/*
* 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/tmwa/playerhandler.h"
#include "net/tmwa/beinghandler.h"
#include "client.h"
#include "configuration.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "playerinfo.h"
#include "units.h"
#include "gui/buydialog.h"
#include "gui/buyselldialog.h"
#include "gui/gui.h"
#include "gui/okdialog.h"
#include "gui/selldialog.h"
#include "gui/statuswindow.h"
#include "gui/viewport.h"
#include "net/tmwa/messagein.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/protocol.h"
#include "utils/stringutils.h"
#include "utils/gettext.h"
extern OkDialog *weightNotice;
extern OkDialog *deathNotice;
// Max. distance we are willing to scroll after a teleport;
// everything beyond will reset the port hard.
const int MAP_TELEPORT_SCROLL_DISTANCE = 8;
// TODO Move somewhere else
namespace {
/**
* Listener used for handling the overweigth message.
*/
struct WeightListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event)
{
weightNotice = NULL;
}
} weightListener;
/**
* Listener used for handling death message.
*/
struct DeathListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event)
{
Net::getPlayerHandler()->respawn();
deathNotice = NULL;
BuyDialog::closeAll();
BuySellDialog::closeAll();
SellDialog::closeAll();
viewport->closePopupMenu();
Event::trigger(Event::NpcChannel, Event::CloseAll);
}
} deathListener;
} // anonymous namespace
static const char *randomDeathMessage()
{
static char const *const deadMsg[] =
{
N_("You are dead."),
N_("We regret to inform you that your character was killed in "
"battle."),
N_("You are not that alive anymore."),
N_("The cold hands of the grim reaper are grabbing for your soul."),
N_("Game Over!"),
N_("Insert coin to continue."),
N_("No, kids. Your character did not really die. It... "
"err... went to a better place."),
N_("Your plan of breaking your enemies weapon by "
"bashing it with your throat failed."),
N_("I guess this did not run too well."),
// NetHack reference:
N_("Do you want your possessions identified?"),
// Secret of Mana reference:
N_("Sadly, no trace of you was ever found..."),
// Final Fantasy VI reference:
N_("Annihilated."),
// Earthbound reference:
N_("Looks like you got your head handed to you."),
// Leisure Suit Larry 1 reference:
N_("You screwed up again, dump your body down the tubes "
"and get you another one."),
// Monty Python references (Dead Parrot sketch mostly):
N_("You're not dead yet. You're just resting."),
N_("You are no more."),
N_("You have ceased to be."),
N_("You've expired and gone to meet your maker."),
N_("You're a stiff."),
N_("Bereft of life, you rest in peace."),
N_("If you weren't so animated, you'd be pushing up the daisies."),
N_("Your metabolic processes are now history."),
N_("You're off the twig."),
N_("You've kicked the bucket."),
N_("You've shuffled off your mortal coil, run down the "
"curtain and joined the bleedin' choir invisibile."),
N_("You are an ex-player."),
N_("You're pining for the fjords.")
};
const int random = rand() % (sizeof(deadMsg) / sizeof(deadMsg[0]));
return gettext(deadMsg[random]);
}
extern Net::PlayerHandler *playerHandler;
namespace TmwAthena {
PlayerHandler::PlayerHandler()
{
static const Uint16 _messages[] = {
SMSG_WALK_RESPONSE,
SMSG_PLAYER_WARP,
SMSG_PLAYER_STAT_UPDATE_1,
SMSG_PLAYER_STAT_UPDATE_2,
SMSG_PLAYER_STAT_UPDATE_3,
SMSG_PLAYER_STAT_UPDATE_4,
SMSG_PLAYER_STAT_UPDATE_5,
SMSG_PLAYER_STAT_UPDATE_6,
SMSG_PLAYER_ARROW_MESSAGE,
0
};
handledMessages = _messages;
playerHandler = this;
}
void PlayerHandler::handleMessage(MessageIn &msg)
{
if (!local_player)
return;
switch (msg.getId())
{
case SMSG_WALK_RESPONSE:
/*
* This client assumes that all walk messages succeed,
* and that the server will send a correction notice
* otherwise.
*/
break;
case SMSG_PLAYER_WARP:
{
std::string mapPath = msg.readString(16);
int x = msg.readInt16();
int y = msg.readInt16();
logger->log("Warping to %s (%d, %d)", mapPath.c_str(), x, y);
/*
* We must clear the local player's target *before* the call
* to changeMap, as it deletes all beings.
