diff options
Diffstat (limited to 'src/net/beinghandler.cpp')
-rw-r--r-- | src/net/beinghandler.cpp | 753 |
1 files changed, 285 insertions, 468 deletions
diff --git a/src/net/beinghandler.cpp b/src/net/beinghandler.cpp index 3e746eb5..8f1fb8fd 100644 --- a/src/net/beinghandler.cpp +++ b/src/net/beinghandler.cpp @@ -1,542 +1,359 @@ /* * The Mana World - * Copyright (C) 2004 The Mana World Development Team + * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * - * This program is free software; you can redistribute it and/or modify + * The Mana World 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, + * The Mana World 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, write to the Free Software + * along with The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ -#include <iostream> +#include "beinghandler.h" + #include <SDL_types.h> -#include "beinghandler.h" #include "messagein.h" #include "protocol.h" #include "../being.h" #include "../beingmanager.h" -#include "../effectmanager.h" #include "../game.h" #include "../localplayer.h" #include "../log.h" +#include "../main.h" #include "../npc.h" -#include "../player_relations.h" +#include "../particle.h" +#include "../sound.h" + +#include "../gui/ok_dialog.h" + +#include "../utils/gettext.h" + +#include "gameserver/player.h" const int EMOTION_TIME = 150; /**< Duration of emotion icon */ -BeingHandler::BeingHandler(bool enableSync): - mSync(enableSync) +BeingHandler::BeingHandler() { static const Uint16 _messages[] = { - SMSG_BEING_VISIBLE, - SMSG_BEING_MOVE, - SMSG_BEING_MOVE2, - SMSG_BEING_REMOVE, - SMSG_BEING_ACTION, - SMSG_BEING_SELFEFFECT, - SMSG_BEING_EMOTION, - SMSG_BEING_CHANGE_LOOKS, - SMSG_BEING_CHANGE_LOOKS2, - SMSG_BEING_NAME_RESPONSE, - SMSG_PLAYER_UPDATE_1, - SMSG_PLAYER_UPDATE_2, - SMSG_PLAYER_MOVE, - SMSG_PLAYER_STOP, - SMSG_PLAYER_MOVE_TO_ATTACK, - 0x0119, - 0x0196, + 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; } -void BeingHandler::handleMessage(MessageIn *msg) +void BeingHandler::handleMessage(MessageIn &msg) { - Uint32 id; - Uint16 job, speed; - Uint16 headTop, headMid, headBottom; - Uint16 shoes, gloves; - Uint16 weapon, shield; - Uint16 gmstatus; - Sint16 param1; - int stunMode; - Uint32 statusEffects; - Sint8 type; - Uint16 status; - Being *srcBeing, *dstBeing; - int hairStyle, hairColor, flag; - - switch (msg->getId()) + switch (msg.getId()) { - case SMSG_BEING_VISIBLE: - case SMSG_BEING_MOVE: - // Information about a being in range - id = msg->readInt32(); - speed = msg->readInt16(); - stunMode = msg->readInt16(); // opt1 - statusEffects = msg->readInt16(); // opt2 - statusEffects |= ((Uint32)msg->readInt16()) << 16; // option - job = msg->readInt16(); // class - - dstBeing = beingManager->findBeing(id); - - if (!dstBeing) - { - // Being with id >= 110000000 and job 0 are better - // known as ghosts, so don't create those. - if (job == 0 && id >= 110000000) - { - break; - } - - dstBeing = beingManager->createBeing(id, job); - } - else if (msg->getId() == 0x0078) - { - dstBeing->clearPath(); - dstBeing->mFrame = 0; - dstBeing->mWalkTime = tick_time; - dstBeing->setAction(Being::STAND); - } - - - // Prevent division by 0 when calculating frame - if (speed == 0) { speed = 150; } - - dstBeing->setWalkSpeed(speed); - dstBeing->mJob = job; - hairStyle = msg->readInt16(); - dstBeing->setSprite(Being::WEAPON_SPRITE, msg->readInt16()); - headBottom = msg->readInt16(); - - if (msg->getId() == SMSG_BEING_MOVE) - { - msg->readInt32(); // server tick - } - - dstBeing->setSprite(Being::SHIELD_SPRITE, msg->readInt16()); - headTop = msg->readInt16(); - headMid = msg->readInt16(); - hairColor = msg->readInt16(); - shoes = msg->readInt16(); // clothes color - "abused" as shoes - gloves = msg->readInt16(); // head dir - "abused" as gloves - msg->readInt16(); // guild - msg->readInt16(); // unknown - msg->readInt16(); // unknown - msg->readInt16(); // manner - dstBeing->setStatusEffectBlock(32, msg->readInt16()); // opt3 - msg->readInt8(); // karma - dstBeing->setGender( - (msg->readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE); - - // Set these after the gender, as the sprites may be gender-specific - dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom); - dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid); - dstBeing->setSprite(Being::HAT_SPRITE, headTop); - dstBeing->setSprite(Being::SHOE_SPRITE, shoes); - dstBeing->setSprite(Being::GLOVES_SPRITE, gloves); - dstBeing->setHairStyle(hairStyle, hairColor); - - if (msg->getId() == SMSG_BEING_MOVE) - { - Uint16 srcX, srcY, dstX, dstY; - msg->readCoordinatePair(srcX, srcY, dstX, dstY); - dstBeing->setAction(Being::STAND); - dstBeing->mX = srcX; - dstBeing->mY = srcY; - dstBeing->setDestination(dstX, dstY); - } - else - { - Uint8 dir; - msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir); - dstBeing->setDirection(dir); - } - - msg->readInt8(); // unknown - msg->readInt8(); // unknown - msg->readInt8(); // unknown / sit - - dstBeing->setStunMode(stunMode); - dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); - dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); + case GPMSG_BEING_ENTER: + handleBeingEnterMessage(msg); break; - - case SMSG_BEING_MOVE2: - /* - * A simplified movement packet, used by the - * later versions of eAthena for both mobs and - * players - */ - dstBeing = beingManager->findBeing(msg->readInt32()); - - Uint16 srcX, srcY, dstX, dstY; - msg->readCoordinatePair(srcX, srcY, dstX, dstY); - msg->readInt32(); // Server tick - - /* - * This packet doesn't have enough info to actually - * create a new being, so if the being isn't found, - * we'll just pretend the packet didn't happen - */ - - if (dstBeing) { - dstBeing->setAction(Being::STAND); - dstBeing->mX = srcX; - dstBeing->mY = srcY; - dstBeing->setDestination(dstX, dstY); - } - + case GPMSG_BEING_LEAVE: + handleBeingLeaveMessage(msg); break; - - case SMSG_BEING_REMOVE: - // A being should be removed or has died - dstBeing = beingManager->findBeing(msg->readInt32()); - - if (!dstBeing) - break; - - // If this is player's current target, clear it. - if (dstBeing == player_node->getTarget()) - player_node->stopAttack(); - - if (dstBeing == current_npc) - current_npc->handleDeath(); - - if (msg->readInt8() == 1) - dstBeing->setAction(Being::DEAD); - else - beingManager->destroyBeing(dstBeing); - + case GPMSG_BEINGS_MOVE: + handleBeingsMoveMessage(msg); break; - - case SMSG_BEING_ACTION: - srcBeing = beingManager->findBeing(msg->readInt32()); - dstBeing = beingManager->findBeing(msg->readInt32()); - msg->readInt32(); // server tick - msg->readInt32(); // src speed - msg->readInt32(); // dst speed - param1 = msg->readInt16(); - msg->readInt16(); // param 2 - type = msg->readInt8(); - msg->readInt16(); // param 3 - - switch (type) - { - case 0x0a: // Critical Damage - if (dstBeing) - dstBeing->showCrit(); - case 0x00: // Damage - if (dstBeing) - dstBeing->takeDamage(param1); - if (srcBeing) - srcBeing->handleAttack(dstBeing, param1); - break; - - case 0x02: // Sit - if (srcBeing) - { - srcBeing->mFrame = 0; - srcBeing->setAction(Being::SIT); - } - break; - - case 0x03: // Stand up - if (srcBeing) - { - srcBeing->mFrame = 0; - srcBeing->setAction(Being::STAND); - } - 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; + } +} - case SMSG_BEING_SELFEFFECT: { - id = (Uint32)msg->readInt32(); - if (!beingManager->findBeing(id)) - break; - - int effectType = msg->readInt32(); - Being* being = beingManager->findBeing(id); +static void handleLooks(Player *being, 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] = + { Being::WEAPON_SPRITE, Being::HAT_SPRITE, Being::TOPCLOTHES_SPRITE, + Being::BOTTOMCLOTHES_SPRITE }; - effectManager->trigger(effectType, being); + int mask = msg.readInt8(); - break; + if (mask & (1 << 7)) + { + // The equipment has to be cleared first. + for (int i = 0; i < nb_slots; ++i) + { + being->setSprite(slots[i], 0); } + } - case SMSG_BEING_EMOTION: - if (!