/* * 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/playerhandler.h" #include "net/ea/protocol.h" #include "net/messagein.h" #include "net/messageout.h" #include "engine.h" #include "localplayer.h" #include "log.h" #include "npc.h" #include "units.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/gui.h" #include "gui/okdialog.h" #include "gui/sell.h" #include "gui/statuswindow.h" #include "gui/storagewindow.h" #include "gui/viewport.h" #include "gui/widgets/chattab.h" #include "utils/stringutils.h" #include "utils/gettext.h" // TODO Move somewhere else OkDialog *weightNotice = NULL; OkDialog *deathNotice = NULL; // Max. distance we are willing to scroll after a teleport; // everything beyond will reset the port hard. static const int MAP_TELEPORT_SCROLL_DISTANCE = 8; #define ATTR_BONUS(atr) \ (player_node->getAttributeEffective(atr) - player_node->getAttributeBase(atr)) // 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->setVisible(false); sellDialog->setVisible(false); buySellDialog->setVisible(false); if (storageWindow->isVisible()) storageWindow->close(); viewport->closePopupMenu(); } } 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]); } Net::PlayerHandler *playerHandler; namespace EAthena { 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(Net::MessageIn &msg) { 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); bool nearby; Uint16 x = msg.readInt16(); Uint16 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. */ player_node->stopAttack(); nearby = (engine->getCurrentMapName() == mapPath); // Switch the actual map, deleting the previous one if necessary mapPath = mapPath.substr(0, mapPath.rfind(".")); engine->changeMap(mapPath); float scrollOffsetX = 0.0f; float scrollOffsetY = 0.0f; /* Scroll if neccessary */ if (!nearby || (abs(x - player_node->getTileX()) > MAP_TELEPORT_SCROLL_DISTANCE) || (abs(y - player_node->getTileY()) > MAP_TELEPORT_SCROLL_DISTANCE)) { scrollOffsetX = (x - player_node->getTileX()) * 32; scrollOffsetY = (y - player_node->getTileY()) * 32; } player_node->setAction(Being::STAND); player_node->mFrame = 0; player_node->setTileCoords(x, y); logger->log("Adjust scrolling by %d:%d", (int) scrollOffsetX, (int) scrollOffsetY); viewport->scrollBy(scrollOffsetX, scrollOffsetY); } break; case SMSG_PLAYER_STAT_UPDATE_1: { int type = msg.readInt16(); int value = msg.readInt32(); switch (type) { case 0x0000: player_node->setWalkSpeed(value); break; case 0x0004: break; // manner case 0x0005: player_node->setHp(value); break; case 0x0006: player_node->setMaxHp(value); break; case 0x0007: player_node->setMP(value); break; case 0x0008: player_node->setMaxMP(value); break; case 0x0009: player_node->setCharacterPoints(value); break; case 0x000b: player_node->setLevel(value); break; case 0x000c: player_node->setSkillPoints(value); break; case 0x0018: if (value >= player_node->getMaxWeight() / 2 && player_node->getTotalWeight() < player_node->getMaxWeight() / 2) { weightNotice = new OkDialog(_("Message"), _("You are carrying more than " "half your weight. You are " "unable to regain health.")); weightNotice->addActionListener( &weightListener); } player_node->setTotalWeight(value); break; case 0x0019: player_node->setMaxWeight(value); break; case 0x0029: player_node->setAttributeEffective(ATK, value + ATTR_BONUS(ATK)); player_node->setAttributeBase(ATK, value); break; case 0x002a: value += player_node->getAttributeBase(ATK); player_node->setAttributeEffective(ATK, value); break; case 0x002b: player_node->setAttributeEffective(MATK, value + ATTR_BONUS(MATK)); player_node->setAttributeBase(MATK, value); statusWindow->update(StatusWindow::MP); break; case 0x002c: value += player_node->getAttributeBase(MATK); player_node->setAttributeEffective(MATK, value); statusWindow->update(StatusWindow::MP); break; case 0x002d: player_node->setAttributeEffective(DEF, value + ATTR_BONUS(DEF)); player_node->setAttributeBase(DEF, value); break; case 0x002e: value += player_node->getAttributeBase(DEF); player_node->setAttributeEffective(DEF, value); break; case 0x002f: player_node->setAttributeEffective(MDEF, value + ATTR_BONUS(MDEF)); player_node->setAttributeBase(MDEF, value); break; case 0x0030: value += player_node->getAttributeBase(MDEF); player_node->setAttributeEffective(MDEF, value); break; case 0x0031: player_node->setAttributeBase(HIT, value); player_node->setAttributeEffective(HIT, value); break; case 0x0032: player_node->setAttributeEffective(FLEE, value + ATTR_BONUS(FLEE)); player_node->setAttributeBase(FLEE, value); break; case 0x0033: value += player_node->getAttributeBase(FLEE); player_node->setAttributeEffective(FLEE, value); break; case 0x0034: player_node->setAttributeBase(CRIT, value); player_node->setAttributeEffective(CRIT, value); break; case 0x0035: player_node->mAttackSpeed = value; break; case 0x0037: player_node->setAttributeBase(JOB, value); player_node->setAttributeEffective(JOB, value); break; case 500: player_node->setGMLevel(value); break; } if (player_node->getHp() == 0 && !deathNotice) { deathNotice = new OkDialog(_("Message"), randomDeathMessage()); deathNotice->addActionListener(&deathListener); player_node->setAction(Being::DEAD); } } break; case SMSG_PLAYER_STAT_UPDATE_2: switch (msg.readInt16()) { case 0x0001: player_node->setExp(msg.readInt32()); break; case 0x0002: player_node->setExperience(JOB, msg.readInt32(), player_node->getExperience(JOB).second); break; case 0x0014: { int curGp = player_node->getMoney(); player_node->setMoney(msg.readInt32()); if (player_node->getMoney() > curGp) localChatTab->chatLog(strprintf(_("You picked up " "%s."), Units::formatCurrency(player_node->getMoney() - curGp).c_str()), BY_SERVER); } break; case 0x0016: player_node->setExpNeeded(msg.readInt32()); break; case 0x0017: player_node->setExperience(JOB, player_node->getExperience(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(); player_node->setAttributeBase(type, base); player_node->setAttributeEffective(type, base + 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) { localChatTab->chatLog(_("Cannot raise skill!"), BY_SERVER); } int bonus = ATTR_BONUS(type); player_node->setAttributeBase(type, value); player_node->setAttributeEffective(type, value + bonus); } break; // Updates stats and status points case SMSG_PLAYER_STAT_UPDATE_5: player_node->setCharacterPoints(msg.readInt16()); { int val = msg.readInt8(); player_node->setAttributeEffective(STR, val + ATTR_BONUS(STR)); player_node->setAttributeBase(STR, val); if (val >= 99) { statusWindow->setPointsNeeded(STR, 0); msg.readInt8(); } else { statusWindow->setPointsNeeded(STR, msg.readInt8()); } val = msg.readInt8(); player_node->setAttributeEffective(AGI, val + ATTR_BONUS(AGI)); player_node->setAttributeBase(AGI, val); if (val >= 99) { statusWindow->setPointsNeeded(AGI, 0); msg.readInt8(); } else { statusWindow->setPointsNeeded(AGI, msg.readInt8()); } val = msg.readInt8(); player_node->setAttributeEffective(VIT, val + ATTR_BONUS(VIT)); player_node->setAttributeBase(VIT, val); if (val >= 99) { statusWindow->setPointsNeeded(VIT, 