*/
local_player->stopAttack();
Game *game = Game::instance();
const std::string ¤tMapName = game->getCurrentMapName();
bool sameMap = (currentMapName == mapPath);
// Switch the actual map, deleting the previous one if necessary
mapPath = mapPath.substr(0, mapPath.rfind("."));
game->changeMap(mapPath);
float scrollOffsetX = 0.0f;
float scrollOffsetY = 0.0f;
/* Scroll if necessary */
Map *map = game->getCurrentMap();
int tileX = local_player->getTileX();
int tileY = local_player->getTileY();
if (!sameMap
|| (abs(x - tileX) > MAP_TELEPORT_SCROLL_DISTANCE)
|| (abs(y - tileY) > MAP_TELEPORT_SCROLL_DISTANCE))
{
scrollOffsetX = (x - tileX) * map->getTileWidth();
scrollOffsetY = (y - tileY) * map->getTileHeight();
}
local_player->setAction(Being::STAND);
Vector pos = map->getTileCenter(x, y);
local_player->setPosition(pos);
// Stop movement
local_player->setDestination(pos.x, pos.y);
logger->log("Adjust scrolling by %d:%d", (int) scrollOffsetX,
(int) scrollOffsetY);
viewport->scrollBy(scrollOffsetX, scrollOffsetY);
}
break;
case SMSG_PLAYER_STAT_UPDATE_1:
{
if (!local_player)
break;
int type = msg.readInt16();
int value = msg.readInt32();
switch (type)
{
case 0x0000:
local_player->setMoveSpeed(Vector(value / 10,
value / 10, 0));
break;
case 0x0004: break; // manner
case 0x0005: PlayerInfo::setAttribute(HP, value); break;
case 0x0006: PlayerInfo::setAttribute(MAX_HP, value); break;
case 0x0007: PlayerInfo::setAttribute(MP, value); break;
case 0x0008: PlayerInfo::setAttribute(MAX_MP, value); break;
case 0x0009: PlayerInfo::setAttribute(CHAR_POINTS, value); break;
case 0x000b: PlayerInfo::setAttribute(LEVEL, value); break;
case 0x000c: PlayerInfo::setAttribute(SKILL_POINTS, value); break;
case 0x0018:
if (value >= PlayerInfo::getAttribute(MAX_WEIGHT) / 2 &&
PlayerInfo::getAttribute(TOTAL_WEIGHT) <
PlayerInfo::getAttribute(MAX_WEIGHT) / 2)
{
weightNotice = new OkDialog(_("Message"),
_("You are carrying more than "
"half your weight. You are "
"unable to regain health."));
weightNotice->addActionListener(
&weightListener);
}
PlayerInfo::setAttribute(TOTAL_WEIGHT, value);
break;
case 0x0019: PlayerInfo::setAttribute(MAX_WEIGHT, value); break;
case 0x0029: PlayerInfo::setStatBase(ATK, value); break;
case 0x002a: PlayerInfo::setStatMod(ATK, value); break;
case 0x002b: PlayerInfo::setStatBase(MATK, value); break;
case 0x002c: PlayerInfo::setStatMod(MATK, value); break;
case 0x002d: PlayerInfo::setStatBase(DEF, value); break;
case 0x002e: PlayerInfo::setStatMod(DEF, value); break;
case 0x002f: PlayerInfo::setStatBase(MDEF, value); break;
case 0x0030: PlayerInfo::setStatMod(MDEF, value); break;
case 0x0031: PlayerInfo::setStatBase(HIT, value); break;
case 0x0032: PlayerInfo::setStatBase(FLEE, value); break;
case 0x0033: PlayerInfo::setStatMod(FLEE, value); break;
case 0x0034: PlayerInfo::setStatBase(CRIT, value); break;
case 0x0035: local_player->setAttackSpeed(value); break;
case 0x0037: PlayerInfo::setStatBase(JOB, value); break;
case 500: local_player->setGMLevel(value); break;
}
if (PlayerInfo::getAttribute(HP) == 0 && !deathNotice)
{
viewport->shakeScreen(100);
deathNotice = new OkDialog(_("Message"),
randomDeathMessage(),
false);
deathNotice->addActionListener(&deathListener);
local_player->setAction(Being::DEAD);
}
}
if (statusWindow)
statusWindow->updateAttrs();
break;
case SMSG_PLAYER_STAT_UPDATE_2:
switch (msg.readInt16())
{
case 0x0001:
PlayerInfo::setAttribute(EXP, msg.readInt32());
break;
case 0x0002:
PlayerInfo::setStatExperience(JOB, msg.readInt32(),
PlayerInfo::getStatExperience(JOB).second);
break;
case 0x0014:
{
int oldMoney = PlayerInfo::getAttribute(MONEY);
int newMoney = msg.readInt32();
std::string money = Units::formatCurrency(
newMoney - oldMoney);
PlayerInfo::setAttribute(MONEY, newMoney);
if (newMoney > oldMoney)
{
if (config.getBoolValue("showpickupchat"))
SERVER_NOTICE(strprintf(_("You picked up %s."),
Units::formatCurrency(newMoney -
oldMoney).c_str()))
if (config.getBoolValue("showpickupparticle"))
local_player->addMessageToQueue(money,
UserPalette::PICKUP_INFO);
}
}
break;
case 0x0016:
PlayerInfo::setAttribute(EXP_NEEDED, msg.readInt32());
break;
case 0x0017:
PlayerInfo::setStatExperience(JOB,
PlayerInfo::getStatExperience(JOB).first,
msg.readInt32());
break;
}
break;
case SMSG_PLAYER_STAT_UPDATE_3: // Update a base attribute
{
int type = msg.readInt32();
int base = msg.readInt32();
int bonus = msg.readInt32();
PlayerInfo::setStatBase(type, base, false);
PlayerInfo::setStatMod(type, bonus);
}
break;
case SMSG_PLAYER_STAT_UPDATE_4: // Attribute increase ack
{
int type = msg.readInt16();
int ok = msg.readInt8();
int value = msg.readInt8();
if (ok != 1)
{
SERVER_NOTICE(_("Cannot raise skill!"))
