/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2015 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 "configuration.h" #include "game.h" #include "party.h" #include "notifymanager.h" #include "soundmanager.h" #include "units.h" #include "being/beingflag.h" #include "being/localplayer.h" #include "being/playerinfo.h" #include "enums/being/attributes.h" #include "gui/onlineplayer.h" #include "gui/viewport.h" #include "gui/windows/skilldialog.h" #include "gui/windows/statuswindow.h" #include "gui/windows/whoisonline.h" #include "resources/notifytypes.h" #include "resources/map/map.h" #include "net/messagein.h" #include "net/ea/eaprotocol.h" #include "debug.h" // 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; namespace Ea { PlayerHandler::PlayerHandler() { } void PlayerHandler::decreaseAttribute(const int attr A_UNUSED) const { } void PlayerHandler::ignorePlayer(const std::string &player A_UNUSED, const bool ignore A_UNUSED) const { } void PlayerHandler::ignoreAll(const bool ignore A_UNUSED) const { } 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::processPlayerWarp(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerWarp") std::string mapPath = msg.readString(16, "map name"); int x = msg.readInt16("x"); int y = msg.readInt16("y"); logger->log("Warping to %s (%d, %d)", mapPath.c_str(), x, y); if (!localPlayer) logger->log1("SMSG_PLAYER_WARP localPlayer null"); /* * We must clear the local player's target *before* the call * to changeMap, as it deletes all beings. */ if (localPlayer) localPlayer->stopAttack(); Game *const game = Game::instance(); const std::string ¤tMapName = game->getCurrentMapName(); const bool sameMap = (currentMapName == mapPath); // Switch the actual map, deleting the previous one if necessary mapPath = mapPath.substr(0, mapPath.rfind(".")); game->changeMap(mapPath); int scrollOffsetX = 0; int scrollOffsetY = 0; if (localPlayer) { const Map *const 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 - localPlayer->getTileX()) > MAP_TELEPORT_SCROLL_DISTANCE) || (abs(y - localPlayer->getTileY()) > MAP_TELEPORT_SCROLL_DISTANCE)) { scrollOffsetX = (x - localPlayer->getTileX()) * map->getTileWidth(); scrollOffsetY = (y - localPlayer->getTileY()) * map->getTileHeight(); } } localPlayer->setAction(BeingAction::STAND, 0); localPlayer->setTileCoords(x, y); localPlayer->updatePets(); localPlayer->navigateClean(); } logger->log("Adjust scrolling by %d:%d", scrollOffsetX, scrollOffsetY); if (viewport) { viewport->returnCamera(); viewport->scrollBy(scrollOffsetX, scrollOffsetY); } BLOCK_END("PlayerHandler::processPlayerWarp") } void PlayerHandler::processPlayerStatUpdate1(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerStatUpdate1") const int type = msg.readInt16("type"); const int value = msg.readInt32("value"); if (!localPlayer) { BLOCK_END("PlayerHandler::processPlayerStatUpdate1") return; } playerHandler->setStat(type, value, -1, true); BLOCK_END("PlayerHandler::processPlayerStatUpdate1") } void PlayerHandler::processPlayerStatUpdate2(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerStatUpdate2") const int type = msg.readInt16("type"); const int value = msg.readInt32("value"); playerHandler->setStat(type, value, -1, true); BLOCK_END("PlayerHandler::processPlayerStatUpdate2") } void PlayerHandler::processPlayerStatUpdate3(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerStatUpdate3") const int type = msg.readInt32("type"); const int base = msg.readInt32("base"); const int bonus = msg.readInt32("bonus"); playerHandler->setStat(type, base, bonus, false); BLOCK_END("PlayerHandler::processPlayerStatUpdate3") } void PlayerHandler::processPlayerStatUpdate4(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerStatUpdate4") const int type = msg.readInt16("type"); const uint8_t ok = msg.readUInt8("flag"); const