/*
* The ManaPlus Client
* Copyright (C) 2011-2014 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 .
*/
#include "net/eathena/homunculushandler.h"
#include "actormanager.h"
#include "logger.h"
#include "being/homunculusinfo.h"
#include "being/playerinfo.h"
#include "gui/windows/skilldialog.h"
#include "net/ea/eaprotocol.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "debug.h"
extern Net::HomunculusHandler *homunculusHandler;
namespace EAthena
{
HomunculusHandler::HomunculusHandler() :
MessageHandler()
{
static const uint16_t _messages[] =
{
SMSG_HOMUNCULUS_SKILLS,
SMSG_HOMUNCULUS_DATA,
SMSG_HOMUNCULUS_INFO,
0
};
handledMessages = _messages;
homunculusHandler = this;
}
void HomunculusHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_HOMUNCULUS_SKILLS:
processHomunculusSkills(msg);
break;
case SMSG_HOMUNCULUS_DATA:
processHomunculusData(msg);
break;
case SMSG_HOMUNCULUS_INFO:
processHomunculusInfo(msg);
break;
default:
break;
}
}
void HomunculusHandler::processHomunculusSkills(Net::MessageIn &msg)
{
if (skillDialog)
skillDialog->hideSkills(SkillOwner::Homunculus);
const int count = (msg.readInt16("len") - 4) / 37;
for (int f = 0; f < count; f ++)
{
const int skillId = msg.readInt16("skill id");
const SkillType::SkillType inf = static_cast(
msg.readInt16("inf"));
msg.readInt16("unused");
const int level = msg.readInt16("skill level");
const int sp = msg.readInt16("sp");
const int range = msg.readInt16("range");
const std::string name = msg.readString(24, "skill name");
const int up = msg.readUInt8("up flag");
PlayerInfo::setSkillLevel(skillId, level);
if (skillDialog)
{
if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
{
skillDialog->addSkill(SkillOwner::Homunculus,
skillId, name, level, range, up, inf, sp);
}
}
}
if (skillDialog)
skillDialog->updateModels();
}
void HomunculusHandler::processHomunculusData(Net::MessageIn &msg)
{
msg.readUInt8("unused");
const int cmd = msg.readUInt8("state");
const int id = msg.readInt32("homunculus id");
Being *const dstBeing = actorManager->findBeing(id);
const int data = msg.readInt32("data");
if (!cmd) // pre init
{
HomunculusInfo *const info = new HomunculusInfo;
info->id = id;
PlayerInfo::setHomunculus(info);
PlayerInfo::setHomunculusBeing(dstBeing);
return;
}
HomunculusInfo *const info = PlayerInfo::getHomunculus();
if (!info)
return;
switch (cmd)
{
case 1: // intimacy
info->intimacy = data;
break;
case 2: // hunger
info->hungry = data;
break;
case 3: // accesory
info->equip = data;
break;
default:
break;
}
}
void HomunculusHandler::processHomunculusInfo(Net::MessageIn &msg)
{
const std::string name = msg.readString(24, "name");
msg.readUInt8("flags"); // 0x01 - renamed, 0x02 - vaporize, 0x04 - alive
const int level = msg.readInt16("level");
const int hungry = msg.readInt16("hungry");
const int intimacy = msg.readInt16("intimacy");
const int equip = msg.readInt16("equip");
msg.readInt16("atk");
msg.readInt16("matk");
msg.readInt16("hit");
msg.readInt16("luk/3 or crit/10");
msg.readInt16("def");
msg.readInt16("mdef");
msg.readInt16("flee");
msg.readInt16("attack speed");
msg.readInt16("hp");
msg.readInt16("max hp");
msg.readInt16("sp");
msg.readInt16("max sp");
msg.readInt32("exp");
msg.readInt32("next exp");
msg.readInt16("skill points");
const int range = msg.readInt16("attack range");
HomunculusInfo *const info = PlayerInfo::getHomunculus();
if (!info) // we cant find homunculus being because id is missing
return;
Being *const dstBeing = actorManager->findBeing(info->id);
info->name = name;
info->level = level;
info->range = range;
info->hungry = hungry;
info->intimacy = intimacy;
info->equip = equip;
PlayerInfo::setHomunculusBeing(dstBeing);
}
void HomunculusHandler::setName(const std::string &name) const
{
createOutPacket(CMSG_HOMUNCULUS_SET_NAME);
outMsg.writeString(name, 24, "name");
}
} // namespace EAthena