/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 The ManaPlus Developers
*
* This file is part of The ManaPlus 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/ea/playerhandler.h"
#include "logger.h"
#include "party.h"
#include "playerinfo.h"
#include "units.h"
#include "gui/okdialog.h"
#include "gui/skilldialog.h"
#include "gui/statuswindow.h"
#include "gui/viewport.h"
#include "net/messagein.h"
#include "net/npchandler.h"
#include "net/ea/eaprotocol.h"
#include "utils/gettext.h"
#include "debug.h"
extern OkDialog *weightNotice;
extern OkDialog *deathNotice;
extern int weightNoticeTime;
// 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;
// TODO Move somewhere else
namespace
{
/**
* Listener used for handling the overweigth message.
*/
struct WeightListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event A_UNUSED)
{
weightNotice = nullptr;
}
} weightListener;
/**
* Listener used for handling death message.
*/
struct DeathListener : public gcn::ActionListener
{
void action(const gcn::ActionEvent &event A_UNUSED)
{
if (Net::getPlayerHandler())
Net::getPlayerHandler()->respawn();
deathNotice = nullptr;
Game::closeDialogs();
if (viewport)
viewport->closePopupMenu();
Net::NpcHandler *handler = Net::getNpcHandler();
if (handler)
handler->clearDialogs();
if (player_node)
player_node->respawn();
}
} 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 = static_cast<int>(rand() % (sizeof(deadMsg)
/ sizeof(deadMsg[0])));
return gettext(deadMsg[random]);
}
namespace Ea
{
PlayerHandler::PlayerHandler()
{
}
void PlayerHandler::decreaseAttribute(int attr A_UNUSED)
{
// Supported by eA?
}
void PlayerHandler::ignorePlayer(const std::string &player A_UNUSED,
bool ignore A_UNUSED)
{
// TODO
}
void PlayerHandler::ignoreAll(bool ignore A_UNUSED)
{
// TODO
}
bool PlayerHandler::canCorrectAttributes() const
{
return false;
}
Vector PlayerHandler::getDefaultWalkSpeed() const
{
// Return an normalized speed for any side
// as the offset is calculated elsewhere.
return Vector(150, 150, 0);
}
void PlayerHandler::processWalkResponse(Net::MessageIn &msg)
{
/*
* This client assumes that all walk messages succeed,
* and that the server will send a correction notice
* otherwise.
*/
Uint16 srcX, srcY, dstX, dstY;
msg.readInt32(); //tick
msg.readCoordinatePair(srcX, srcY, dstX, dstY);
if (player_node)
player_node->setRealPos(dstX, dstY);
}
void PlayerHandler::processPlayerWarp(Net::MessageIn &msg)
{
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);
if (!player_node)
logger->log1("SMSG_PLAYER_WARP player_node null");
/*
* We must clear the local player's target *before* the call
* to changeMap, as it deletes all beings.
*/
if (player_node)
player_node->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;
if (player_node)
{
Map *map = game->getCurrentMap();
if (map)
{
if (x >= map->getWidth())
x = map->getWidth() - 1;
if (y >= map->getHeight())
y = map->getHeight() - 1;
if (x < 0)
x = 0;
if (y < 0)
y = 0;
/* Scroll if neccessary */
if (!sameMap
|| (abs(x - player_node->getTileX())
> MAP_TELEPORT_SCROLL_DISTANCE)
|| (abs(y - player_node->getTileY())
> MAP_TELEPORT_SCROLL_DISTANCE))
{
scrollOffsetX = static_cast<float>((x
- player_node->getTileX())
* map->getTileWidth());
scrollOffsetY = static_cast<float>((y
- player_node->getTileY())
* map->getTileHeight());
}
}
player_node->setAction(Being::STAND);
player_node->setTileCoords(x, y);
player_node->navigateClean();
}
logger->log("Adjust scrolling by %d:%d",
static_cast<int>(scrollOffsetX),
static_cast<int>(scrollOffsetY));
if (viewport)
viewport->scrollBy(scrollOffsetX, scrollOffsetY);
}
void PlayerHandler::processPlayerStatUpdate1(Net::MessageIn &msg)
{
int type = msg.readInt16();
int value = msg.readInt32();
if (!player_node)
return;
switch (type)
{
case 0x0000:
player_node->setWalkSpeed(Vector(static_cast<float>(
value), static_cast<float>(value), 0));
PlayerInfo::setStatBase(WALK_SPEED, value);
PlayerInfo::setStatMod(WALK_SPEED, 0);
break;
case 0x0004: break; // manner
case 0x0005:
PlayerInfo::setAttribute(HP, value);
if (player_node->isInParty() && Party::getParty(1))
{
PartyMember *m = Party::getParty(1)
->getMember(player_node->getId());
if (m)
{
m->setHp(value);
m->setMaxHp(PlayerInfo::getAttribute(MAX_HP));
}
}
break;
case 0x0006:
PlayerInfo::setAttribute(MAX_HP, value);
