/* * 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