}
PlayerInfo::setStatBase(type, value);
}
break;
// Updates stats and status points
case SMSG_PLAYER_STAT_UPDATE_5:
PlayerInfo::setAttribute(CHAR_POINTS, msg.readInt16());
{
int val = msg.readInt8();
PlayerInfo::setStatBase(STRENGTH, val);
if (val >= 99)
{
statusWindow->setPointsNeeded(STRENGTH, 0);
msg.readInt8();
}
else
{
statusWindow->setPointsNeeded(STRENGTH, msg.readInt8());
}
val = msg.readInt8();
PlayerInfo::setStatBase(AGILITY, val);
if (val >= 99)
{
statusWindow->setPointsNeeded(AGILITY, 0);
msg.readInt8();
}
else
{
statusWindow->setPointsNeeded(AGILITY, msg.readInt8());
}
val = msg.readInt8();
PlayerInfo::setStatBase(VITALITY, val);
if (val >= 99)
{
statusWindow->setPointsNeeded(VITALITY, 0);
msg.readInt8();
}
else
{
statusWindow->setPointsNeeded(VITALITY, msg.readInt8());
}
val = msg.readInt8();
PlayerInfo::setStatBase(INTELLIGENCE, val);
if (val >= 99)
{
statusWindow->setPointsNeeded(INTELLIGENCE, 0);
msg.readInt8();
}
else
{
statusWindow->setPointsNeeded(INTELLIGENCE, msg.readInt8());
}
val = msg.readInt8();
PlayerInfo::setStatBase(DEXTERITY, val);
if (val >= 99)
{
statusWindow->setPointsNeeded(DEXTERITY, 0);
msg.readInt8();
}
else
{
statusWindow->setPointsNeeded(DEXTERITY, msg.readInt8());
}
val = msg.readInt8();
PlayerInfo::setStatBase(LUCK, val);
if (val >= 99)
{
statusWindow->setPointsNeeded(LUCK, 0);
msg.readInt8();
}
else
{
statusWindow->setPointsNeeded(LUCK, msg.readInt8());
}
PlayerInfo::setStatBase(ATK, msg.readInt16(), false);
PlayerInfo::setStatMod(ATK, msg.readInt16());
PlayerInfo::setStatBase(MATK, msg.readInt16(), false);
PlayerInfo::setStatMod(MATK, msg.readInt16());
PlayerInfo::setStatBase(DEF, msg.readInt16(), false);
PlayerInfo::setStatMod(DEF, msg.readInt16());
PlayerInfo::setStatBase(MDEF, msg.readInt16(), false);
PlayerInfo::setStatMod(MDEF, msg.readInt16());
PlayerInfo::setStatBase(HIT, msg.readInt16());
PlayerInfo::setStatBase(FLEE, msg.readInt16(), false);
PlayerInfo::setStatMod(FLEE, msg.readInt16());
PlayerInfo::setStatBase(CRIT, msg.readInt16());
}
msg.readInt16(); // manner
break;
case SMSG_PLAYER_STAT_UPDATE_6:
switch (msg.readInt16())
{
case 0x0020:
statusWindow->setPointsNeeded(STRENGTH, msg.readInt8());
break;
case 0x0021:
statusWindow->setPointsNeeded(AGILITY, msg.readInt8());
break;
case 0x0022:
statusWindow->setPointsNeeded(VITALITY, msg.readInt8());
break;
case 0x0023:
statusWindow->setPointsNeeded(INTELLIGENCE, msg.readInt8());
break;
case 0x0024:
statusWindow->setPointsNeeded(DEXTERITY, msg.readInt8());
break;
case 0x0025:
statusWindow->setPointsNeeded(LUCK, msg.readInt8());
break;
}
break;
case SMSG_PLAYER_ARROW_MESSAGE:
{
int type = msg.readInt16();
switch (type)
{
case 0:
{
SERVER_NOTICE(_("Equip arrows first."))
