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author | Andrei Karas <akaras@inbox.ru> | 2012-06-28 02:19:35 +0300 |
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committer | Andrei Karas <akaras@inbox.ru> | 2012-06-28 02:20:49 +0300 |
commit | 574181b2e5dfff30a2d4f766492226ab7b5a5a17 (patch) | |
tree | b27f40c42b9cbd9081474883a048ec888654395c /src/net/manaserv/beinghandler.cpp | |
parent | 8611b3c1ea3316bfc4740149b8f41c35dacee7c1 (diff) | |
download | manaverse-574181b2e5dfff30a2d4f766492226ab7b5a5a17.tar.gz manaverse-574181b2e5dfff30a2d4f766492226ab7b5a5a17.tar.bz2 manaverse-574181b2e5dfff30a2d4f766492226ab7b5a5a17.tar.xz manaverse-574181b2e5dfff30a2d4f766492226ab7b5a5a17.zip |
Remove for now manaserv net code.
Possible it will be restored in the future.
Diffstat (limited to 'src/net/manaserv/beinghandler.cpp')
-rw-r--r-- | src/net/manaserv/beinghandler.cpp | 393 |
1 files changed, 0 insertions, 393 deletions
diff --git a/src/net/manaserv/beinghandler.cpp b/src/net/manaserv/beinghandler.cpp deleted file mode 100644 index ec09a81b8..000000000 --- a/src/net/manaserv/beinghandler.cpp +++ /dev/null @@ -1,393 +0,0 @@ -/* - * 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/manaserv/beinghandler.h" - -#include "actorspritemanager.h" -#include "being.h" -#include "client.h" -#include "game.h" -#include "localplayer.h" -#include "logger.h" -#include "particle.h" - -#include "gui/okdialog.h" - -#include "net/messagein.h" -#include "net/net.h" - -#include "net/manaserv/playerhandler.h" -#include "net/manaserv/protocol.h" - -#include "resources/colordb.h" -#include "resources/itemdb.h" -#include "resources/iteminfo.h" - -#include "utils/gettext.h" - -extern Net::BeingHandler *beingHandler; - -namespace ManaServ -{ - -BeingHandler::BeingHandler() -{ - static const uint16_t _messages[] = - { - GPMSG_BEING_ATTACK, - GPMSG_BEING_ENTER, - GPMSG_BEING_LEAVE, - GPMSG_BEINGS_MOVE, - GPMSG_BEINGS_DAMAGE, - GPMSG_BEING_ACTION_CHANGE, - GPMSG_BEING_LOOKS_CHANGE, - GPMSG_BEING_DIR_CHANGE, - 0 - }; - handledMessages = _messages; - beingHandler = this; -} - -void BeingHandler::handleMessage(Net::MessageIn &msg) -{ - switch (msg.getId()) - { - case GPMSG_BEING_ENTER: - handleBeingEnterMessage(msg); - break; - case GPMSG_BEING_LEAVE: - handleBeingLeaveMessage(msg); - break; - case GPMSG_BEINGS_MOVE: - handleBeingsMoveMessage(msg); - break; - case GPMSG_BEING_ATTACK: - handleBeingAttackMessage(msg); - break; - case GPMSG_BEINGS_DAMAGE: - handleBeingsDamageMessage(msg); - break; - case GPMSG_BEING_ACTION_CHANGE: - handleBeingActionChangeMessage(msg); - break; - case GPMSG_BEING_LOOKS_CHANGE: - handleBeingLooksChangeMessage(msg); - break; - case GPMSG_BEING_DIR_CHANGE: - handleBeingDirChangeMessage(msg); - break; - default: - break; - } -} - -Vector BeingHandler::giveSpeedInPixelsPerTicks(float speedInTilesPerSeconds) -{ - Vector speedInTicks; - Game *game = Game::instance(); - Map *map = 0; - if (game) - { - map = game->getCurrentMap(); - if (map) - { - speedInTicks.x = speedInTilesPerSeconds - * (float)map->getTileWidth() - / 1000 * (float) MILLISECONDS_IN_A_TICK; - speedInTicks.y = speedInTilesPerSeconds - * (float)map->getTileHeight() - / 1000 * (float) MILLISECONDS_IN_A_TICK; - } - } - - if (!game || !map) - { - speedInTicks.x = speedInTicks.y = 0; - logger->log1("Manaserv::BeingHandler: Speed wasn't given back" - " because game/Map not initialized."); - } - // We