/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "beinghandler.h"
#include <SDL_types.h>
#include "messagein.h"
#include "protocol.h"
#include "../being.h"
#include "../beingmanager.h"
#include "../game.h"
#include "../localplayer.h"
#include "../log.h"
#include "../main.h"
#include "../particle.h"
#include "../sound.h"
#include "../gui/ok_dialog.h"
#include "../utils/gettext.h"
#include "gameserver/player.h"
const int EMOTION_TIME = 150; /**< Duration of emotion icon */
BeingHandler::BeingHandler()
{
static const Uint16 _messages[] = {
//SMSG_BEING_VISIBLE,
//SMSG_BEING_MOVE,
//SMSG_BEING_REMOVE,
//SMSG_BEING_ACTION,
//SMSG_BEING_LEVELUP,
//SMSG_BEING_EMOTION,
//SMSG_BEING_CHANGE_LOOKS,
//SMSG_BEING_NAME_RESPONSE,
//SMSG_PLAYER_UPDATE_1,
//SMSG_PLAYER_UPDATE_2,
//SMSG_PLAYER_MOVE,
//0x0119,
GPMSG_BEING_ATTACK,
GPMSG_BEING_ENTER,
GPMSG_BEING_LEAVE,
GPMSG_BEINGS_MOVE,
GPMSG_BEINGS_DAMAGE,
GPMSG_BEING_ACTION_CHANGE,
GPMSG_BEING_LOOKS_CHANGE,
0
};
handledMessages = _messages;
}
void BeingHandler::handleMessage(MessageIn &msg)
{
/*
Uint32 id;
Uint16 job, speed;
Uint16 headBottom, headTop, headMid;
Sint16 param1;
Sint8 type;
Being *srcBeing, *dstBeing;
*/
switch (msg.getId())
{
case GPMSG_BEING_ENTER:
handleBeingEnterMessage(msg);
break;
case GPMSG_BEING_LEAVE:
handleBeingLeaveMessage(msg);
break;
case GPMSG_BEINGS_MOVE:
handleBeingsMoveMessage(msg);
break;
case GPMSG_BEING_ATTACK:
handleBeingAttackMessage(msg);
break;
case GPMSG_BEINGS_DAMAGE:
handleBeingsDamageMessage(msg);
break;
case GPMSG_BEING_ACTION_CHANGE:
handleBeingActionChangeMessage(msg);
break;
case GPMSG_BEING_LOOKS_CHANGE:
handleBeingLooksChangeMessage(msg);
break;
/*
case SMSG_BEING_VISIBLE:
case SMSG_BEING_MOVE:
// Information about a being in range
id = msg.readInt32();
speed = msg.readInt16();
msg.readInt16(); // unknown
msg.readInt16(); // unknown
msg.readInt16(); // option
job = msg.readInt16(); // class
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
{
// Being with id >= 110000000 and job 0 are better
// known as ghosts, so don't create those.
