/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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.
*
* 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "being.h"
#include "engine.h"
#include "floor_item.h"
#include "graphics.h"
#include "log.h"
#include "main.h"
#include "map.h"
#include "sound.h"
#include "gui/chat.h"
#include "gui/gui.h"
#include "gui/inventory.h"
#include "gui/shop.h"
#include "gui/npc.h"
#include "gui/stats.h"
#include "gui/ok_dialog.h"
#include "net/protocol.h"
#include <SDL.h>
#include <sstream>
char map_path[480];
bool refresh_beings = false;
unsigned char keyb_state;
volatile int tick_time;
volatile bool action_time = false;
int server_tick;
extern unsigned char screen_mode;
int fps = 0, frame = 0, current_npc = 0;
bool displayPathToMouse = false;
OkDialog *deathNotice = NULL;
#define MAX_TIME 10000
class DeatchNoticeListener : public gcn::ActionListener {
public:
void action(const std::string &eventId) {
WFIFOW(0) = net_w_value(0x00b2);
WFIFOB(2) = 0;
WFIFOSET(3);
deathNotice = NULL;
}
} deathNoticeListener;
/**
* Finite states machine to keep track of player walking status (2 steps
* linear prediction)
*
* 0 = Standing
* 1 = Walking without confirm packet
* 2 = Walking with confirm
*/
char walk_status = 0;
Uint32 refresh_time(Uint32 interval, void *param)
{
tick_time++;
if (tick_time == MAX_TIME) tick_time = 0;
return interval;
}
/**
* Lets u only trigger an action every other second
* tmp. counts fps
*/
Uint32 second(Uint32 interval, void *param)
{
action_time = true;
fps = frame;
frame = 0;
return interval;
}
short get_elapsed_time(short start_time) {
if (start_time <= tick_time) {
return (tick_time - start_time) * 10;
}
else {
return (tick_time + (MAX_TIME - start_time)) * 10;
}
}
void game() {
do_init();
Engine *engine = new Engine();
while (state != EXIT)
{
do_input();
gui->logic();
engine->draw();
graphics->updateScreen();
do_parse();
flush();
}
delete engine;
close_session();
}
void do_init()
{
tiledMap = Map::load(map_path);
if (!tiledMap) {
error("Could not find map file");
}
// Start playing background music
//sound.startBgm("./data/sound/Mods/somemp.xm", -1);
// Initialize timers
tick_time = 0;
SDL_AddTimer(10, refresh_time, NULL);
SDL_AddTimer(1000, second, NULL);
// Initialize beings
player_node = new Being();
player_node->id = account_ID;
player_node->x = x;
player_node->y = y;
player_node->speed = 150;
player_node->setHairColor(char_info->hair_color);
player_node->setHairStyle(char_info->hair_style);
if (char_info->weapon == 11) {
char_info->weapon = 2;
}
player_node->weapon = char_info->weapon;
add_node(player_node);
remove("./docs/packet.list");
}
void do_exit() {
}
void do_input()
{
// Events
SDL_Event event;
while (SDL_PollEvent(&event))
{
bool used = false;
// For discontinuous keys
if (event.type == SDL_KEYDOWN)
{
SDL_keysym keysym = event.key.keysym;
if (keysym.sym == SDLK_RETURN)
{
if (!chatWindow->isFocused())
{
chatWindow->requestFocus();
used = true;
}
}
if ((keysym.sym == SDLK_F5) && action_time)
{
if (player_node->action == STAND)
action(2, 0);
else if (player_node->action == SIT)
action(3, 0);
action_time = false;
}
else if ((keysym.sym == SDLK_F6))
{
displayPathToMouse = !displayPathToMouse;
}
// Emotions, Skill dialog
if (keysym.mod & KMOD_ALT && action_time)
{
if (player_node->emotion == 0)
{
unsigned char emotion = 0;
if (keysym.sym == SDLK_1) emotion = 1;
else if (keysym.sym == SDLK_2) emotion = 2;
else if (keysym.sym == SDLK_3) emotion = 3;
else if (keysym.sym == SDLK_4) emotion = 4;
