/* * 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/manaserv/npchandler.h" #include "net/manaserv/connection.h" #include "net/manaserv/messagein.h" #include "net/manaserv/messageout.h" #include "net/manaserv/protocol.h" #include "net/manaserv/gameserver/internal.h" #include "net/manaserv/gameserver/player.h" #include "beingmanager.h" #include "npc.h" #include "gui/npcpostdialog.h" #include "gui/npcdialog.h" Net::NpcHandler *npcHandler; namespace ManaServ { NpcHandler::NpcHandler() { static const Uint16 _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(Net::MessageIn &msg) { Being *being = beingManager->findBeing(msg.readInt16()); if (!being || being->getType() != Being::NPC) { return; } current_npc = being->getId(); npcDialog->setNpc(current_npc); switch (msg.getId()) { case GPMSG_NPC_CHOICE: npcDialog->choiceRequest(); while (msg.getUnreadLength()) { npcDialog->addChoice(msg.readString()); } break; case GPMSG_NPC_NUMBER: { int min_num = msg.readInt32(); int max_num = msg.readInt32(); npcDialog->integerRequest(msg.readInt32(), min_num, max_num); break; } case GPMSG_NPC_STRING: npcDialog->textRequest(""); break; case GPMSG_NPC_POST: npcDialog->setVisible(false); npcPostDialog->clear(); npcPostDialog->setVisible(true); break; case GPMSG_NPC_ERROR: current_npc = NULL; break; case GPMSG_NPC_MESSAGE: npcDialog->addText(msg.readString(msg.getUnreadLength())); npcDialog->showNextButton(); npcDialog->setVisible(true); break; case GPMSG_NPC_CLOSE: npcDialog->showCloseButton(); break; } } void NpcHandler::talk(int npcId) { MessageOut msg(PGMSG_NPC_TALK); msg.writeInt16(npcId); GameServer::connection->send(msg); } void NpcHandler::nextDialog(int npcId) { MessageOut msg(PGMSG_NPC_TALK_NEXT); msg.writeInt16(npcId); GameServer::connection->send(msg); } void NpcHandler::closeDialog(int npcId) { MessageOut msg(PGMSG_NPC_TALK_NEXT); msg.writeInt16(npcId); GameServer::connection->send(msg); npcDialog->setVisible(false); npcDialog->setText(""); } void NpcHandler::listInput(int npcId, int value) { MessageOut msg(PGMSG_NPC_SELECT); msg.writeInt16(npcId); msg.writeInt8(value); GameServer::connection->send(msg); } void NpcHandler::integerInput(int npcId, int value) { MessageOut msg(PGMSG_NPC_NUMBER); msg.writeInt16(npcId); msg.writeInt32(value); GameServer::connection->send(msg); } void NpcHandler::stringInput(int npcId, const std::string &value) { MessageOut msg(PGMSG_NPC_STRING); msg.writeInt16(npcId); msg.writeString(value); GameServer::connection->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); GameServer::connection->send(msg); } 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); GameServer::connection->send(msg); } void NpcHandler::sellItem(int beingId, int itemId, int amount) { MessageOut msg(PGMSG_NPC_BUYSELL); msg.writeInt16(itemId); msg.writeInt16(amount); GameServer::connection->send(msg); } void NpcHandler::endShopping(int beingId) { // TODO } } // namespace ManaServ