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path: root/src/net/eathena/homunculushandler.cpp
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/*
 *  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 <http://www.gnu.org/licenses/>.
 */

#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<SkillType::SkillType>(
            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");
}

void HomunculusHandler::moveToMaster() const
{
    const int id = PlayerInfo::getHomunculusId();
    if (!id)
        return;
    createOutPacket(CMSG_HOMMERC_MOVE_TO_MASTER);
    outMsg.writeInt32(id);
}

}  // namespace EAthena