else if (keysym.sym == SDLK_5) emotion = 5;
else if (keysym.sym == SDLK_6) emotion = 6;
else if (keysym.sym == SDLK_7) emotion = 7;
else if (keysym.sym == SDLK_8) emotion = 8;
else if (keysym.sym == SDLK_9) emotion = 9;
else if (keysym.sym == SDLK_0) emotion = 10;
if (emotion != 0) {
WFIFOW(0) = net_w_value(0x00bf);
WFIFOB(2) = emotion;
WFIFOSET(3);
action_time = false;
used = true;
}
}
}
if (keysym.mod & KMOD_ALT) {
if (keysym.sym == SDLK_i) {
inventoryWindow->setVisible(!inventoryWindow->isVisible());
used = true;
}
else if (keysym.sym == SDLK_s) {
statsWindow->setVisible(!statsWindow->isVisible());
used = true;
}
else if (keysym.sym == SDLK_n) {
newSkillWindow->setVisible(!newSkillWindow->isVisible());
used = true;
}
else if (keysym.sym == SDLK_k) {
skillDialog->setVisible(!skillDialog->isVisible());
used = true;
}
else if (keysym.sym == SDLK_c) {
setupWindow->setVisible(true);
used = true;
}
else if (keysym.sym == SDLK_e) {
equipmentWindow->setVisible(!equipmentWindow->isVisible());
used = true;
}
}
if (event.key.keysym.sym == SDLK_ESCAPE)
{
state = EXIT;
}
if (keysym.sym == SDLK_g)
{
// Get the item code
if (!chatWindow->isFocused())
{
used = true;
int id = 0;
id = find_floor_item_by_cor(player_node->x, player_node->y);
if (id != 0)
{
WFIFOW(0) = net_w_value(0x009f);
WFIFOL(2) = net_l_value(id);
WFIFOSET(6);
}
else {
switch (player_node->direction) {
case NORTH:
id = find_floor_item_by_cor(player_node->x, player_node->y-1);
break;
case SOUTH:
id = find_floor_item_by_cor(player_node->x, player_node->y+1);
break;
case WEST:
id = find_floor_item_by_cor(player_node->x-1, player_node->y);
break;
case EAST:
id = find_floor_item_by_cor(player_node->x+1, player_node->y);
break;
case NW:
id = find_floor_item_by_cor(player_node->x-1, player_node->y-1);
break;
case NE:
id = find_floor_item_by_cor(player_node->x+1, player_node->y-1);
break;
case SW:
id = find_floor_item_by_cor(player_node->x-1, player_node->y+1);
break;
case SE:
id = find_floor_item_by_cor(player_node->x+1, player_node->y+1);
break;
default:
break;
}
WFIFOW(0) = net_w_value(0x009f);
WFIFOL(2) = net_l_value(id);
WFIFOSET(6);
}
}
}
if (keysym.sym == SDLK_f)
{
if (keysym.mod & KMOD_CTRL)
{
// Workaround for Win and else
#if __USE_UNIX98
SDL_WM_ToggleFullScreen(screen);
if ((int)config.getValue("screen", 0) == 0) {
config.setValue("screen", 1);
}
else {
config.setValue("screen", 0);
}
#else
int displayFlags = 0;
if ((int)config.getValue("screen", 0) == 0) {
displayFlags |= SDL_FULLSCREEN;
config.setValue("screen", 1);
}
else {
config.setValue("screen", 0);
}
if ((int)config.getValue("hwaccel", 0)) {
displayFlags |= SDL_HWSURFACE | SDL_DOUBLEBUF;
}
else {
displayFlags |= SDL_SWSURFACE;
}
screen = SDL_SetVideoMode(800, 600, 32, displayFlags);
#endif
}
}
} // End key down
else if (event.type == SDL_MOUSEBUTTONDOWN)
{
int mx = event.button.x / 32 + camera_x;
int my = event.button.y / 32 + camera_y;
if (event.button.button == 3)
{
// We click the right button
// NPC Call
int id = find_npc(mx, my);
if (id != 0)
{
// Check if no conflicting npc window is open
if (current_npc == 0)
{
WFIFOW(0) = net_w_value(0x0090);
WFIFOL(2) = net_l_value(id);
WFIFOB(6) = 0;
WFIFOSET(7);
current_npc = id;
}
}
}
}
else if (event.type == SDL_QUIT)
{
state = EXIT;
}
// Push input to GUI when not used
if (!used) {
guiInput->pushInput(event);
}
} // End while
// Get the state of the keyboard keys
Uint8* keys;
keys = SDL_GetKeyState(NULL);
int xDirection = 0;
int yDirection = 0;
int Direction = 0;