if (player_node->isInParty() && Party::getParty(1))
{
PartyMember *m = Party::getParty(1)->getMember(
player_node->getId());
if (m)
{
m->setHp(PlayerInfo::getAttribute(HP));
m->setMaxHp(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);
if (player_node)
{
player_node->setLevel(value);
player_node->updateName();
}
break;
case 0x000c:
PlayerInfo::setAttribute(SKILL_POINTS, value);
if (skillDialog)
skillDialog->update();
break;
case 0x0018:
if (!weightNotice)
{
const int max = PlayerInfo::getAttribute(MAX_WEIGHT) / 2;
const int total = PlayerInfo::getAttribute(TOTAL_WEIGHT);
if (value >= max && total < max)
{
weightNoticeTime = cur_time + 5;
weightNotice = new OkDialog(_("Message"),
_("You are carrying more than "
"half your weight. You are "
"unable to regain health."), false);
weightNotice->addActionListener(
&weightListener);
}
else if (value < max && total >= max)
{
weightNoticeTime = cur_time + 5;
weightNotice = new OkDialog(_("Message"),
_("You are carrying less than "
"half your weight. You "
"can regain health."), false);
weightNotice->addActionListener(
&weightListener);
}
}
PlayerInfo::setAttribute(TOTAL_WEIGHT, value);
break;
case 0x0019:
PlayerInfo::setAttribute(MAX_WEIGHT, value);
break;
case 0x0029:
PlayerInfo::setStatBase(EA_ATK, value);
PlayerInfo::updateAttrs();
break;
case 0x002a:
PlayerInfo::setStatMod(EA_ATK, value);
PlayerInfo::updateAttrs();
break;
case 0x002b:
PlayerInfo::setStatBase(EA_MATK, value);
break;
case 0x002c:
PlayerInfo::setStatMod(EA_MATK, value);
break;
case 0x002d:
PlayerInfo::setStatBase(EA_DEF, value);
break;
case 0x002e:
PlayerInfo::setStatMod(EA_DEF, value);
break;
case 0x002f:
PlayerInfo::setStatBase(EA_MDEF, value);
break;
case 0x0030:
PlayerInfo::setStatMod(EA_MDEF, value);
break;
case 0x0031:
PlayerInfo::setStatBase(EA_HIT, value);
break;
case 0x0032:
PlayerInfo::setStatBase(EA_FLEE, value);
break;
case 0x0033:
PlayerInfo::setStatMod(EA_FLEE, value);
break;
case 0x0034:
PlayerInfo::setStatBase(EA_CRIT, value);
break;
case 0x0035:
player_node->setAttackSpeed(value);
PlayerInfo::setStatBase(ATTACK_DELAY, value);
PlayerInfo::setStatMod(ATTACK_DELAY, 0);
PlayerInfo::updateAttrs();
break;
case 0x0037:
PlayerInfo::setStatBase(EA_JOB, value);
break;
case 500:
player_node->setGMLevel(value);
break;
default:
logger->log("QQQQ PLAYER_STAT_UPDATE_1 "
+ toString(type) + "," + toString(value));
break;
}
if (PlayerInfo::getAttribute(HP) == 0 && !deathNotice)
{
deathNotice = new OkDialog(_("Message"),
randomDeathMessage(),
false);
deathNotice->addActionListener(&deathListener);
player_node->setAction(Being::DEAD);
}
}
void PlayerHandler::processPlayerStatUpdate2(Net::MessageIn &msg)
{
int type = msg.readInt16();
switch (type)
{
case 0x0001:
PlayerInfo::setAttribute(EXP, msg.readInt32());
break;
case 0x0002:
PlayerInfo::setStatExperience(EA_JOB, msg.readInt32(),
PlayerInfo::getStatExperience(EA_JOB).second);
break;
case 0x0014:
{
int oldMoney = PlayerInfo::getAttribute(MONEY);
int newMoney = msg.readInt32();
if (newMoney > oldMoney)
{
SERVER_NOTICE(strprintf(_("You picked up %s."),
Units::formatCurrency(newMoney -
oldMoney).c_str()))
}
else if (newMoney < oldMoney)
{
SERVER_NOTICE(strprintf(_("You spent %s."),
Units::formatCurrency(oldMoney -
newMoney).c_str()))
}
PlayerInfo::setAttribute(MONEY, newMoney);
break;
}
case 0x0016:
PlayerInfo::setAttribute(EXP_NEEDED, msg.readInt32());
break;
case 0x0017:
PlayerInfo::setStatExperience(EA_JOB,
PlayerInfo::getStatExperience(EA_JOB).first,
msg.readInt32());
break;
default:
logger->log("QQQQ PLAYER_STAT_UPDATE_2 " + toString(type));
break;
}
}
void PlayerHandler::processPlayerStatUpdate3(Net::MessageIn &msg)
{
int type = msg.readInt32();
int base = msg.readInt32();
int bonus = msg.readInt32();
PlayerInfo::setStatBase(type, base, false);
PlayerInfo::setStatMod(type, bonus);
if (type == EA_ATK || type == ATTACK_DELAY)
PlayerInfo::updateAttrs();
}
void PlayerHandler::processPlayerStatUpdate4(Net::MessageIn &msg)
{
int type = msg.readInt16();
int ok = msg.readInt8();
int value = msg.readInt8();
if (ok != 1)
{
int oldValue = PlayerInfo::getStatBase(type);
int points = PlayerInfo::getAttribute(CHAR_POINTS);
points += oldValue - value;
PlayerInfo::setAttribute(CHAR_POINTS, points);
SERVER_NOTICE(_("Cannot raise skill!"))
