/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "net/ea/npchandler.h" #include "beingmanager.h" #include "localplayer.h" #include "npc.h" #include "gui/npcdialog.h" #include "net/messagein.h" #include "net/messageout.h" #include "net/net.h" #include "net/npchandler.h" #include "net/ea/protocol.h" #include extern Net::NpcHandler *npcHandler; namespace EAthena { NpcHandler::NpcHandler() { static const Uint16 _messages[] = { SMSG_NPC_CHOICE, SMSG_NPC_MESSAGE, SMSG_NPC_NEXT, SMSG_NPC_CLOSE, SMSG_NPC_INT_INPUT, SMSG_NPC_STR_INPUT, 0 }; handledMessages = _messages; npcHandler = this; } void NpcHandler::handleMessage(Net::MessageIn &msg) { int id; bool resetPlayer = false; switch (msg.getId()) { case SMSG_NPC_CHOICE: msg.readInt16(); // length current_npc = msg.readInt32(); npcDialog->setNpc(current_npc); npcDialog->choiceRequest(); npcDialog->parseListItems(msg.readString(msg.getLength() - 8)); npcDialog->setVisible(true); resetPlayer = true; break; case SMSG_NPC_MESSAGE: msg.readInt16(); // length current_npc = msg.readInt32(); npcDialog->setNpc(current_npc); npcDialog->addText(msg.readString(msg.getLength() - 8)); npcDialog->setVisible(true); resetPlayer = true; break; case SMSG_NPC_CLOSE: id = msg.readInt32(); // If we're talking to that NPC, show the close button if (id == current_npc) { npcDialog->showCloseButton(); resetPlayer = true; } // Otherwise, move on as an empty dialog doesn't help else closeDialog(id); break; case SMSG_NPC_NEXT: id = msg.readInt32(); // If we're talking to that NPC, show the next button if (id == current_npc) { npcDialog->showNextButton(); resetPlayer = true; } // Otherwise, move on as an empty dialog doesn't help else nextDialog(id); break; case SMSG_NPC_INT_INPUT: // Request for an integer current_npc = msg.readInt32(); npcDialog->setNpc(current_npc); npcDialog->integerRequest(0); npcDialog->setVisible(true); resetPlayer = true; break; case SMSG_NPC_STR_INPUT: // Request for a string current_npc = msg.readInt32(); npcDialog->setNpc(current_npc); npcDialog->textRequest(""); npcDialog->setVisible(true); resetPlayer = true; break; } if (resetPlayer && player_node->mAction != Being::SIT) player_node->setAction(Being::STAND); } void NpcHandler::talk(int npcId) { MessageOut outMsg(CMSG_NPC_TALK); outMsg.writeInt32(npcId); outMsg.writeInt8(0); // Unused } void NpcHandler::nextDialog(int npcId) { MessageOut outMsg(CMSG_NPC_NEXT_REQUEST); outMsg.writeInt32(npcId); } void NpcHandler::closeDialog(int npcId) { MessageOut outMsg(CMSG_NPC_CLOSE); outMsg.writeInt32(npcId); npcDialog->setText(""); npcDialog->setVisible(false); } void NpcHandler::listInput(int npcId, int value) { MessageOut outMsg(CMSG_NPC_LIST_CHOICE); outMsg.writeInt32(npcId); outMsg.writeInt8(value); } void NpcHandler::integerInput(int npcId, int value) { MessageOut outMsg(CMSG_NPC_INT_RESPONSE); outMsg.writeInt32(npcId); outMsg.writeInt32(value); } void NpcHandler::stringInput(int npcId, const std::string &value) { MessageOut outMsg(CMSG_NPC_STR_RESPONSE); outMsg.writeInt16(value.length() + 9); outMsg.writeInt32(npcId); outMsg.writeString(value, value.length()); outMsg.writeInt8(0); // Prevent problems with string reading } void NpcHandler::sendLetter(int npcId, const std::string &recipient, const std::string &text) { // TODO } void NpcHandler::startShopping(int beingId) { // TODO } void NpcHandler::buy(int beingId) { MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(beingId); outMsg.writeInt8(0); // Buy } void NpcHandler::sell(int beingId) { MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(beingId); outMsg.writeInt8(1); // Sell } void NpcHandler::buyItem(int beingId, int itemId, int amount) { MessageOut outMsg(CMSG_NPC_BUY_REQUEST); outMsg.writeInt16(8); // One item (length of packet) outMsg.writeInt16(amount); outMsg.writeInt16(itemId); } void NpcHandler::sellItem(int beingId, int itemId, int amount) { MessageOut outMsg(CMSG_NPC_SELL_REQUEST); outMsg.writeInt16(8); // One item (length of packet) outMsg.writeInt16(itemId + INVENTORY_OFFSET); outMsg.writeInt16(amount); } void NpcHandler::endShopping(int beingId) { // TODO } } // namespace EAthena