}
break;
default:
logger->log("0x013b: Unhandled message %i", type);
break;
}
}
break;
}
}
void PlayerHandler::attack(int id)
{
MessageOut outMsg(CMSG_PLAYER_ATTACK);
outMsg.writeInt32(id);
outMsg.writeInt8(0);
}
void PlayerHandler::emote(int emoteId)
{
MessageOut outMsg(CMSG_PLAYER_EMOTE);
outMsg.writeInt8(emoteId);
}
void PlayerHandler::increaseAttribute(int attr)
{
if (attr >= STRENGTH && attr <= LUCK)
{
MessageOut outMsg(CMSG_STAT_UPDATE_REQUEST);
outMsg.writeInt16(attr);
outMsg.writeInt8(1);
}
}
void PlayerHandler::decreaseAttribute(int attr)
{
// Supported by eA?
}
void PlayerHandler::increaseSkill(int skillId)
{
if (PlayerInfo::getAttribute(SKILL_POINTS) <= 0)
return;
MessageOut outMsg(CMSG_SKILL_LEVELUP_REQUEST);
outMsg.writeInt16(skillId);
}
void PlayerHandler::pickUp(FloorItem *floorItem)
{
static Uint32 lastTime = 0;
// Avoid spamming the server with pick-up requests to prevent the player
// from being kicked.
if (!floorItem || SDL_GetTicks() < lastTime + 100)
return;
MessageOut outMsg(CMSG_ITEM_PICKUP);
outMsg.writeInt32(floorItem->getId());
lastTime = SDL_GetTicks();
}
void PlayerHandler::setDirection(char direction)
{
MessageOut outMsg(CMSG_PLAYER_CHANGE_DIR);
outMsg.writeInt16(0);
outMsg.writeInt8(direction);
}
void PlayerHandler::setDestination(int x, int y, int direction)
{
// The destination coordinates are received in pixel, so we translate them
// into tiles.
Map *map = Game::instance()->getCurrentMap();
MessageOut outMsg(CMSG_PLAYER_CHANGE_DEST);
outMsg.writeCoordinates(x / map->getTileWidth(), y / map->getTileHeight(),
direction);
}
void PlayerHandler::changeAction(Being::Action action)
{
char type;
switch (action)
{
case Being::SIT: type = 2; break;
case Being::STAND: type = 3; break;
default: return;
}
MessageOut outMsg(CMSG_PLAYER_CHANGE_ACT);
outMsg.writeInt32(0);
outMsg.writeInt8(type);
}
void PlayerHandler::respawn()
{
MessageOut outMsg(CMSG_PLAYER_RESTART);
outMsg.writeInt8(0);
}
void PlayerHandler::ignorePlayer(const std::string &player, bool ignore)
{
// TODO
}
void PlayerHandler::ignoreAll(bool ignore)
{
// TODO
}
bool PlayerHandler::canUseMagic()
{
return PlayerInfo::getStatEffective(MATK) > 0;
}
bool PlayerHandler::canCorrectAttributes()
{
return false;
}
int PlayerHandler::getJobLocation()
{
return JOB;
}
Vector PlayerHandler::getDefaultMoveSpeed() const
{
// Return an normalized speed for any side
// as the offset is calculated elsewhere.
// in ticks per tile.
return Vector(15.0f, 15.0f, 0.0f);
}
Vector PlayerHandler::getPixelsPerTickMoveSpeed(const Vector &speed, Map *map)
{
Game *game = Game::instance();
if (game && !map)
map = game->getCurrentMap();
if (!map || speed.x == 0 || speed.y == 0)
{
logger->log("TmwAthena::PlayerHandler: Speed set to default: "
"Map not yet initialized or invalid speed.");
return getDefaultMoveSpeed();
}
Vector speedInTicks;
// speedInTicks.z = 0; // We don't use z for now.
speedInTicks.x = 1 / speed.x * (float)map->getTileWidth();
speedInTicks.y = 1 / speed.y * (float)map->getTileHeight();
return speedInTicks;
}
} // namespace TmwAthena