_DEX, msg.readInt8()); else msg.readInt8(); val = msg.readInt8(); PlayerInfo::setStatBase(EA_LUK, val); if (statusWindow) statusWindow->setPointsNeeded(EA_LUK, msg.readInt8()); else msg.readInt8(); PlayerInfo::setStatBase(EA_ATK, msg.readInt16(), false); PlayerInfo::setStatMod(EA_ATK, msg.readInt16()); PlayerInfo::updateAttrs(); val = msg.readInt16(); PlayerInfo::setStatBase(EA_MATK, val, false); val = msg.readInt16(); PlayerInfo::setStatMod(EA_MATK, val); PlayerInfo::setStatBase(EA_DEF, msg.readInt16(), false); PlayerInfo::setStatMod(EA_DEF, msg.readInt16()); PlayerInfo::setStatBase(EA_MDEF, msg.readInt16(), false); PlayerInfo::setStatMod(EA_MDEF, msg.readInt16()); PlayerInfo::setStatBase(EA_HIT, msg.readInt16()); PlayerInfo::setStatBase(EA_FLEE, msg.readInt16(), false); PlayerInfo::setStatMod(EA_FLEE, msg.readInt16()); PlayerInfo::setStatBase(EA_CRIT, msg.readInt16()); msg.readInt16(); // manner } void PlayerHandler::processPlayerStatUpdate6(Net::MessageIn &msg) { int type = msg.readInt16(); if (statusWindow) { switch (type) { case 0x0020: statusWindow->setPointsNeeded(EA_STR, msg.readInt8()); break; case 0x0021: statusWindow->setPointsNeeded(EA_AGI, msg.readInt8()); break; case 0x0022: statusWindow->setPointsNeeded(EA_VIT, msg.readInt8()); break; case 0x0023: statusWindow->setPointsNeeded(EA_INT, msg.readInt8()); break; case 0x0024: statusWindow->setPointsNeeded(EA_DEX, msg.readInt8()); break; case 0x0025: statusWindow->setPointsNeeded(EA_LUK, msg.readInt8()); break; default: logger->log("QQQQ PLAYER_STAT_UPDATE_6 " + toString(type)); break; } } } void PlayerHandler::processPlayerArrowMessage(Net::MessageIn &msg) { int type = msg.readInt16(); switch (type) { case 0: SERVER_NOTICE(_("Equip arrows first.")) break; case 3: // arrows equiped break; default: logger->log("QQQQ 0x013b: Unhandled message %i", type); break; } } bool PlayerHandler::canUseMagic() const { return PlayerInfo::getStatEffective(EA_MATK) > 0; } int PlayerHandler::getJobLocation() const { return EA_JOB; } int PlayerHandler::getAttackLocation() const { return EA_ATK; } } // namespace Ea