don't use z for now. - speedInTicks.z = 0; - - return speedInTicks; -} - -static void handleLooks(Being *being, Net::MessageIn &msg) -{ - // Order of sent slots. Has to be in sync with the server code. - static int const nb_slots = 4; - static int const slots[nb_slots] = - { - SPRITE_WEAPON, - SPRITE_HAT, - SPRITE_TOPCLOTHES, - SPRITE_BOTTOMCLOTHES - }; - - int mask = msg.readInt8(); - - if (mask & (1 << 7)) - { - // The equipment has to be cleared first. - for (int i = 0; i < nb_slots; ++i) - being->setSprite(slots[i], 0); - } - - // Fill slots enumerated by the bitmask. - for (int i = 0; i < nb_slots; ++i) - { - if (!(mask & (1 << i))) continue; - int id = msg.readInt16(); - being->setSprite(slots[i], id, "", 1, (slots[i] == SPRITE_WEAPON)); - } -} - -void BeingHandler::handleBeingEnterMessage(Net::MessageIn &msg) -{ - int type = msg.readInt8(); - int id = msg.readInt16(); - Being::Action action = (Being::Action)msg.readInt8(); - int px = msg.readInt16(); - int py = msg.readInt16(); - Being *being; - - switch (type) - { - case OBJECT_CHARACTER: - { - std::string name = msg.readString(); - if (player_node->getName() == name) - { - being = player_node; - being->setId(id); - } - else - { - being = actorSpriteManager->createBeing(id, - ActorSprite::PLAYER, 0); - being->setName(name); - } - int hs = msg.readInt8(), hc = msg.readInt8(); - const ItemInfo &item = ItemDB::get(-hs); - being->setSprite(SPRITE_HAIR, hs * -1, - item.getDyeColorsString(hc)); - being->setGender(msg.readInt8() == GENDER_MALE ? - GENDER_MALE : GENDER_FEMALE); - handleLooks(being, msg); - } break; - - case OBJECT_MONSTER: - case OBJECT_NPC: - { - int subtype = msg.readInt16(); - being = actorSpriteManager->createBeing(id, type == OBJECT_MONSTER - ? ActorSprite::MONSTER : ActorSprite::NPC, subtype); - std::string name = msg.readString(); - if (name.length() > 0) being->setName(name); - } break; - - default: - return; - } - - being->setPosition(px, py); - being->setDestination(px, py); - being->setAction(action); -} - -void BeingHandler::handleBeingLeaveMessage(Net::MessageIn &msg) -{ - Being *being = actorSpriteManager->findBeing(msg.readInt16()); - if (!being) - return; - - actorSpriteManager->destroy(being); -} - -void BeingHandler::handleBeingsMoveMessage(Net::MessageIn &msg) -{ - while (msg.getUnreadLength()) - { - int id = msg.readInt16(); - int flags = msg.readInt8(); - Being *being = actorSpriteManager->findBeing(id); - int sx = 0; - int sy = 0; - int speed = 0; - - if (flags & MOVING_POSITION) - { - sx = msg.readInt16(); - sy = msg.readInt16(); - speed = msg.readInt8(); - } - if (!being || !(flags & (MOVING_POSITION | MOVING_DESTINATION))) - { - continue; - } - if (speed) - { - /* - * The being's speed is transfered in tiles per second * 10 - * to keep it transferable in a Byte. - * We set it back to tiles per second and in a float. - * Then, we translate it in pixels per ticks, to correspond - * with the Being::logic() function calls - * @see MILLISECONDS_IN_A_TICK - */ - being->setWalkSpeed( - giveSpeedInPixelsPerTicks((float) speed / 10)); - } - - // Ignore messages from the server for the local player - if (being == player_node) - continue; - - if (flags & MOVING_POSITION) - { - being->setDestination(sx, sy); - } - } -} - -void BeingHandler::handleBeingAttackMessage(Net::MessageIn &msg) -{ - Being *being = actorSpriteManager->findBeing(msg.readInt16()); - const int