/* * 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 "gui/widgets/skillinfo.h" #include "gui/windows/skilldialog.h" #include "net/eathena/menu.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "resources/notifytypes.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: processPlayerSkills(msg); break; case SMSG_PLAYER_SKILL_UP: processPlayerSkillUp(msg); break; case SMSG_SKILL_FAILED: processSkillFailed(msg); break; case SMSG_PLAYER_SKILL_COOLDOWN: processSkillCoolDown(msg); break; case SMSG_PLAYER_SKILL_COOLDOWN_LIST: processSkillCoolDownList(msg); break; case SMSG_SKILL_SNAP: processSkillSnap(msg); break; case SMSG_PLAYER_ADD_SKILL: processSkillAdd(msg); break; case SMSG_PLAYER_UPDATE_SKILL: processSkillUpdate(msg); break; case SMSG_PLAYER_DELETE_SKILL: processSkillDelete(msg); break; case SMSG_SKILL_WARP_POINT: processSkillWarpPoint(msg); break; case SMSG_SKILL_MEMO_MESSAGE: processSkillMemoMessage(msg); break; case SMSG_PLAYER_SKILL_PRODUCE_MIX_LIST: processSkillProduceMixList(msg); break; case SMSG_PLAYER_SKILL_PRODUCE_EFFECT: processSkillProduceEffect(msg); break; case SMSG_SKILL_UNIT_UPDATE: processSkillUnitUpdate(msg); break; case SMSG_SKILL_ARROW_CREATE_LIST: processSkillArrowCreateList(msg); break; case SMSG_PLAYER_SKILL_AUTO_SPELLS: processSkillAutoSpells(msg); break; case SMSG_SKILL_DEVOTION_EFFECT: processSkillDevotionEffect(msg); break; case SMSG_SKILL_ITEM_LIST_WINDOW: 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"); } void SkillHandler::processPlayerSkills(Net::MessageIn &msg) { msg.readInt16("len"); const int skillCount = (msg.getLength() - 4) / 37; int updateSkill = 0; if (skillDialog) skillDialog->hideSkills(SkillOwner::Player); for (int k = 0; k < skillCount; k++) { const int skillId = msg.readInt16("skill id"); const SkillType::SkillType inf = static_cast( msg.readInt32("inf")); const int level = msg.readInt16("skill level"); const int sp = msg.readInt16("sp"); const int range = msg.readInt16("range"); const std::string name = msg.readString(24, "skill name"); const Modifiable up = fromBool(msg.readUInt8("up flag"), Modifiable); const int oldLevel = PlayerInfo::getSkillLevel(skillId); if (oldLevel && oldLevel != level) updateSkill = skillId; PlayerInfo::setSkillLevel(skillId, level); if (skillDialog) { if (!skillDialog->updateSkill(skillId, range, up, inf, sp)) { skillDialog->addSkill(SkillOwner::Player, skillId, name, level, range, up, inf, sp); } } } if (skillDialog) { skillDialog->update(); if (updateSkill) skillDialog->playUpdateEffect(updateSkill); } } void SkillHandler::processSkillAdd(Net::MessageIn &msg) { int updateSkill = 0; const int skillId = msg.readInt16("skill id"); const SkillType::SkillType inf = static_cast( msg.readInt32("inf")); const int level = msg.readInt16("skill level"); const int sp = msg.readInt16("sp"); const int range = msg.readInt16("range"); const std::string name = msg.readString(24, "skill name"); const Modifiable up = fromBool(msg.readUInt8("up flag"), Modifiable); const int oldLevel = PlayerInfo::getSkillLevel(skillId); if (oldLevel && oldLevel != level) updateSkill = skillId; PlayerInfo::setSkillLevel(skillId, level); if (skillDialog) { if (!skillDialog->updateSkill(skillId, range, up, inf, sp)) { skillDialog->addSkill(SkillOwner::Player, skillId, name, level, range, up, inf, sp); } skillDialog->update(); if (updateSkill) skillDialog->playUpdateEffect(updateSkill); } } void SkillHandler::processSkillUpdate(Net::MessageIn &msg) { int updateSkill = 0; const int skillId = msg.readInt16("skill id"); const SkillType::SkillType inf = static_cast( msg.readInt32("inf")); const int level = msg.readInt16("skill level"); const int sp = msg.readInt16("sp"); const int range = msg.readInt16("range"); const Modifiable up = fromBool(msg.readUInt8("up flag"), Modifiable); const int oldLevel = PlayerInfo::getSkillLevel(skillId); if (oldLevel && oldLevel != level) updateSkill = skillId; PlayerInfo::setSkillLevel(skillId, level); if (skillDialog) { if (!skillDialog->updateSkill(skillId, range, up, inf, sp)) { skillDialog->addSkill(SkillOwner::Player, skillId, "", level, range, up, inf, sp); } skillDialog->update(); if (updateSkill) skillDialog->playUpdateEffect(updateSkill); } } void SkillHandler::processSkillDelete(Net::MessageIn &msg) { int updateSkill = 0; const int skillId = msg.readInt16("skill id"); const int oldLevel = PlayerInfo::getSkillLevel(skillId); if (oldLevel != 0) updateSkill = skillId; PlayerInfo::setSkillLevel(skillId, 0); if (skillDialog) { skillDialog->removeSkill(skillId); skillDialog->update(); if (updateSkill) skillDialog->playRemoveEffect(updateSkill); } } void