if (walk_status == 0 && player_node->action != DEAD && current_npc == 0)
{
int x = player_node->x;
int y = player_node->y;
if (keys[SDLK_UP] || keys[SDLK_KP8])
{
yDirection = -1;
}
if (keys[SDLK_DOWN] || keys[SDLK_KP2])
{
yDirection = 1;
}
if (keys[SDLK_LEFT] || keys[SDLK_KP4])
{
xDirection = -1;
}
if (keys[SDLK_RIGHT] || keys[SDLK_KP6])
{
xDirection = 1;
}
if (keys[SDLK_KP1]) // Bottom Left
{
xDirection = -1;
yDirection = 1;
}
if (keys[SDLK_KP3]) // Bottom Right
{
xDirection = 1;
yDirection = 1;
}
if (keys[SDLK_KP7]) // Top Left
{
xDirection = -1;
yDirection = -1;
}
if (keys[SDLK_KP9]) // Top Right
{
xDirection = 1;
yDirection = -1;
}
if ( xDirection == 1 && yDirection == 0 ) // Right
{
Direction = EAST;
}
if ( xDirection == -1 && yDirection == 0 ) // Left
{
Direction = WEST;
}
if ( xDirection == 0 && yDirection == -1 ) // Up
{
Direction = NORTH;
}
if ( xDirection == 0 && yDirection == 1 ) // Down
{
Direction = SOUTH;
}
if ( xDirection == 1 && yDirection == 1 ) // Bottom-Right
{
Direction = SE;
}
if ( xDirection == -1 && yDirection == -1 ) // Top-left
{
Direction = NW;
}
if ( xDirection == 1 && yDirection == -1 ) // Top-Right
{
Direction = NE;
}
if ( xDirection == -1 && yDirection == 1 ) // Bottom-Left
{
Direction = SW;
}
if ( xDirection != 0 || yDirection != 0 )
{
if (tiledMap->getWalk(x + xDirection, y + yDirection) != 0)
{
walk(x + xDirection, y + yDirection, Direction);
walk_status = 1;
player_node->action = WALK;
player_node->walk_time = tick_time;
player_node->x = x + xDirection;
player_node->y = y + yDirection;
player_node->direction = Direction;
}
else if (tiledMap->getWalk(x + xDirection, y) != 0)
{ // Going back to straight direction Left or right
if ( xDirection == 1 ) //right
{
Direction = EAST;
}
else // left
{
Direction = WEST;
}
yDirection = 0;
walk(x + xDirection, y + yDirection, Direction);
walk_status = 1;
player_node->action = WALK;
player_node->walk_time = tick_time;
player_node->x = x + xDirection;
player_node->y = y + yDirection;
player_node->direction = Direction;
}
else if (tiledMap->getWalk(x, y + yDirection) != 0)
{ // Going back to straight direction up or down
if ( yDirection == 1 ) //Down
{
Direction = SOUTH;
}
else // Up
{
Direction = NORTH;
}
xDirection = 0;
walk(x + xDirection, y + yDirection, Direction);
walk_status = 1;
player_node->action = WALK;
player_node->walk_time = tick_time;
player_node->x = x + xDirection;
player_node->y = y + yDirection;
player_node->direction = Direction;
}
else player_node->direction = Direction;
}
if (player_node->action == STAND)
{
if (keys[SDLK_LCTRL])
{
player_node->action = ATTACK;
attack(player_node->x,
player_node->y,
player_node->direction);
player_node->walk_time = tick_time;
}
}
} // End if alive
}
int get_packet_length(short id) {
int len = get_length(id);
if (len == -1) len = RFIFOW(2);
return len;
}
void do_parse() {
unsigned short id;
char *temp;
Being *being = NULL;
FloorItem *floorItem = NULL;
int len, n_items;
// We need at least 2 bytes to identify a packet
if (in_size >= 2) {
// Check if the received packet is complete
while (in_size >= (len = get_packet_length(id = RFIFOW(0)))) {
// Add infos to log file and dump the latest received packet
char pkt_nfo[60];
sprintf(pkt_nfo,"In-buffer size: %i Packet id: %x Packet length: %i", in_size, RFIFOW(0), len);
/*
log_hex("Packet", "Packet_ID", RFIFOW(0));
log_int("Packet", "Packet_length", get_length(RFIFOW(0)));
log_int("Packet", "Packet_in_size", RFIFOW(2));
log_int("Packet", "In_size", in_size);
FILE *file = fopen("packet.dump", "wb");
for(int i=0;i<len;i++) {