direction = msg.readInt8(); - const int attackType = msg.readInt8(); - - if (!being) - return; - - switch (direction) - { - case DIRECTION_UP: being->setDirection(Being::UP); break; - case DIRECTION_DOWN: being->setDirection(Being::DOWN); break; - case DIRECTION_LEFT: being->setDirection(Being::LEFT); break; - case DIRECTION_RIGHT: being->setDirection(Being::RIGHT); break; - default: break; - } - - being->setAction(Being::ATTACK, attackType); -} - -void BeingHandler::handleBeingsDamageMessage(Net::MessageIn &msg) -{ - while (msg.getUnreadLength()) - { - Being *being = actorSpriteManager->findBeing(msg.readInt16()); - int damage = msg.readInt16(); - if (being) - { - being->takeDamage(0, damage, Being::HIT); - } - } -} - -void BeingHandler::handleBeingActionChangeMessage(Net::MessageIn &msg) -{ - Being *being = actorSpriteManager->findBeing(msg.readInt16()); - Being::Action action = (Being::Action) msg.readInt8(); - if (!being) - return; - - being->setAction(action); - - if (action == Being::DEAD && being == player_node) - { - static char const *const deadMsg[] = - { - _("You are dead."), - _("We regret to inform you that your character was killed in " - "battle."), - _("You are not that alive anymore."), - _("The cold hands of the grim reaper are grabbing for your soul."), - _("Game Over!"), - _("No, kids. Your character did not really die. It... err... " - "went to a better place."), - _("Your plan of breaking your enemies weapon by bashing it with " - "your throat failed."), - _("I guess this did not run too well."), - _("Do you want your possessions identified?"), // Nethack reference - _("Sadly, no trace of you was ever found..."), // Secret of Mana - // reference - _("Annihilated."), // Final Fantasy VI reference - _("Looks like you got your head handed to you."), // Earthbound - // reference - _("You screwed up again, dump your body down the tubes and get " - "you another one.") // Leisure Suit Larry 1 Reference - - }; - std::string message(deadMsg[rand() % 13]); - message.append(std::string(" ") + _("Press OK to respawn.")); - OkDialog *dlg = new OkDialog(_("You Died"), - message, DIALOG_OK, false); - dlg->addActionListener(&(ManaServ::respawnListener)); - } -} - -void BeingHandler::handleBeingLooksChangeMessage(Net::MessageIn &msg) -{ - Being *being = actorSpriteManager->findBeing(msg.readInt16()); - if (!being || being->getType() != ActorSprite::PLAYER) - return; - handleLooks(being, msg); - if (msg.getUnreadLength()) - { - int style = msg.readInt16(); - int color = msg.readInt16(); - const ItemInfo &item = ItemDB::get(-style); - being->setSprite(SPRITE_HAIR, style * -1, - item.getDyeColorsString(color)); - } -} - -void BeingHandler::handleBeingDirChangeMessage(Net::MessageIn &msg) -{ - Being *being = actorSpriteManager->findBeing(msg.readInt16()); - if (!being) - return; - int data = msg.readInt8(); - - // The direction for the player's character is handled on client side. - if (being != player_node) - { - switch (data) - { - case DIRECTION_UP: being->setDirection(Being::UP); break; - case DIRECTION_DOWN: being->setDirection(Being::DOWN); break; - case DIRECTION_LEFT: being->setDirection(Being::LEFT); break; - case DIRECTION_RIGHT: being->setDirection(Being::RIGHT); break; - default: break; - } - } -} - -void BeingHandler::requestNameById(int id A_UNUSED) -{ -} - -void BeingHandler::undress(Being *being A_UNUSED) -{ -} - -} // namespace ManaServ |