/* * The ManaPlus Client * Copyright (C) 2012-2014 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/questhandler.h" #include "gui/windows/skilldialog.h" #include "gui/windows/questswindow.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "resources/skillconsts.h" #include "debug.h" namespace EAthena { QuestHandler::QuestHandler() : MessageHandler(), Net::QuestHandler() { static const uint16_t _messages[] = { SMSG_QUEST_ADD, SMSG_QUEST_LIST, SMSG_QUEST_LIST_OBJECTIVES, SMSG_QUEST_UPDATE_OBJECTIVES, SMSG_QUEST_REMOVE, SMSG_QUEST_ACTIVATE, SMSG_QUEST_NPC_EFFECT, 0 }; handledMessages = _messages; questHandler = this; } void QuestHandler::handleMessage(Net::MessageIn &msg) { BLOCK_START("QuestHandler::handleMessage") switch (msg.getId()) { case SMSG_QUEST_ADD: processAddQuest(msg); break; case SMSG_QUEST_LIST: processAddQuests(msg); break; case SMSG_QUEST_LIST_OBJECTIVES: processAddQuestsObjectives(msg); break; case SMSG_QUEST_UPDATE_OBJECTIVES: processUpdateQuestsObjectives(msg); break; case SMSG_QUEST_REMOVE: processRemoveQuest(msg); break; case SMSG_QUEST_ACTIVATE: processActivateQuest(msg); break; case SMSG_QUEST_NPC_EFFECT: processNpcQuestEffect(msg); break; default: break; } BLOCK_END("QuestHandler::handleMessage") } void QuestHandler::processAddQuest(Net::MessageIn &msg) { const int var = msg.readInt32("quest id"); const int val = msg.readUInt8("state"); msg.readUInt8("time diff"); msg.readInt32("time"); const int num = msg.readInt16("objectives count"); for (int f = 0; f < num; f ++) { // need use in quests kills list msg.readInt32("monster id"); msg.readInt16("count"); msg.readString(24, "monster name"); } msg.skipToEnd("unused"); if (questsWindow) { questsWindow->updateQuest(var, val); questsWindow->rebuild(true); } if (skillDialog) { skillDialog->updateQuest(var, val); skillDialog->playUpdateEffect(var + SKILL_VAR_MIN_ID); } } void QuestHandler::processAddQuests(Net::MessageIn &msg) { msg.readInt16("len"); const int num = msg.readInt32("quests count"); for (int f = 0; f < num; f ++) { const int var = msg.readInt32("quest id"); const int val = msg.readUInt8("state"); msg.readInt32("time diff"); msg.readInt32("time"); msg.readInt16("objectives count"); if (questsWindow) questsWindow->updateQuest(var, val); if (skillDialog) skillDialog->updateQuest(var, val); } if (questsWindow) questsWindow->rebuild(false); } void QuestHandler::processAddQuestsObjectives(Net::MessageIn &msg) { msg.readInt16("len"); const int quests = msg.readInt32("quests count"); for (int f = 0; f < quests; f ++) { msg.readInt32("quest id"); msg.readInt32("time diff"); msg.readInt32("time"); const int num = msg.readInt16("objectives count"); for (int d = 0; d < num; d ++) { // need use in quests kills list msg.readInt32("monster id"); msg.readInt16("count"); msg.readString(24, "monster name"); } } msg.skipToEnd("unused"); } void QuestHandler::processUpdateQuestsObjectives(Net::MessageIn &msg) { msg.readInt16("len"); const int num = msg.readInt16("objectives count"); for (int f = 0; f < num; f ++) { // need use in quests kills list msg.readInt32("quest id"); msg.readInt32("monster id"); msg.readInt16("count old"); msg.readInt16("count new"); } } void QuestHandler::processRemoveQuest(Net::MessageIn &msg) { const int var = msg.readInt32("quest id"); const int val = -1; // not removing quest, because this is impossible, // but changing status to -1 if (questsWindow) { questsWindow->updateQuest(var, val); questsWindow->rebuild(true); } if (skillDialog) { skillDialog->updateQuest(var, val); skillDialog->playUpdateEffect(var + SKILL_VAR_MIN_ID); } } void QuestHandler::processActivateQuest(Net::MessageIn &msg) { // +++ need enable/disable quests depend on this packet msg.readInt32("quest id"); msg.readUInt8("activate"); } void QuestHandler::processNpcQuestEffect(Net::MessageIn &msg) { // this packed mostly useless, because manaplus can show any // kind of effects based on quest states. msg.readInt32("npc id"); msg.readInt16("x"); msg.readInt16("y"); msg.readInt16("state"); msg.readInt16("color"); } void QuestHandler::setQeustActiveState(const int questId, const bool active) const { createOutPacket(CMSG_QUEST_ACTIVATE); outMsg.writeInt32(questId, "quest id"); outMsg.writeInt8(static_cast(active ? 1 : 0), "activate"); } } // namespace EAthena