}
PlayerInfo::setStatBase(type, value);
}
void PlayerHandler::processPlayerStatUpdate5(Net::MessageIn &msg)
{
PlayerInfo::setAttribute(CHAR_POINTS, msg.readInt16());
int val = msg.readInt8();
PlayerInfo::setStatBase(EA_STR, val);
if (statusWindow)
statusWindow->setPointsNeeded(EA_STR, msg.readInt8());
else
msg.readInt8();
val = msg.readInt8();
PlayerInfo::setStatBase(EA_AGI, val);
if (statusWindow)
statusWindow->setPointsNeeded(EA_AGI, msg.readInt8());
else
msg.readInt8();
val = msg.readInt8();
PlayerInfo::setStatBase(EA_VIT, val);
if (statusWindow)
statusWindow->setPointsNeeded(EA_VIT, msg.readInt8());
else
msg.readInt8();
val = msg.readInt8();
PlayerInfo::setStatBase(EA_INT, val);
if (statusWindow)
statusWindow->setPointsNeeded(EA_INT, msg.readInt8());
else
msg.readInt8();
val = msg.readInt8();
PlayerInfo::setStatBase(EA_DEX, val);
if (statusWindow)
statusWindow->setPointsNeeded(EA_DEX, msg.readInt8());
else
msg.readInt8();
val = msg.readInt8();
PlayerInfo::setStatBase(EA_LUK, val);
if (statusWindow)
statusWindow->setPointsNeeded(EA_LUK, msg.readInt8());
else
msg.readInt8();
PlayerInfo::setStatBase(EA_ATK, msg.readInt16(), false);
PlayerInfo::setStatMod(EA_ATK, msg.readInt16());
PlayerInfo::updateAttrs();
val = msg.readInt16();
PlayerInfo::setStatBase(EA_MATK, val, false);
val = msg.readInt16();
PlayerInfo::setStatMod(EA_MATK, val);
PlayerInfo::setStatBase(EA_DEF, msg.readInt16(), false);
PlayerInfo::setStatMod(EA_DEF, msg.readInt16());
PlayerInfo::setStatBase(EA_MDEF, msg.readInt16(), false);
PlayerInfo::setStatMod(EA_MDEF, msg.readInt16());
PlayerInfo::setStatBase(EA_HIT, msg.readInt16());
PlayerInfo::setStatBase(EA_FLEE, msg.readInt16(), false);
PlayerInfo::setStatMod(EA_FLEE, msg.readInt16());
PlayerInfo::setStatBase(EA_CRIT, msg.readInt16());
msg.readInt16(); // manner
}
void PlayerHandler::processPlayerStatUpdate6(Net::MessageIn &msg)
{
int type = msg.readInt16();
if (statusWindow)
{
switch (type)
{
case 0x0020:
statusWindow->setPointsNeeded(EA_STR, msg.readInt8());
break;
case 0x0021:
statusWindow->setPointsNeeded(EA_AGI, msg.readInt8());
break;
case 0x0022:
statusWindow->setPointsNeeded(EA_VIT, msg.readInt8());
break;
case 0x0023:
statusWindow->setPointsNeeded(EA_INT, msg.readInt8());
break;
case 0x0024:
statusWindow->setPointsNeeded(EA_DEX, msg.readInt8());
break;
case 0x0025:
statusWindow->setPointsNeeded(EA_LUK, msg.readInt8());
break;
default:
logger->log("QQQQ PLAYER_STAT_UPDATE_6 "
+ toString(type));
break;
}
}
}
void PlayerHandler::processPlayerArrowMessage(Net::MessageIn &msg)
{
int type = msg.readInt16();
switch (type)
{
case 0:
SERVER_NOTICE(_("Equip arrows first."))
break;
case 3:
// arrows equiped
break;
default:
logger->log("QQQQ 0x013b: Unhandled message %i", type);
break;
}
}
bool PlayerHandler::canUseMagic() const
{
return PlayerInfo::getStatEffective(EA_MATK) > 0;
}
int PlayerHandler::getJobLocation() const
{
return EA_JOB;
}
int PlayerHandler::getAttackLocation() const
{
return EA_ATK;
}
void PlayerHandler::updateStatus()
{
}
} // namespace Ea