if (job == 0 && id >= 110000000)
{
break;
}
dstBeing = beingManager->createBeing(id, job);
}
else if (msg.getId() == 0x0078)
{
dstBeing->clearPath();
dstBeing->mFrame = 0;
dstBeing->mWalkTime = tick_time;
dstBeing->setAction(Being::STAND);
}
// Prevent division by 0 when calculating frame
if (speed == 0) { speed = 150; }
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
dstBeing->setHairStyle(msg->readInt16());
dstBeing->setSprite(
Being::WEAPON_SPRITE, msg->readInt16());
dstBeing->setSprite(
Being::BOTTOMCLOTHES_SPRITE, msg->readInt16());
if (msg.getId() == SMSG_BEING_MOVE)
{
msg.readInt32(); // server tick
}
msg->readInt16(); // shield
headTop = msg->readInt16();
headMid = msg->readInt16();
dstBeing->setSprite(Being::HAT_SPRITE, headTop);
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
dstBeing->setHairColor(msg->readInt16());
msg->readInt16(); // unknown
msg->readInt16(); // head dir
msg->readInt16(); // guild
msg->readInt16(); // unknown
msg->readInt16(); // unknown
msg->readInt16(); // manner
msg->readInt16(); // karma
msg->readInt8(); // unknown
dstBeing->setSex(1 - msg->readInt8()); // sex
if (msg.getId() == SMSG_BEING_MOVE)
{
//Uint16 srcX, srcY, dstX, dstY;
//msg.readCoordinatePair(srcX, srcY, dstX, dstY);
//dstBeing->setAction(Being::STAND);
//dstBeing->mX = srcX;
//dstBeing->mY = srcY;
//dstBeing->setDestination(dstX, dstY);
}
else
{
//Uint8 dir;
//msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir);
//dstBeing->setDirection(dir);
}
msg.readInt8(); // unknown
msg.readInt8(); // unknown
msg.readInt8(); // unknown / sit
break;
case SMSG_BEING_REMOVE:
// A being should be removed or has died
dstBeing = beingManager->findBeing(msg.readInt32());
if (!dstBeing)
break;
if (msg.readInt8() == 1)
{
dstBeing->setAction(Being::DEAD);
}
else
{
beingManager->destroyBeing(dstBeing);
}
if (dstBeing == player_node->getTarget())
{
player_node->stopAttack();
}
break;
case SMSG_BEING_ACTION:
srcBeing = beingManager->findBeing(msg.readInt32());
dstBeing = beingManager->findBeing(msg.readInt32());
msg.readInt32(); // server tick
msg.readInt32(); // src speed
msg.readInt32(); // dst speed
param1 = msg.readInt16();
msg.readInt16(); // param 2
type = msg.readInt8();
msg.readInt16(); // param 3
switch (type)
{
case 0: // Damage
if (dstBeing) {
dstBeing->takeDamage(param1);
}
if (srcBeing) {
srcBeing->handleAttack(dstBeing, param1);
}
break;
case 2: // Sit
if (srcBeing) {
srcBeing->mFrame = 0;
srcBeing->setAction(Being::SIT);
}
break;
case 3: // Stand up
if (srcBeing) {
srcBeing->mFrame = 0;
srcBeing->setAction(Being::STAND);
}
break;
}
break;
case SMSG_BEING_LEVELUP:
id = (Uint32) msg->readInt32();
if (id == player_node->getId()) {
logger->log("Level up");
sound.playSfx("sfx/levelup.ogg");
}
else {
logger->log("Someone else went level up");
}
Particle *levelupFX;
if (msg->readInt32() == 0) { // type
levelupFX = particleEngine->addEffect(
"graphics/particles/levelup.particle.xml", 0, 0);
}
else {
levelupFX = particleEngine->addEffect(
"graphics/particles/skillup.particle.xml", 0, 0);
}
beingManager->findBeing(id)->controlParticle(levelupFX);
break;
case SMSG_BEING_EMOTION:
if (!(dstBeing = beingManager->findBeing(msg.readInt32())))
{
break;
}
dstBeing->mEmotion = msg.readInt8();
dstBeing->mEmotionTime = EMOTION_TIME;
break;
case SMSG_BEING_CHANGE_LOOKS:
{
if (!(dstBeing = beingManager->findBeing(msg.readInt32())))
{
break;
}
int type = msg.readInt8();
int id = msg.readInt8();
switch (type) {
case 1:
dstBeing->setHairStyle(id);
break;
case 2:
dstBeing->setSprite(Being::WEAPON_SPRITE, id);
break;
case 3: // Change lower headgear for eAthena, pants for us
dstBeing->setSprite(
Being::BOTTOMCLOTHES_SPRITE, id);
break;
case 4: // Change upper headgear for eAthena, hat for us
dstBeing->setSprite(
Being::HAT_SPRITE, id);
break;
case 5: // Change middle headgear for eathena, armor for us
dstBeing->setSprite(
Being::TOPCLOTHES_SPRITE, id);
break;
case 6:
dstBeing->setHairColor(id);
break;
default:
logger->log("SMSG_BEING_CHANGE_LOOKS: unsupported type: "
"%d, id: %d", type, id);
break;
}
}
break;
case SMSG_BEING_NAME_RESPONSE:
if ((dstBeing = beingManager->findBeing(msg.readInt32())))
{
dstBeing->setName(msg.readString(24));
}
break;
case SMSG_PLAYER_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
// An update about a player, potentially including movement.