(dstBeing = beingManager->findBeing(msg->readInt32()))) - { - break; - } - - if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE)) - dstBeing->setEmote(msg->readInt8(), EMOTION_TIME); - - break; + // 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); + } +} - case SMSG_BEING_CHANGE_LOOKS: - case SMSG_BEING_CHANGE_LOOKS2: +void BeingHandler::handleBeingEnterMessage(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_PLAYER: { - /* - * SMSG_BEING_CHANGE_LOOKS (0x00c3) and - * SMSG_BEING_CHANGE_LOOKS2 (0x01d7) do basically the same - * thing. The difference is that ...LOOKS carries a single - * 8 bit value, where ...LOOKS2 carries two 16 bit values. - * - * If type = 2, then the first 16 bit value is the weapon ID, - * and the second 16 bit value is the shield ID. If no - * shield is equipped, or type is not 2, then the second - * 16 bit value will be 0. - */ - - if (!(dstBeing = beingManager->findBeing(msg->readInt32()))) + std::string name = msg.readString(); + if (player_node->getName() == name) { - break; + being = player_node; + being->setId(id); } - - int type = msg->readInt8(); - int id = 0; - int id2 = 0; - - if (msg->getId() == SMSG_BEING_CHANGE_LOOKS) { - id = msg->readInt8(); - } else { // SMSG_BEING_CHANGE_LOOKS2 - id = msg->readInt16(); - id2 = msg->readInt16(); - } - - switch (type) { - case 1: // eAthena LOOK_HAIR - dstBeing->setHairStyle(id, -1); - break; - case 2: // Weapon ID in id, Shield ID in id2 - dstBeing->setSprite(Being::WEAPON_SPRITE, id); - dstBeing->setSprite(Being::SHIELD_SPRITE, id2); - break; - case 3: // Change lower headgear for eAthena, pants for us - dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, id); - break; - case 4: // Change upper headgear for eAthena, hat for us - dstBeing->setSprite(Being::HAT_SPRITE, id); - break; - case 5: // Change middle headgear for eathena, armor for us - dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, id); - break; - case 6: // eAthena LOOK_HAIR_COLOR - dstBeing->setHairStyle(-1, id); - break; - case 8: // eAthena LOOK_SHIELD - dstBeing->setSprite(Being::SHIELD_SPRITE, id); - break; - case 9: // eAthena LOOK_SHOES - dstBeing->setSprite(Being::SHOE_SPRITE, id); - break; - case 10: // LOOK_GLOVES - dstBeing->setSprite(Being::GLOVES_SPRITE, id); - break; - case 11: // LOOK_CAPE - dstBeing->setSprite(Being::CAPE_SPRITE, id); - break; - case 12: - dstBeing->setSprite(Being::MISC1_SPRITE, id); - break; - case 13: - dstBeing->setSprite(Being::MISC2_SPRITE, id); - break; - default: - logger->log("SMSG_BEING_CHANGE_LOOKS: unsupported type: " - "%d, id: %d", type, id); - break; - } - } - break; - - case SMSG_BEING_NAME_RESPONSE: - if ((dstBeing = beingManager->findBeing(msg->readInt32()))) + else { - dstBeing->setName(msg->readString(24)); + being = beingManager->createBeing(id, type, 0); + being->setName(name); } - break; + Player *p = static_cast< Player * >(being); + int hs = msg.readInt8(), hc = msg.readInt8(); + p->setHairStyle(hs, hc); + p->setGender(msg.readInt8() == GENDER_MALE ? + GENDER_MALE : GENDER_FEMALE); + handleLooks(p, msg); + } break; + + case OBJECT_MONSTER: + case OBJECT_NPC: + { + int subtype = msg.readInt16(); + being = beingManager->createBeing(id, type, subtype); + std::string name = msg.readString(); + if (name.length() > 0) being->setName(name); + } break; + + default: + return; + } - case SMSG_PLAYER_UPDATE_1: - case SMSG_PLAYER_UPDATE_2: - case SMSG_PLAYER_MOVE: - // An update about a player, potentially including movement. - id = msg->readInt32(); - speed = msg->readInt16(); - stunMode = msg->readInt16(); // opt1; Aethyra use this as cape - statusEffects = msg->readInt16(); // opt2; Aethyra use this as misc1 - statusEffects |= ((Uint32) msg->readInt16()) - << 16; // status.options; Aethyra uses this as misc2 - job = msg->readInt16(); - - dstBeing = beingManager->findBeing(id); - - if (!dstBeing) - { - dstBeing = beingManager->createBeing(id, job); - } + being->setPosition(px, py); + being->setDestination(px, py); + being->setAction(action); +} - dstBeing->setWalkSpeed(speed); - dstBeing->mJob = job; - hairStyle = msg->readInt16(); - weapon = msg->readInt16(); - shield = msg->readInt16(); - headBottom = msg->readInt16(); +void BeingHandler::handleBeingLeaveMessage(MessageIn &msg) +{ + Being *being = beingManager->findBeing(msg.readInt16()); + if (!being) return; - if (msg->getId() == SMSG_PLAYER_MOVE) - { - msg->readInt32(); // server tick - } + beingManager->destroyBeing(being); +} - headTop = msg->readInt16(); - headMid = msg->readInt16(); - hairColor = msg->readInt16(); - msg->readInt16(); // clothes color - Aethyra-"abused" as shoes, we ignore it - msg->readInt16(); // head dir - Aethyra-"abused" as gloves, we ignore it - msg->readInt32(); // guild - msg->readInt16(); // emblem - msg->readInt16(); // manner - dstBeing->setStatusEffectBlock(32, msg->readInt16()); // opt3 - msg->readInt8(); // karma - dstBeing->setGender( - (msg->readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE); - - // Set these after the gender, as the sprites may be gender-specific - dstBeing->setSprite(Being::WEAPON_SPRITE, weapon); - dstBeing->setSprite(Being::SHIELD_SPRITE, shield); - dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom); - dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid); - dstBeing->setSprite(Being::HAT_SPRITE, headTop); - //dstBeing->setSprite(Being::CAPE_SPRITE, cape); - //dstBeing->setSprite(Being::MISC1_SPRITE, misc1); - //dstBeing->setSprite(Being::MISC2_SPRITE, misc2); - dstBeing->setHairStyle(hairStyle, hairColor); - - if (msg->getId() == SMSG_PLAYER_MOVE) - { - Uint16 srcX, srcY, dstX, dstY; - msg->readCoordinatePair(srcX, srcY, dstX, dstY); - dstBeing->mX = srcX; - dstBeing->mY = srcY; - dstBeing->setDestination(dstX, dstY); - } - else +void BeingHandler::handleBeingsMoveMessage(MessageIn &msg) +{ + while (msg.getUnreadLength()) + { + int id = msg.readInt16(); + int flags = msg.readInt8(); + Being *being = beingManager->findBeing(id); + int sx = 0; + int sy = 0; + int dx = 0; + int dy = 0; + int speed = 0; + + printf("handleBeingsMoveMessage for %p (%s | %s)\n", + (void*) being, + (flags & MOVING_POSITION) ? "pos" : "", + (flags & MOVING_DESTINATION) ? "dest" : ""); + + if (flags & MOVING_POSITION) + { + Uint16 sx2, sy2; + msg.readCoordinates(sx2, sy2); + sx = sx2 * 32 + 16; + sy = sy2 * 32 + 16; + speed = msg.readInt8(); + } + if (flags & MOVING_DESTINATION) + { + dx = msg.readInt16(); + dy = msg.readInt16(); + if (!(flags & MOVING_POSITION)) { - Uint8 dir; - msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir); - dstBeing->setDirection(dir); + sx = dx; + sy = dy; } + } + if (!being || !(flags & (MOVING_POSITION | MOVING_DESTINATION))) + { + continue; + } + if (speed) + { + /* The speed on the server is the cost of moving from one tile to + * the next. Beings get 1000 cost units per second. The speed is + * transferred as devided by 10, so that slower speeds fit in a + * byte. Here we convert the speed to pixels per second. + */ + const float tilesPerSecond = 100.0f / speed; + being->setWalkSpeed((int) (tilesPerSecond * 32)); + } - gmstatus = msg->readInt16(); - if (gmstatus & 0x80) - dstBeing->setGM(); + // Ignore messages from the server for the local player + if (being == player_node) + continue; - if (msg->getId() == SMSG_PLAYER_UPDATE_1) - { - switch (msg->readInt8()) - { - case 1: - if (dstBeing->getType() != Being::NPC) - dstBeing->setAction(Being::DEAD); - break; - - case 2: - dstBeing->setAction(Being::SIT); - break; - } - } - else if (msg->getId() == SMSG_PLAYER_MOVE) - { - msg->readInt8(); // unknown - } + // If being is a player, and he only moves a little, its ok to be a little out of sync + if (being->getType() == Being::PLAYER && abs(being->getPixelX() - dx) + + abs(being->getPixelY() - dy) < 2 * 32 && + (dx != being->getDestination().x && dy != being->getDestination().y)) + { + being->setDestination(being->getPixelX(),being->getPixelY()); + continue; + } + if (abs(being->getPixelX() - sx) + + abs(being->getPixelY() - sy) > 10 * 32) + { + // Too large a desynchronization. + being->setPosition(sx, sy); + being->setDestination(dx, dy); + } + else if (!