/* * 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 . */ #include "net/eathena/playerhandler.h" #include "being/attributes.h" #include "being/localplayer.h" #include "gui/windows/statuswindow.h" #include "net/net.h" #include "net/eathena/attrs.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "net/eathena/inventoryhandler.h" #include "debug.h" extern Net::PlayerHandler *playerHandler; namespace EAthena { PlayerHandler::PlayerHandler() : MessageHandler(), Ea::PlayerHandler() { static const uint16_t _messages[] = { SMSG_WALK_RESPONSE, SMSG_PLAYER_WARP, SMSG_PLAYER_STAT_UPDATE_1, SMSG_PLAYER_STAT_UPDATE_2, SMSG_PLAYER_STAT_UPDATE_3, SMSG_PLAYER_STAT_UPDATE_4, SMSG_PLAYER_STAT_UPDATE_5, SMSG_PLAYER_STAT_UPDATE_6, SMSG_PLAYER_ARROW_MESSAGE, SMSG_PLAYER_SHORTCUTS, SMSG_PLAYER_SHOW_EQUIP, 0 }; handledMessages = _messages; playerHandler = this; } void PlayerHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_WALK_RESPONSE: processWalkResponse(msg); break; case SMSG_PLAYER_WARP: processPlayerWarp(msg); break; case SMSG_PLAYER_STAT_UPDATE_1: processPlayerStatUpdate1(msg); break; case SMSG_PLAYER_STAT_UPDATE_2: processPlayerStatUpdate2(msg); break; case SMSG_PLAYER_STAT_UPDATE_3: // Update a base attribute processPlayerStatUpdate3(msg); break; case SMSG_PLAYER_STAT_UPDATE_4: // Attribute increase ack processPlayerStatUpdate4(msg); break; // Updates stats and status points case SMSG_PLAYER_STAT_UPDATE_5: processPlayerStatUpdate5(msg); break; case SMSG_PLAYER_STAT_UPDATE_6: processPlayerStatUpdate6(msg); break; case SMSG_PLAYER_ARROW_MESSAGE: processPlayerArrowMessage(msg); break; case SMSG_PLAYER_SHORTCUTS: processPlayerShortcuts(msg); break; case SMSG_PLAYER_SHOW_EQUIP: processPlayerShowEquip(msg); break; default: break; } } void PlayerHandler::attack(const int id, const bool keep) const { MessageOut outMsg(CMSG_PLAYER_ATTACK); outMsg.writeInt32(id); if (keep) outMsg.writeInt8(7); else outMsg.writeInt8(0); } void PlayerHandler::stopAttack() const { MessageOut outMsg(CMSG_PLAYER_STOP_ATTACK); } void PlayerHandler::emote(const uint8_t emoteId) const { MessageOut outMsg(CMSG_PLAYER_EMOTE); outMsg.writeInt8(emoteId); } void PlayerHandler::increaseAttribute(const int attr) const { if (attr >= STR && attr <= LUK) { MessageOut outMsg(CMSG_STAT_UPDATE_REQUEST); outMsg.writeInt16(static_cast(attr)); outMsg.writeInt8(1); } } void PlayerHandler::increaseSkill(const uint16_t skillId) const { if (PlayerInfo::getAttribute(Attributes::SKILL_POINTS) <= 0) return; MessageOut outMsg(CMSG_SKILL_LEVELUP_REQUEST); outMsg.writeInt16(skillId); } void PlayerHandler::pickUp(const FloorItem *const floorItem) const { if (!floorItem) return; MessageOut outMsg(CMSG_ITEM_PICKUP); outMsg.writeInt32(floorItem->getId()); EAthena::InventoryHandler *const handler = static_cast(Net::getInventoryHandler()); if (handler) handler->pushPickup(floorItem->getId()); } void PlayerHandler::setDirection(const unsigned char direction) const { MessageOut outMsg(CMSG_PLAYER_CHANGE_DIR); outMsg.writeInt16(0); outMsg.writeInt8(direction); } void PlayerHandler::setDestination(const int x, const int y, const int direction) const { MessageOut outMsg(CMSG_PLAYER_CHANGE_DEST); outMsg.writeCoordinates(static_cast(x), static_cast(y), static_cast(direction)); } void