id = msg.readInt32();
speed = msg.readInt16();
msg.readInt16(); // option 1
msg.readInt16(); // option 2
msg.readInt16(); // option
job = msg.readInt16();
dstBeing = beingManager->findBeing(id);
if (!dstBeing)
{
dstBeing = beingManager->createBeing(id, job);
}
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
dstBeing->setHairStyle(msg->readInt16());
dstBeing->setSprite(
Being::WEAPON_SPRITE, msg->readInt16());
msg->readInt16(); // item id 2
headBottom = msg->readInt16();
if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readInt32(); // server tick
}
headTop = msg.readInt16();
headMid = msg.readInt16();
dstBeing->setHairColor(msg.readInt16());
msg.readInt16(); // unknown
msg.readInt16(); // head dir
msg.readInt32(); // guild
msg.readInt32(); // emblem
msg.readInt16(); // manner
msg.readInt8(); // karma
dstBeing->setSex(1 - msg.readInt8()); // sex
dstBeing->setSprite(
Being::BOTTOMCLOTHES_SPRITE, headBottom);
dstBeing->setSprite(Being::HAT_SPRITE, headTop);
dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
if (msg.getId() == SMSG_PLAYER_MOVE)
{
//Uint16 srcX, srcY, dstX, dstY;
//msg.readCoordinatePair(srcX, srcY, dstX, dstY);
//dstBeing->mX = srcX;
//dstBeing->mY = srcY;
//dstBeing->setDestination(dstX, dstY);
}
else
{
//Uint8 dir;
//msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir);
//dstBeing->setDirection(dir);
}
msg.readInt8(); // unknown
msg.readInt8(); // unknown
if (msg.getId() == SMSG_PLAYER_UPDATE_1)
{
if (msg.readInt8() == 2)
{
dstBeing->setAction(Being::SIT);
}
}
else if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readInt8(); // unknown
}
msg.readInt8(); // Lv
msg.readInt8(); // unknown
dstBeing->mWalkTime = tick_time;
dstBeing->mFrame = 0;
break;
case 0x0119:
// Change in players look
logger->log("0x0119 %i %i %i %x %i", msg->readInt32(),
msg->readInt16(), msg->readInt16(), msg->readInt16(),
msg->readInt8());
break;
*/
}
}
static void handleLooks(Player *being, MessageIn &msg)
{
// Order of sent slots. Has to be in sync with the server code.
static int const nb_slots = 4;
static int const slots[nb_slots] =
{ Being::WEAPON_SPRITE, Being::HAT_SPRITE, Being::TOPCLOTHES_SPRITE,
Being::BOTTOMCLOTHES_SPRITE };
int mask = msg.readInt8();
if (mask & (1 << 7))
{
// The equipment has to be cleared first.
for (int i = 0; i < nb_slots; ++i)
{
being->setSprite(slots[i], 0);
}
}
// Fill slots enumerated by the bitmask.