0); msg.readInt8(); } else { statusWindow->setPointsNeeded(VIT, msg.readInt8()); } val = msg.readInt8(); player_node->setAttributeEffective(INT, val + ATTR_BONUS(INT)); player_node->setAttributeBase(INT, val); if (val >= 99) { statusWindow->setPointsNeeded(INT, 0); msg.readInt8(); } else { statusWindow->setPointsNeeded(INT, msg.readInt8()); } val = msg.readInt8(); player_node->setAttributeEffective(DEX, val + ATTR_BONUS(DEX)); player_node->setAttributeBase(DEX, val); if (val >= 99) { statusWindow->setPointsNeeded(DEX, 0); msg.readInt8(); } else { statusWindow->setPointsNeeded(DEX, msg.readInt8()); } val = msg.readInt8(); player_node->setAttributeEffective(LUK, val + ATTR_BONUS(LUK)); player_node->setAttributeBase(LUK, val); if (val >= 99) { statusWindow->setPointsNeeded(LUK, 0); msg.readInt8(); } else { statusWindow->setPointsNeeded(LUK, msg.readInt8()); } val = msg.readInt16(); // ATK player_node->setAttributeBase(ATK, val); val += msg.readInt16(); // ATK bonus player_node->setAttributeEffective(ATK, val); val = msg.readInt16(); // MATK player_node->setAttributeBase(MATK, val); val += msg.readInt16(); // MATK bonus player_node->setAttributeEffective(MATK, val); statusWindow->update(StatusWindow::MP); val = msg.readInt16(); // DEF player_node->setAttributeBase(DEF, val); val += msg.readInt16(); // DEF bonus player_node->setAttributeEffective(DEF, val); val = msg.readInt16(); // MDEF player_node->setAttributeBase(MDEF, val); val += msg.readInt16(); // MDEF bonus player_node->setAttributeEffective(MDEF, val); val = msg.readInt16(); // HIT player_node->setAttributeBase(HIT, val); player_node->setAttributeEffective(HIT, val); val = msg.readInt16(); // FLEE player_node->setAttributeBase(FLEE, val); val += msg.readInt16(); // FLEE bonus player_node->setAttributeEffective(FLEE, val); val = msg.readInt16(); player_node->setAttributeBase(CRIT, val); player_node->setAttributeEffective(CRIT, val); } msg.readInt16(); // manner break; case SMSG_PLAYER_STAT_UPDATE_6: switch (msg.readInt16()) { case 0x0020: statusWindow->setPointsNeeded(STR, msg.readInt8()); break; case 0x0021: statusWindow->setPointsNeeded(AGI, msg.readInt8()); break; case 0x0022: statusWindow->setPointsNeeded(VIT, msg.readInt8()); break; case 0x0023: statusWindow->setPointsNeeded(INT, msg.readInt8()); break; case 0x0024: statusWindow->setPointsNeeded(DEX, msg.readInt8()); break; case 0x0025: statusWindow->setPointsNeeded(LUK, msg.readInt8()); break; } break; case SMSG_PLAYER_ARROW_MESSAGE: { int type = msg.readInt16(); switch (type) { case 0: localChatTab->chatLog(_("Equip arrows first."), BY_SERVER); 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(size_t attr) { if (attr >= STR && attr <= LUK) { MessageOut outMsg(CMSG_STAT_UPDATE_REQUEST); outMsg.writeInt16(attr); outMsg.writeInt8(1); } } void PlayerHandler::decreaseAttribute(size_t attr) { // Supported by eA? } void PlayerHandler::increaseSkill(int skillId) { if (player_node->getSkillPoints() <= 0) return; MessageOut outMsg(CMSG_SKILL_LEVELUP_REQUEST); outMsg.writeInt16(skillId); } void PlayerHandler::pickUp(FloorItem *floorItem) { MessageOut outMsg(CMSG_ITEM_PICKUP); outMsg.writeInt32(floorItem->getId()); } 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) { MessageOut outMsg(CMSG_PLAYER_CHANGE_DEST); outMsg.writeCoordinates(x, y, 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 player_node->getAttributeEffective(MATK) > 0; } bool PlayerHandler::canCorrectAttributes() { return false; } int PlayerHandler::getJobLocation() { return JOB; } } // namespace EAthena