fprintf(file, "%x|%i|%c ", RFIFOB(i), RFIFOB(i), RFIFOB(i));
if((i+1)%10==0)fprintf(file, "\n");
}
fclose(file);
*/
#ifdef __DEBUG
FILE *file = fopen("./docs/packet.list", "a");
fprintf(file, "%x\n", RFIFOW(0));
fclose(file);
#endif
// Parse packet based on their id
switch (id) {
case SMSG_LOGIN_SUCCESS:
// Connected to game server succesfully, set spawn point
player_node->x = get_x(RFIFOP(6));
player_node->y = get_y(RFIFOP(6));
break;
// Received speech
case 0x008d:
temp = (char *)malloc(RFIFOW(2)-7);
memset(temp, '\0', RFIFOW(2)-7);
memcpy(temp, RFIFOP(8), RFIFOW(2)-8);
being = find_node(RFIFOL(4));
if (being != NULL) {
// White
being->setSpeech(temp, SPEECH_TIME);
chatWindow->chat_log(temp, BY_OTHER);
}
free(temp);
break;
case 0x008e:
case 0x009a:
if (RFIFOW(2) > 4) {
// Receiving 1 byte less than expected, server might be
// sending garbage instead of '\0' /-kth5
temp = (char *)malloc(RFIFOW(2) - 3);
memset(temp, '\0', RFIFOW(2) - 3);
memcpy(temp, RFIFOP(4), RFIFOW(2) - 4);
// White
player_node->setSpeech(temp, SPEECH_TIME);
if (id == 0x008e) {
chatWindow->chat_log(temp, BY_PLAYER);
}
else {
chatWindow->chat_log(temp, BY_GM);
}
free(temp);
}
break;
// Success to walk request
case 0x0087:
if (walk_status == 1) {
if ((unsigned int)(RFIFOL(2)) > (unsigned int)(server_tick)) {
walk_status = 2;
server_tick = RFIFOL(2);
}
}
break;
// Add new being / stop monster
case 0x0078:
being = find_node(RFIFOL(2));
if (being == NULL) {
being = new Being();
being->id = RFIFOL(2);
being->speed = RFIFOW(6);
if (being->speed == 0) {
// Else division by 0 when calculating frame
being->speed = 150;
}
being->job = RFIFOW(14);
being->x = get_x(RFIFOP(46));
being->y = get_y(RFIFOP(46));
being->direction = get_direction(RFIFOP(46));
being->setHairColor(RFIFOW(28));
being->setHairStyle(RFIFOW(16));
add_node(being);
}
else {
being->clearPath();
being->x = get_x(RFIFOP(46));
being->y = get_y(RFIFOP(46));
being->direction = get_direction(RFIFOP(46));
being->frame = 0;
being->walk_time = tick_time;
being->action = STAND;
}
break;
case SMSG_REMOVE_BEING:
// A being should be removed or has died
being = find_node(RFIFOL(2));
if (being != NULL) {
if (RFIFOB(6) == 1) { // Death
if (being->job > 110) {
being->action = MONSTER_DEAD;
being->frame = 0;
being->walk_time = tick_time;
}
else {
being->action = DEAD;
}
//remove_node(RFIFOL(2));
}
else remove_node(RFIFOL(2));
}
break;
case SMSG_PLAYER_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
// A message about a player, doesn't include movement.
being = find_node(RFIFOL(2));
if (being == NULL) {
being = new Being();
being->id = RFIFOL(2);
add_node(being);
}
being->job = RFIFOW(14);
being->x = get_x(RFIFOP(46));
being->y = get_y(RFIFOP(46));
being->direction = get_direction(RFIFOP(46));
being->walk_time = tick_time;
being->frame = 0;
being->speed = RFIFOW(6);
being->setHairColor(RFIFOW(28));
being->setHairStyle(RFIFOW(16));
break;
case SMSG_MOVE_BEING:
// A being nearby is moving
being = find_node(RFIFOL(2));
if (being == NULL) {
being = new Being();
being->id = RFIFOL(2);
add_node(being);
}
being->action = STAND;
being->x = get_src_x(RFIFOP(50));
being->y = get_src_y(RFIFOP(50));
being->destX = get_dest_x(RFIFOP(50));
being->destY = get_dest_y(RFIFOP(50));
being->speed = RFIFOW(6);
being->job = RFIFOW(14);
being->weapon = RFIFOW(18);
being->setPath(tiledMap->findPath(
being->x, being->y,
being->destX, being->destY));
break;
case SMSG_MOVE_PLAYER_BEING:
// A nearby player being moves
being = find_node(RFIFOL(2));
if (being == NULL) {
