/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * 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/npchandler.h" #include "being/localplayer.h" #include "gui/windows/npcdialog.h" #include "net/eathena/messageout.h" #include "net/eathena/protocol.h" #include "net/ea/eaprotocol.h" #include "debug.h" extern Net::NpcHandler *npcHandler; namespace EAthena { NpcHandler::NpcHandler() : MessageHandler(), Ea::NpcHandler() { static const uint16_t _messages[] = { SMSG_NPC_CHOICE, SMSG_NPC_MESSAGE, SMSG_NPC_NEXT, SMSG_NPC_CLOSE, SMSG_NPC_INT_INPUT, SMSG_NPC_STR_INPUT, SMSG_NPC_CUTIN, SMSG_NPC_VIEWPOINT, 0 }; handledMessages = _messages; npcHandler = this; } void NpcHandler::handleMessage(Net::MessageIn &msg) { int npcId = 0; switch (msg.getId()) { case SMSG_NPC_CHOICE: processNpcChoice(msg); break; case SMSG_NPC_MESSAGE: processNpcMessage(msg); break; case SMSG_NPC_CLOSE: processNpcClose(msg); break; case SMSG_NPC_NEXT: processNpcNext(msg); break; case SMSG_NPC_INT_INPUT: processNpcIntInput(msg); break; case SMSG_NPC_STR_INPUT: getNpc(msg); processNpcStrInput(msg); break; case SMSG_NPC_CUTIN: processNpcCutin(msg); break; case SMSG_NPC_VIEWPOINT: processNpcViewPoint(msg); break; default: break; } mDialog = nullptr; } void NpcHandler::talk(const int npcId) const { MessageOut outMsg(CMSG_NPC_TALK); outMsg.writeInt32(npcId); outMsg.writeInt8(0); // unused } void NpcHandler::nextDialog(const int npcId) const { MessageOut outMsg(CMSG_NPC_NEXT_REQUEST); outMsg.writeInt32(npcId); } void NpcHandler::closeDialog(const int npcId) { MessageOut outMsg(CMSG_NPC_CLOSE); outMsg.writeInt32(npcId); const NpcDialogs::iterator it = NpcDialog::mNpcDialogs.find(npcId); if (it != NpcDialog::mNpcDialogs.end()) { NpcDialog *const dialog = (*it).second; if (dialog) dialog->close(); if (dialog == mDialog) mDialog = nullptr; NpcDialog::mNpcDialogs.erase(it); } } void NpcHandler::listInput(const int npcId, const unsigned char value) const { MessageOut outMsg(CMSG_NPC_LIST_CHOICE); outMsg.writeInt32(npcId); outMsg.writeInt8(value); } void NpcHandler::integerInput(const int npcId, const int value) const { MessageOut outMsg(CMSG_NPC_INT_RESPONSE); outMsg.writeInt32(npcId); outMsg.writeInt32(value); } void NpcHandler::stringInput(const int npcId, const std::string &value) const { MessageOut outMsg(CMSG_NPC_STR_RESPONSE); outMsg.writeInt16(static_cast(value.length() + 9)); outMsg.writeInt32(npcId); outMsg.writeString(value, static_cast(value.length())); outMsg.writeInt8(0); // Prevent problems with string reading } void NpcHandler::buy(const int beingId) const { MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(beingId); outMsg.writeInt8(0); // Buy } void NpcHandler::sell(const int beingId) const { MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(beingId); outMsg.writeInt8(1); // Sell } void NpcHandler::buyItem(const int beingId A_UNUSED, const int itemId, const unsigned char color A_UNUSED, const int amount) const { MessageOut outMsg(CMSG_NPC_BUY_REQUEST); outMsg.writeInt16(8); // One item (length of packet) outMsg.writeInt16(static_cast(amount)); outMsg.writeInt16(static_cast(itemId)); } void NpcHandler::sellItem(const int beingId A_UNUSED, const int itemId, const int amount) const { MessageOut outMsg(CMSG_NPC_SELL_REQUEST); outMsg.writeInt16(8); // One item (length of packet) outMsg.writeInt16(static_cast(itemId + INVENTORY_OFFSET)); outMsg.writeInt16(static_cast(amount)); } int NpcHandler::getNpc(Net::MessageIn &msg) { if (msg.getId() == SMSG_NPC_CHOICE || msg.getId() == SMSG_NPC_MESSAGE) { msg.readInt16("len"); } const int npcId = msg.readInt32("npc id"); const NpcDialogs::const_iterator diag = NpcDialog::mNpcDialogs.find(npcId); mDialog = nullptr; if (msg.getId() == SMSG_NPC_VIEWPOINT) return npcId; if (diag == NpcDialog::mNpcDialogs.end()) { // Empty dialogs don't help if (msg.getId() == SMSG_NPC_CLOSE) { closeDialog(npcId); return npcId; } else if (msg.getId() == SMSG_NPC_NEXT) { nextDialog(npcId); return npcId; } else { mDialog = new NpcDialog(npcId); mDialog->postInit(); mDialog->saveCamera(); if (localPlayer) localPlayer->stopWalking(false); NpcDialog::mNpcDialogs[npcId] = mDialog; } } else { NpcDialog *const dialog = diag->second; if (mDialog && mDialog != dialog) mDialog->restoreCamera(); mDialog = dialog; if (mDialog) mDialog->saveCamera(); } return npcId; } void NpcHandler::processNpcCutin(Net::MessageIn &msg A_UNUSED) { msg.readString(64); // image name msg.readUInt8(); // type } void NpcHandler::processNpcViewPoint(Net::MessageIn &msg A_UNUSED) { // +++ probably need add nav point and start moving to it msg.readInt32("npc id"); msg.readInt32("type"); // 0 display for 15 sec, // 1 display until teleport, // 2 remove msg.readInt32("x"); msg.readInt32("y"); msg.readUInt8("number"); // can be used for scripts msg.readInt32("color"); } } // namespace EAthena