int value = msg.readUInt8("value"); if (ok != 1) { const int oldValue = PlayerInfo::getStatBase(type); const int points = PlayerInfo::getAttribute(Attributes::CHAR_POINTS) + oldValue - value; PlayerInfo::setAttribute(Attributes::CHAR_POINTS, points); NotifyManager::notify(NotifyTypes::SKILL_RAISE_ERROR); } playerHandler->setStat(type, value, -1, true); BLOCK_END("PlayerHandler::processPlayerStatUpdate4") } void PlayerHandler::processPlayerStatUpdate6(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerStatUpdate6") const int type = msg.readInt16("type"); const int value = msg.readUInt8("value"); if (statusWindow) playerHandler->setStat(type, value, -1, true); BLOCK_END("PlayerHandler::processPlayerStatUpdate6") } void PlayerHandler::processPlayerArrowMessage(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerArrowMessage") const int type = msg.readInt16("type"); switch (type) { case 0: NotifyManager::notify(NotifyTypes::ARROWS_EQUIP_NEEDED); break; case 3: // arrows equiped break; default: logger->log("QQQQ 0x013b: Unhandled message %i", type); break; } BLOCK_END("PlayerHandler::processPlayerArrowMessage") } bool PlayerHandler::canUseMagic() const { return PlayerInfo::getStatEffective(Attributes::MATK) > 0; } #define setStatComplex(stat) \ PlayerInfo::setStatBase(stat, base, notify); \ if (mod != -1) \ PlayerInfo::setStatMod(stat, mod) void PlayerHandler::setStat(const int type, const int base, const int mod, const bool notify) const { switch (type) { case Ea::WALK_SPEED: localPlayer->setWalkSpeed(Vector(static_cast( base), static_cast(base), 0)); PlayerInfo::setStatBase(Attributes::WALK_SPEED, base); PlayerInfo::setStatMod(Attributes::WALK_SPEED, 0); break; case Ea::EXP: PlayerInfo::setAttribute(Attributes::EXP, base); break; case Ea::JOB_EXP: PlayerInfo::setStatExperience(Attributes::JOB, base, PlayerInfo::getStatExperience(Attributes::JOB).second); break; case Ea::KARMA: PlayerInfo::setStatBase(Attributes::KARMA, base); PlayerInfo::setStatMod(Attributes::KARMA, 0); break; case Ea::MANNER: PlayerInfo::setStatBase(Attributes::MANNER, base); PlayerInfo::setStatMod(Attributes::MANNER, 0); break; case Ea::HP: PlayerInfo::setAttribute(Attributes::HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1) ->getMember(localPlayer->getId()); if (m) { m->setHp(base); m->setMaxHp(PlayerInfo::getAttribute(Attributes::MAX_HP)); } } break; case Ea::MAX_HP: PlayerInfo::setAttribute(Attributes::MAX_HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1)->getMember( localPlayer->getId()); if (m) { m->setHp(PlayerInfo::getAttribute(Attributes::HP)); m->setMaxHp(base); } } break; case Ea::MP: PlayerInfo::setAttribute(Attributes::MP, base); break; case Ea::MAX_MP: PlayerInfo::setAttribute(Attributes::MAX_MP, base); break; case Ea::CHAR_POINTS: PlayerInfo::setAttribute(Attributes::CHAR_POINTS, base); break; case Ea::LEVEL: PlayerInfo::setAttribute(Attributes::LEVEL, base); if (localPlayer) { localPlayer->setLevel(base); localPlayer->updateName(); } break; case Ea::SKILL_POINTS: PlayerInfo::setAttribute(Attributes::SKILL_POINTS, base); if (skillDialog) skillDialog->update(); break; case Ea::STR: setStatComplex(Attributes::STR); break; case Ea::AGI: setStatComplex(Attributes::AGI); break; case Ea::VIT: setStatComplex(Attributes::VIT); break; case Ea::INT: setStatComplex(Attributes::INT); break; case Ea::DEX: setStatComplex(Attributes::DEX); break; case Ea::LUK: setStatComplex(Attributes::LUK); break; case Ea::MONEY: { const int oldMoney = PlayerInfo::getAttribute(Attributes::MONEY); const int newMoney = base; if (newMoney > oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_GET, Units::formatCurrency(newMoney - oldMoney)); } else if (newMoney < oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_SPENT, Units::formatCurrency(oldMoney - newMoney).c_str()); } PlayerInfo::setAttribute(Attributes::MONEY, newMoney); break; } case Ea::EXP_NEEDED: PlayerInfo::setAttribute(Attributes::EXP_NEEDED, base); break; case Ea::JOB_MOD: PlayerInfo::setStatExperience(Attributes::JOB, PlayerInfo::getStatExperience(Attributes::JOB).first, base); break; case Ea::TOTAL_WEIGHT: PlayerInfo::setAttribute(Attributes::TOTAL_WEIGHT, base); break; case Ea::MAX_WEIGHT: PlayerInfo::setAttribute(Attributes::MAX_WEIGHT, base); break; case Ea::STR_NEEDED: statusWindow->setPointsNeeded(Attributes::STR, base); break; case Ea::AGI_NEEDED: statusWindow->setPointsNeeded(Attributes::AGI, base); break; case Ea::VIT_NEEDED: statusWindow->setPointsNeeded(Attributes::VIT, base); break; case Ea::INT_NEEDED: statusWindow->setPointsNeeded(Attributes::INT, base); break; case Ea::DEX_NEEDED: statusWindow->setPointsNeeded(Attributes::DEX, base); break; case Ea::LUK_NEEDED: statusWindow->setPointsNeeded(Attributes::LUK, base); break; case Ea::ATK: PlayerInfo::setStatBase(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Ea::ATK_MOD: PlayerInfo::setStatMod(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Ea::MATK: PlayerInfo::setStatBase(Attributes::MATK, base); break; case Ea::MATK_MOD: PlayerInfo::setStatMod(Attributes::MATK, base); break; case Ea::DEF: PlayerInfo::setStatBase(Attributes::DEF, base); break; case Ea::DEF_MOD: PlayerInfo::setStatMod(Attributes::DEF, base); break; case Ea::MDEF: PlayerInfo::setStatBase(Attributes::MDEF, base); break; case Ea::MDEF_MOD: PlayerInfo::setStatMod(Attributes::MDEF, base); break; case Ea::HIT: PlayerInfo::setStatBase(Attributes::HIT, base); break; case Ea::FLEE: PlayerInfo::setStatBase(Attributes::FLEE, base); break; case Ea::FLEE_MOD: PlayerInfo::setStatMod(Attributes::FLEE, base); break; case Ea::CRIT: PlayerInfo::setStatBase(Attributes::CRIT, base); break; case Ea::ATTACK_DELAY: localPlayer->setAttackSpeed(base); PlayerInfo::setStatBase(Attributes::ATTACK_DELAY, base); PlayerInfo::setStatMod(Attributes::ATTACK_DELAY, 0); PlayerInfo::updateAttrs(); break; case Ea::JOB: PlayerInfo::setStatBase(Attributes::JOB, base); break; default: logger->log("Error: Unknown stat set: %d, values: %d, %d", type, base, mod); break; } } void PlayerHandler::processMapMask(Net::MessageIn &msg) { const int mask = msg.readInt32("mask"); msg.readInt32("unused"); Map *const map = Game::instance()->getCurrentMap(); if (map) map->setMask(mask); } void PlayerHandler::processMapMusic(Net::MessageIn &msg) { const int size = msg.readInt16("len") - 5; const std::string music = msg.readString(size, "name"); soundManager.playMusic(music); Map *const map = viewport->getMap(); if (map) map->setMusicFile(music); } void PlayerHandler::processOnlineList(Net::MessageIn &msg) { if (!whoIsOnline) return; BLOCK_START("PlayerHandler::processOnlineList") const int size = msg.readInt16("len") - 4; std::vector arr; if (!size) { if (whoIsOnline) whoIsOnline->loadList(arr); BLOCK_END("PlayerHandler::processOnlineList") return; } char *const start = reinterpret_cast(msg.readBytes(size, "nicks")); if (!start) { BLOCK_END("PlayerHandler::processOnlineList") return; } const char *buf = start; int addVal = 3; while (buf - start + 1 < size && *(buf + static_cast(addVal))) { unsigned char status = *buf; buf ++; unsigned char level = *buf; buf ++; unsigned char ver = *buf; buf ++; unsigned char gender = Gender::UNSPECIFIED; if (config.getBoolValue("showgender")) { if (status & BeingFlag::GENDER_MALE) gender = Gender::MALE; else if (status & BeingFlag::GENDER_OTHER) gender = Gender::OTHER; else gender = Gender::FEMALE; } arr.push_back(new OnlinePlayer(static_cast(buf), status, level, gender, ver)); buf += strlen(buf) + 1; } if (whoIsOnline) whoIsOnline->loadList(arr); delete [] start; BLOCK_END("PlayerHandler::processOnlineList") } } // namespace Ea