/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 The Mana Developers
*
* This file is part of The Mana 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 <http://www.gnu.org/licenses/>.
*/
#include "net/manaserv/npchandler.h"
#include "actorspritemanager.h"
#include "event.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/manaserv_protocol.h"
#include "utils/stringutils.h"
extern Net::NpcHandler *npcHandler;
namespace ManaServ {
extern Connection *gameServerConnection;
NpcHandler::NpcHandler()
{
static const uint16_t _messages[] = {
GPMSG_NPC_CHOICE,
GPMSG_NPC_POST,
GPMSG_NPC_MESSAGE,
GPMSG_NPC_ERROR,
GPMSG_NPC_CLOSE,
GPMSG_NPC_NUMBER,
GPMSG_NPC_STRING,
0
};
handledMessages = _messages;
npcHandler = this;
}
void NpcHandler::handleMessage(MessageIn &msg)
{
Being *being = actorSpriteManager->findBeing(msg.readInt16());
if (!being || being->getType() != ActorSprite::NPC)
{
return;
}
int npcId = being->getId(), count = 0;
Event *event = nullptr;
switch (msg.getId())
{
case GPMSG_NPC_CHOICE:
event = new Event(Event::Menu);
event->setInt("id", npcId);
while (msg.getUnreadLength())
{
count++;
event->setString("choice" + toString(count), msg.readString());
}
event->setInt("choiceCount", count);
event->trigger(Event::NpcChannel);
break;
case GPMSG_NPC_NUMBER:
event = new Event(Event::IntegerInput);
event->setInt("id", npcId);
event->setInt("min", msg.readInt32());
event->setInt("max", msg.readInt32());
event->setInt("default", msg.readInt32());
event->trigger(Event::NpcChannel);
break;
case GPMSG_NPC_STRING:
event = new Event(Event::StringInput);
event->setInt("id", npcId);
event->trigger(Event::NpcChannel);
break;
case GPMSG_NPC_POST:
event = new Event(Event::Post);
event->setInt("id", npcId);
event->trigger(Event::NpcChannel);
break;
case GPMSG_NPC_ERROR:
event = new Event(Event::End);
event->setInt("id", npcId);
event->trigger(Event::NpcChannel);
break;
case GPMSG_NPC_MESSAGE:
event = new Event(Event::Message);
event->setInt("id", npcId);
event->setString("text", msg.readString());
event->trigger(Event::NpcChannel);
delete event;
event = new Event(Event::Next);
event->setInt("id", npcId);
event->trigger(Event::NpcChannel);
break;
case GPMSG_NPC_CLOSE:
event = new Event(Event::Close);
event->setInt("id", npcId);
event->trigger(Event::NpcChannel);
break;
}
delete event;
}
void NpcHandler::startShopping(int beingId)
{
// TODO
}
void NpcHandler::buy(int beingId)
{
// TODO
}
void NpcHandler::sell(int beingId)
{
// TODO
}
void NpcHandler::buyItem(int beingId, int itemId, int amount)
{
MessageOut msg(PGMSG_NPC_BUYSELL);
msg.writeInt16(itemId);
msg.writeInt16(amount);
gameServerConnection->send(msg);
}
void NpcHandler::sellItem(int beingId, int itemId, int amount)
{
MessageOut msg(PGMSG_NPC_BUYSELL);
msg.writeInt16(itemId);
msg.writeInt16(amount);
gameServerConnection->send(msg);
}
void NpcHandler::endShopping(int beingId)
{
// TODO
}
void NpcHandler::talk(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK);
msg.writeInt16(npcId);
gameServerConnection->send(msg);
}
void NpcHandler::nextDialog(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK_NEXT);
msg.writeInt16(npcId);
gameServerConnection->send(msg);
}
void NpcHandler::closeDialog(int npcId)
{
MessageOut msg(PGMSG_NPC_TALK_NEXT);
msg.writeInt16(npcId);
gameServerConnection->send(msg);
}
void NpcHandler::menuSelect(int npcId, int choice)
{
MessageOut msg(PGMSG_NPC_SELECT);
msg.writeInt16(npcId);
msg.writeInt8(choice);
gameServerConnection->send(msg);
}
void NpcHandler::integerInput(int npcId, int value)
{
MessageOut msg(PGMSG_NPC_NUMBER);
msg.writeInt16(npcId);
msg.writeInt32(value);
gameServerConnection->send(msg);
}
void NpcHandler::stringInput(int npcId, const std::string &value)
{
MessageOut msg(PGMSG_NPC_STRING);
msg.writeInt16(npcId);
msg.writeString(value);
gameServerConnection->send(msg);
}
void NpcHandler::sendLetter(int npcId, const std::string &recipient,
const std::string &text)
{
MessageOut msg(PGMSG_NPC_POST_SEND);
msg.writeString(recipient);
msg.writeString(text);
gameServerConnection->send(msg);
}
} // namespace ManaServ