/*
* 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/eathena/skillhandler.h"
#include "notifymanager.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "enums/resources/notifytypes.h"
#include "gui/widgets/skillinfo.h"
#include "gui/windows/skilldialog.h"
#include "net/ea/skillrecv.h"
#include "net/eathena/menu.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/eathena/skillrecv.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include "debug.h"
extern Net::SkillHandler *skillHandler;
namespace EAthena
{
SkillHandler::SkillHandler() :
MessageHandler(),
Ea::SkillHandler()
{
static const uint16_t _messages[] =
{
SMSG_PLAYER_SKILLS,
SMSG_SKILL_FAILED,
SMSG_PLAYER_SKILL_UP,
SMSG_PLAYER_SKILL_COOLDOWN,
SMSG_PLAYER_SKILL_COOLDOWN_LIST,
SMSG_SKILL_SNAP,
SMSG_PLAYER_ADD_SKILL,
SMSG_PLAYER_DELETE_SKILL,
SMSG_PLAYER_UPDATE_SKILL,
SMSG_SKILL_WARP_POINT,
SMSG_SKILL_MEMO_MESSAGE,
SMSG_PLAYER_SKILL_PRODUCE_MIX_LIST,
SMSG_PLAYER_SKILL_PRODUCE_EFFECT,
SMSG_SKILL_UNIT_UPDATE,
SMSG_SKILL_ARROW_CREATE_LIST,
SMSG_PLAYER_SKILL_AUTO_SPELLS,
SMSG_SKILL_DEVOTION_EFFECT,
SMSG_SKILL_ITEM_LIST_WINDOW,
0
};
handledMessages = _messages;
skillHandler = this;
}
void SkillHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_PLAYER_SKILLS:
SkillRecv::processPlayerSkills(msg);
break;
case SMSG_PLAYER_SKILL_UP:
Ea::SkillRecv::processPlayerSkillUp(msg);
break;
case SMSG_SKILL_FAILED:
SkillRecv::processSkillFailed(msg);
break;
case SMSG_PLAYER_SKILL_COOLDOWN:
SkillRecv::processSkillCoolDown(msg);
break;
case SMSG_PLAYER_SKILL_COOLDOWN_LIST:
SkillRecv::processSkillCoolDownList(msg);
break;
case SMSG_SKILL_SNAP:
SkillRecv::processSkillSnap(msg);
break;
case SMSG_PLAYER_ADD_SKILL:
SkillRecv::processSkillAdd(msg);
break;
case SMSG_PLAYER_UPDATE_SKILL:
SkillRecv::processSkillUpdate(msg);
break;
case SMSG_PLAYER_DELETE_SKILL:
SkillRecv::processSkillDelete(msg);
break;
case SMSG_SKILL_WARP_POINT:
SkillRecv::processSkillWarpPoint(msg);
break;
case SMSG_SKILL_MEMO_MESSAGE:
SkillRecv::processSkillMemoMessage(msg);
break;
case SMSG_PLAYER_SKILL_PRODUCE_MIX_LIST:
SkillRecv::processSkillProduceMixList(msg);
break;
case SMSG_PLAYER_SKILL_PRODUCE_EFFECT:
SkillRecv::processSkillProduceEffect(msg);
break;
case SMSG_SKILL_UNIT_UPDATE:
SkillRecv::processSkillUnitUpdate(msg);
break;
case SMSG_SKILL_ARROW_CREATE_LIST:
SkillRecv::processSkillArrowCreateList(msg);
break;
case SMSG_PLAYER_SKILL_AUTO_SPELLS:
SkillRecv::processSkillAutoSpells(msg);
break;
case SMSG_SKILL_DEVOTION_EFFECT:
SkillRecv::processSkillDevotionEffect(msg);
break;
case SMSG_SKILL_ITEM_LIST_WINDOW:
SkillRecv::processSkillItemListWindow(msg);
break;
default:
break;
}
}
void SkillHandler::useBeing(const int id, const int level,
const BeingId beingId) const
{
createOutPacket(CMSG_SKILL_USE_BEING);
outMsg.writeInt16(static_cast(level), "skill level");
outMsg.writeInt16(static_cast(id), "skill id");
outMsg.writeInt32(toInt(beingId, int), "target id");
}
void SkillHandler::usePos(const int id, const int level,
const int x, const int y) const
{
createOutPacket(CMSG_SKILL_USE_POSITION);
outMsg.writeInt16(static_cast(level), "skill level");
outMsg.writeInt16(static_cast(id), "skill id");
outMsg.writeInt16(static_cast(x), "x");
outMsg.writeInt16(static_cast(y), "y");
}
void SkillHandler::usePos(const int id, const int level,
const int x, const int y,
const std::string &text) const
{
createOutPacket(CMSG_SKILL_USE_POSITION_MORE);
outMsg.writeInt16(static_cast(level), "level");
outMsg.writeInt16(static_cast(id), "id");
outMsg.writeInt16(static_cast(x), "x");
outMsg.writeInt16(static_cast(y), "y");
outMsg.writeString(text, 80, "text");
}
void SkillHandler::useMap(const int id, const std::string &map) const
{
createOutPacket(CMSG_SKILL_USE_MAP);
outMsg.writeInt16(static_cast(id), "skill id");
outMsg.writeString(map, 16, "map name");
}
} // namespace EAthena