(flags & MOVING_POSITION)) + { + being->setDestination(dx, dy); + } + else if (!(flags & MOVING_DESTINATION)) + { + being->adjustCourse(sx, sy); + } + else + { + being->adjustCourse(sx, sy, dx, dy); + } + } +} - msg->readInt8(); // Lv - msg->readInt8(); // unknown +void BeingHandler::handleBeingAttackMessage(MessageIn &msg) +{ + Being *being = beingManager->findBeing(msg.readInt16()); + int direction = msg.readInt8(); + int attackType = msg.readInt8(); - dstBeing->mWalkTime = tick_time; - dstBeing->mFrame = 0; + if (!being) return; - dstBeing->setStunMode(stunMode); - dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); - dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); - break; + 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; + } - case SMSG_PLAYER_STOP: - /* - * Instruction from server to stop walking at x, y. - * - * Some people like having this enabled. Others absolutely - * despise it. So I'm setting to so that it only affects the - * local player if the person has set a key "EnableSync" to "1" - * in their config.xml file. - * - * This packet will be honored for all other beings, regardless - * of the config setting. - */ + being->setAction(Being::ATTACK, attackType); +} - id = msg->readInt32(); - if (mSync || id != player_node->getId()) { - dstBeing = beingManager->findBeing(id); - if (dstBeing) { - dstBeing->mX = msg->readInt16(); - dstBeing->mY = msg->readInt16(); - if (dstBeing->mAction == Being::WALK) { - dstBeing->mFrame = 0; - dstBeing->setAction(Being::STAND); - } - } - } - break; +void BeingHandler::handleBeingsDamageMessage(MessageIn &msg) +{ + while (msg.getUnreadLength()) + { + Being *being = beingManager->findBeing(msg.readInt16()); + int damage = msg.readInt16(); + if (being) + { + being->takeDamage(damage); + } + } +} - case SMSG_PLAYER_MOVE_TO_ATTACK: - /* - * This is an *advisory* message, telling the client that - * it needs to move the character before attacking - * a target (out of range, obstruction in line of fire). - * We can safely ignore this... - */ - break; +void BeingHandler::handleBeingActionChangeMessage(MessageIn &msg) +{ + Being* being = beingManager->findBeing(msg.readInt16()); + Being::Action action = (Being::Action) msg.readInt8(); + if (!being) return; - case 0x0119: - // Change in players' flags - id = msg->readInt32(); - dstBeing = beingManager->findBeing(id); - stunMode = msg->readInt16(); - statusEffects = msg->readInt16(); - statusEffects |= ((Uint32) msg->readInt16()) << 16; - msg->readInt8(); - - if (dstBeing) { - dstBeing->setStunMode(stunMode); - dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); - dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); - } - break; + 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(_(" Press OK to respawn")); + OkDialog *dlg = new OkDialog(_("You died"), message); + dlg->addActionListener(&(Net::GameServer::Player::respawnListener)); + } +} - case 0x0196: - // Status change - status = msg->readInt16(); - id = msg->readInt32(); - flag = msg->readInt8(); // 0: stop, 1: start +void BeingHandler::handleBeingLooksChangeMessage(MessageIn &msg) +{ + Being *being = beingManager->findBeing(msg.readInt16()); + if (!being || being->getType() != Being::PLAYER) return; + Player * player = static_cast< Player * >(being); + handleLooks(player, msg); + if (msg.getUnreadLength()) + { + int style = msg.readInt16(); + int color = msg.readInt16(); + player->setHairStyle(style, color); + player->setGender((Gender)msg.readInt16()); + } +} - dstBeing = beingManager->findBeing(id); - if (dstBeing) - dstBeing->setStatusEffect(status, flag); - break; +void BeingHandler::handleBeingDirChangeMessage(MessageIn &msg) +{ + Being *being = beingManager->findBeing(msg.readInt16()); + if (!being) return; + int data = msg.readInt8(); + 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; } } + |