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