summaryrefslogtreecommitdiff
path: root/src/net/manaserv/beinghandler.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/net/manaserv/beinghandler.cpp')
-rw-r--r--src/net/manaserv/beinghandler.cpp388
1 files changed, 388 insertions, 0 deletions
diff --git a/src/net/manaserv/beinghandler.cpp b/src/net/manaserv/beinghandler.cpp
new file mode 100644
index 000000000..9468baaa1
--- /dev/null
+++ b/src/net/manaserv/beinghandler.cpp
@@ -0,0 +1,388 @@
+/*
+ * 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 "utils/gettext.h"
+
+extern Net::BeingHandler *beingHandler;
+
+namespace ManaServ
+{
+
+BeingHandler::BeingHandler()
+{
+ static const Uint16 _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();
+ being->setSprite(SPRITE_HAIR, hs * -1, ColorDB::getHairColor(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();
+ being->setSprite(SPRITE_HAIR, style * -1,
+ ColorDB::getHairColor(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