/* * 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/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/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, 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; default: break; } } void SkillHandler::useBeing(const int id, const int level, const int beingId) const { createOutPacket(CMSG_SKILL_USE_BEING); outMsg.writeInt16(static_cast(id)); outMsg.writeInt16(static_cast(level)); outMsg.writeInt32(beingId); } 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)); outMsg.writeInt16(static_cast(id)); outMsg.writeInt16(static_cast(x)); outMsg.writeInt16(static_cast(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)); outMsg.writeString(map, 16); } 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 int up = msg.readUInt8("up flag"); 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 int up = msg.readUInt8("up flag"); 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 int up = msg.readUInt8("up flag"); 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) { // ignored, because after this packet server will send all skills. msg.readInt32("skill id"); } 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); 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: // TRANSLATORS: error message txt.append(_("Huh? What's that?")); logger->log("QQQ SMSG_SKILL_FAILED: reason " + toString(reason)); break; } } else { SkillInfo *const info = skillDialog->getSkill(skillId); if (info) txt = info->errorText; else txt = strprintf(_("Unknown skill error: %d"), skillId); } NotifyManager::notify(NotifyTypes::SKILL_FAIL_MESSAGE, txt); } void SkillHandler::processSkillSnap(Net::MessageIn &msg) { msg.readInt32("being id"); msg.readInt16("x"); msg.readInt16("y"); } } // namespace EAthena