SkillHandler::processSkillCoolDown(Net::MessageIn &msg) { const int skillId = msg.readInt16("skill id"); const int duration = msg.readInt32("duration"); if (skillDialog) skillDialog->setSkillDuration(SkillOwner::Player, skillId, duration); } void SkillHandler::processSkillCoolDownList(Net::MessageIn &msg) { const int count = (msg.readInt16("len") - 4) / 10; for (int f = 0; f < count; f ++) { const int skillId = msg.readInt16("skill id"); msg.readInt32("total"); const int duration = msg.readInt32("duration"); if (skillDialog) { skillDialog->setSkillDuration(SkillOwner::Player, skillId, duration); } } } void SkillHandler::processSkillFailed(Net::MessageIn &msg) { // Action failed (ex. sit because you have not reached the // right level) const int skillId = msg.readInt16("skill id"); const int bskill = msg.readInt32("btype"); const signed char success = msg.readUInt8("success"); const signed char reason = msg.readUInt8("reason"); if (success != static_cast(SKILL_FAILED) && bskill == static_cast(BSKILL_EMOTE)) { logger->log("Action: %d/%d", bskill, success); } std::string txt; if (success == static_cast(SKILL_FAILED) && bskill != 0) { if (localPlayer && bskill == static_cast(BSKILL_EMOTE) && reason == static_cast(RFAIL_SKILLDEP)) { localPlayer->stopAdvert(); } SkillInfo *const info = skillDialog->getSkill(bskill); if (info) txt = info->errorText; else txt = strprintf(_("Unknown skill error: %d"), bskill); } else { SkillInfo *const info = skillDialog->getSkill(skillId); if (info) txt = info->errorText + "."; else txt = strprintf(_("Unknown skill error: %d."), skillId); } txt.append(" "); switch (reason) { case RFAIL_SKILLDEP: // TRANSLATORS: error message txt.append(_("You have not yet reached a high enough lvl!")); break; case RFAIL_INSUFHP: // TRANSLATORS: error message txt.append(_("Insufficient HP!")); break; case RFAIL_INSUFSP: // TRANSLATORS: error message txt.append(_("Insufficient SP!")); break; case RFAIL_NOMEMO: // TRANSLATORS: error message txt.append(_("You have no memos!")); break; case RFAIL_SKILLDELAY: // TRANSLATORS: error message txt.append(_("You cannot do that right now!")); break; case RFAIL_ZENY: // TRANSLATORS: error message txt.append(_("Seems you need more money... ;-)")); break; case RFAIL_WEAPON: // TRANSLATORS: error message txt.append(_("You cannot use this skill with that " "kind of weapon!")); break; case RFAIL_REDGEM: // TRANSLATORS: error message txt.append(_("You need another red gem!")); break; case RFAIL_BLUEGEM: // TRANSLATORS: error message txt.append(_("You need another blue gem!")); break; case RFAIL_OVERWEIGHT: // TRANSLATORS: error message txt.append(_("You're carrying to much to do this!")); break; default: UNIMPLIMENTEDPACKET; break; } NotifyManager::notify(NotifyTypes::SKILL_FAIL_MESSAGE, txt); } void SkillHandler::processSkillSnap(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("being id"); msg.readInt16("x"); msg.readInt16("y"); } void SkillHandler::processSkillWarpPoint(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("skill id"); msg.readString(16, "map name 1"); msg.readString(16, "map name 2"); msg.readString(16, "map name 3"); msg.readString(16, "map name 4"); } void SkillHandler::processSkillMemoMessage(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readUInt8("type"); } void SkillHandler::processSkillProduceMixList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; const int count = (msg.readInt16("len") - 8) / 8; for (int f = 0; f < count; f ++) { msg.readInt16("item id"); for (int d = 0; d < 3; d ++) msg.readInt16("material id"); } } void SkillHandler::processSkillProduceEffect(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt16("flag"); msg.readInt16("item id"); } void SkillHandler::processSkillUnitUpdate(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("being id"); } void SkillHandler::processSkillArrowCreateList(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; const int count = (msg.readInt16("len") - 4) / 2; for (int f = 0; f < count; f ++) msg.readInt16("item id"); } void SkillHandler::processSkillAutoSpells(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; for (int f = 0; f < 7; f ++) msg.readInt32("skill id"); menu = MenuType::AutoSpell; } void SkillHandler::processSkillDevotionEffect(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readBeingId("being id"); for (int f = 0; f < 5; f ++) msg.readInt32("devotee id"); msg.readInt16("range"); } void SkillHandler::processSkillItemListWindow(Net::MessageIn &msg) { UNIMPLIMENTEDPACKET; msg.readInt32("skill level"); msg.readInt32("unused"); } } // namespace EAthena