for (int i = 0; i < nb_slots; ++i)
{
if (!(mask & (1 << i))) continue;
int id = msg.readInt16();
being->setSprite(slots[i], id);
}
}
void
BeingHandler::handleBeingEnterMessage(MessageIn &msg)
{
int type = msg.readInt8();
int id = msg.readInt16();
Being::Action action = (Being::Action)msg.readInt8();
int px = msg.readInt16();
int py = msg.readInt16();
Being *being;
switch (type)
{
case OBJECT_PLAYER:
{
std::string name = msg.readString();
if (player_node->getName() == name)
{
being = player_node;
being->setId(id);
}
else
{
being = beingManager->createBeing(id, type, 0);
being->setName(name);
}
Player *p = static_cast< Player * >(being);
int hs = msg.readInt8(), hc = msg.readInt8();
p->setHairStyle(hs, hc);
p->setGender(msg.readInt8() == GENDER_MALE ? GENDER_MALE : GENDER_FEMALE);
handleLooks(p, msg);
} break;
case OBJECT_MONSTER:
case OBJECT_NPC:
{
int subtype = msg.readInt16();
being = beingManager->createBeing(id, type, subtype);
} break;
default:
return;
}
being->setPositionInPixels(px, py);
being->setDestination(px, py);
being->setAction(action);
}
void BeingHandler::handleBeingLeaveMessage(MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
if (!being) return;
beingManager->destroyBeing(being);
}
void BeingHandler::handleBeingsMoveMessage(MessageIn &msg)
{
while (msg.getUnreadLength())
{
int id = msg.readInt16();
int flags = msg.readInt8();
Being *being = beingManager->findBeing(id);
int sx = 0, sy = 0, dx = 0, dy = 0, speed = 0;
if (flags & MOVING_POSITION)
{
Uint16 sx2, sy2;
msg.readCoordinates(sx2, sy2);
sx = sx2 * 32 + 16;
sy = sy2 * 32 + 16;
speed = msg.readInt8();
}
if (flags & MOVING_DESTINATION)
{
dx = msg.readInt16();
dy = msg.readInt16();
if (!(flags & MOVING_POSITION))
{
sx = dx;
sy = dy;
}
}
if (!being || !(flags & (MOVING_POSITION | MOVING_DESTINATION)))
{
continue;
}
if (speed)
{
being->setWalkSpeed(speed * 10);
}
if (abs(being->getPixelX() - sx) + abs(being->getPixelY() - sy) > 4 * 32)
{
// Too large a desynchronization.
being->setPositionInPixels(sx, sy);
being->setDestination(dx, dy);
}
else if (!(flags & MOVING_POSITION))
{
being->setDestination(dx, dy);
}
else if (!(flags & MOVING_DESTINATION))
{
being->adjustCourse(sx, sy);
}
else
{
being->adjustCourse(sx, sy, dx, dy);
}
}
}
void BeingHandler::handleBeingAttackMessage(MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
int direction = msg.readInt8();
int attackType = msg.readInt8();
if (!being) return;
switch (direction)
{
case DIRECTION_UP: being->setDirection(Being::UP); break;
case DIRECTION_DOWN: being->setDirection(Being::DOWN); break;
case DIRECTION_LEFT: being->setDirection(Being::LEFT); break;
case DIRECTION_RIGHT: being->setDirection(Being::RIGHT); break;
}
being->setAction(Being::ATTACK, attackType);
}
void BeingHandler::handleBeingsDamageMessage(MessageIn &msg)
{
while (msg.getUnreadLength())
{
Being *being = beingManager->findBeing(msg.readInt16());
int damage = msg.readInt16();
if (being)
{
being->takeDamage(damage);
}
}
}
void BeingHandler::handleBeingActionChangeMessage(MessageIn &msg)
{
Being* being = beingManager->findBeing(msg.readInt16());
Being::Action action = (Being::Action) msg.readInt8();
if (!being) return;
being->setAction(action);
if (action == Being::DEAD && being==player_node)
{
static char const *const deadMsg[] =
{
_("You are dead."),
_("We regret to inform you that your character was killed in battle."),
_("You are not that alive anymore."),
_("The cold hands of the grim reaper are grabbing for your soul."),
_("Game Over!"),
_("No, kids. Your character did not really die. It... err... went to a better place."),
_("Your plan of breaking your enemies weapon by bashing it with your throat failed."),
_("I guess this did not run too well."),
_("Do you want your possessions identified?"), // Nethack reference
_("Sadly, no trace of you was ever found..."), // Secret of Mana reference
_("Annihilated."), // Final Fantasy VI reference
_("Looks like you got your head handed to you."), //Earthbound reference
_("You screwed up again, dump your body down the tubes and get you another one.") // Leisure Suit Larry 1 Reference
};
std::string message(deadMsg[rand()%13]);
message.append(_(" Press OK to respawn"));
OkDialog *dlg = new OkDialog(_("You died"), message);
dlg->addActionListener(&(Net::GameServer::Player::respawnListener));
}
}
void BeingHandler::handleBeingLooksChangeMessage(MessageIn &msg)
{
Being *being = beingManager->findBeing(msg.readInt16());
if (!being || being->getType() != Being::PLAYER) return;
handleLooks(static_cast< Player * >(being), msg);
}