PlayerHandler::changeAction(const BeingAction::Action &action) const { unsigned char type; switch (action) { case BeingAction::SIT: type = 2; break; case BeingAction::STAND: type = 3; break; default: case BeingAction::MOVE: case BeingAction::ATTACK: case BeingAction::DEAD: case BeingAction::HURT: case BeingAction::SPAWN: return; } MessageOut outMsg(CMSG_PLAYER_CHANGE_ACT); outMsg.writeInt32(0); outMsg.writeInt8(type); } void PlayerHandler::respawn() const { MessageOut outMsg(CMSG_PLAYER_RESTART); outMsg.writeInt8(0); } void PlayerHandler::requestOnlineList() const { } void PlayerHandler::updateStatus(const uint8_t status) const { MessageOut outMsg(CMSG_SET_STATUS); outMsg.writeInt8(status); outMsg.writeInt8(0); } void PlayerHandler::processPlayerShortcuts(Net::MessageIn &msg) { for (int f = 0; f < 27; f ++) { msg.readUInt8("type 0: item, 1: skill"); msg.readInt32("item or skill id"); msg.readInt16("skill level"); } } void PlayerHandler::processPlayerShowEquip(Net::MessageIn &msg) { msg.readUInt8("show equip"); // 1 mean need open "equipment" window } void PlayerHandler::processPlayerStatUpdate5(Net::MessageIn &msg) { BLOCK_START("PlayerHandler::processPlayerStatUpdate5") PlayerInfo::setAttribute(Attributes::CHAR_POINTS, msg.readInt16("char points")); unsigned int val = msg.readUInt8("str"); PlayerInfo::setStatBase(STR, val); if (statusWindow) statusWindow->setPointsNeeded(STR, msg.readUInt8("str cost")); else msg.readUInt8("str need"); val = msg.readUInt8("agi"); PlayerInfo::setStatBase(AGI, val); if (statusWindow) statusWindow->setPointsNeeded(AGI, msg.readUInt8("agi cost")); else msg.readUInt8("agi cost"); val = msg.readUInt8("vit"); PlayerInfo::setStatBase(VIT, val); if (statusWindow) statusWindow->setPointsNeeded(VIT, msg.readUInt8("vit cost")); else msg.readUInt8("vit cost"); val = msg.readUInt8("int"); PlayerInfo::setStatBase(INT, val); if (statusWindow) statusWindow->setPointsNeeded(INT, msg.readUInt8("int cost")); else msg.readUInt8("int cost"); val = msg.readUInt8("dex"); PlayerInfo::setStatBase(DEX, val); if (statusWindow) statusWindow->setPointsNeeded(DEX, msg.readUInt8("dex cost")); else msg.readUInt8("dex cost"); val = msg.readUInt8("luk"); PlayerInfo::setStatBase(LUK, val); if (statusWindow) statusWindow->setPointsNeeded(LUK, msg.readUInt8("luk cost")); else msg.readUInt8("luk cost"); PlayerInfo::setStatBase(ATK, msg.readInt16("left atk"), false); PlayerInfo::setStatMod(ATK, msg.readInt16("right atk")); PlayerInfo::updateAttrs(); val = msg.readInt16("right matk"); PlayerInfo::setStatBase(MATK, val, false); val = msg.readInt16("left matk"); PlayerInfo::setStatMod(MATK, val); PlayerInfo::setStatBase(DEF, msg.readInt16("left def"), false); PlayerInfo::setStatMod(DEF, msg.readInt16("right def")); PlayerInfo::setStatBase(MDEF, msg.readInt16("left mdef"), false); PlayerInfo::setStatMod(MDEF, msg.readInt16("right mdef")); PlayerInfo::setStatBase(HIT, msg.readInt16("hit")); PlayerInfo::setStatBase(FLEE, msg.readInt16("flee"), false); PlayerInfo::setStatMod(FLEE, msg.readInt16("flee2/10")); PlayerInfo::setStatBase(CRIT, msg.readInt16("crit/10")); PlayerInfo::setAttribute(Attributes::ATTACK_DELAY, msg.readInt16("attack speed")); msg.readInt16("plus speed = 0"); BLOCK_END("PlayerHandler::processPlayerStatUpdate5") } } // namespace EAthena