being = new Being();
being->id = RFIFOL(2);
add_node(being);
}
being->speed = RFIFOW(6);
being->job = RFIFOW(14);
being->x = get_src_x(RFIFOP(50));
being->y = get_src_y(RFIFOP(50));
being->destX = get_dest_x(RFIFOP(50));
being->destY = get_dest_y(RFIFOP(50));
being->setHairStyle(RFIFOW(16));
being->setHairColor(RFIFOW(32));
being->setPath(tiledMap->findPath(
being->x, being->y,
being->destX, being->destY));
break;
// NPC dialog
case 0x00b4:
npcTextDialog->addText(RFIFOP(8));
npcListDialog->setVisible(false);
npcTextDialog->setVisible(true);
current_npc = RFIFOL(4);
break;
// Get the items
case 0x01ee:
for (int loop = 0; loop < (RFIFOW(2) - 4) / 18; loop++) {
inventoryWindow->addItem(RFIFOW(4 + loop * 18),
RFIFOW(4 + loop * 18 + 2),
RFIFOW(4 + loop * 18 + 6), false);
// Trick because arrows are not considered equipment
if (RFIFOW(4 + loop * 18 + 2) == 1199)
inventoryWindow->items->setEquipment(
RFIFOW(4 + loop * 18), true);
/*char info[40];
sprintf(info, "1ee %i", RFIFOW(4+loop*18+2));
chatWindow->chat_log(info, BY_SERVER);*/
}
break;
// Get the equipments
case 0x00a4:
for (int loop = 0; loop < (RFIFOW(2) - 4) / 20; loop++) {
inventoryWindow->addItem(RFIFOW(4 + loop * 20),
RFIFOW(4 + loop * 20 + 2), 1, true);
/*char info[40];
sprintf(info, "a4 %i %i %i %i %i %i %i %i",
RFIFOW(4+loop*20), RFIFOW(4+loop*20+2),
RFIFOB(4+loop*20+4), RFIFOB(4+loop*20+5),
RFIFOW(4+loop*20+6), RFIFOW(4+loop*20+8),
RFIFOB(4+loop*20+10), RFIFOB(4+loop*20+11));
chatWindow->chat_log(info, BY_SERVER);*/
if(RFIFOW(4+loop*20+8)) {
int mask = 1;
int position = 0;
while(!(RFIFOW(4+loop*20+8) & mask)) {
mask *= 2;
position++;
}
/*sprintf(info, "%i %i", mask, position);
chatWindow->chat_log(info, BY_SERVER);*/
equipmentWindow->addEquipment(position - 1,
RFIFOW(4+loop*20+2));
equipmentWindow->equipments[position - 1].inventoryIndex =
RFIFOW(4+loop*20);
inventoryWindow->items->setEquipped(
RFIFOW(4+loop*20), true);
}
}
break;
// Can I use the item?
case 0x00a8:
if (RFIFOB(6) == 0) {
chatWindow->chat_log("Failed to use item", BY_OTHER);
} else {
inventoryWindow->changeQuantity(RFIFOW(2), RFIFOW(4));
}
break;
// Warp
case 0x0091:
memset(map_path, '\0', 480);
strcat(map_path, "./data/map/");
strncat(map_path, RFIFOP(2), 497 - strlen(map_path));
log("Warping to %s (%d, %d)\n",
map_path, RFIFOW(18), RFIFOW(20));
if (tiledMap) delete tiledMap;
tiledMap = Map::load(map_path);
if (tiledMap) {
// Delete all beings except the local player
std::list<Being *>::iterator i;
for (i = beings.begin(); i != beings.end(); i++) {
if ((*i) != player_node) {
delete (*i);
}
}
beings.clear();
// Re-add the local player node
add_node(player_node);
player_node->action = STAND;
player_node->frame = 0;
player_node->x = RFIFOW(18);
player_node->y = RFIFOW(20);
current_npc = 0;
walk_status = 0;
// Send "map loaded"
WFIFOW(0) = net_w_value(0x007d);
WFIFOSET(2);
while (out_size > 0) flush();
}
else {
error("Could not find map file");
}
break;
// Skill ...
case 0x011a:
break;
case 0x01a4:
break;
// Action failed (ex. sit because you have not reached the right level)
case 0x0110:
CHATSKILL action;
action.skill = RFIFOW(2);
action.bskill = RFIFOW(4);
action.unused = RFIFOW(6);
action.success = RFIFOB(8);
action.reason = RFIFOB(9);
if(action.success != SKILL_FAILED &&
action.bskill == BSKILL_EMOTE ) {
printf("Action: %d/%d", action.bskill, action.success);
}
chatWindow->chat_log(action);
break;
// Update stat values
case 0x00b0:
switch(RFIFOW(2)) {
//case 0x0000:
// player_node->speed;
// break;
case 0x0005:
char_info->hp = RFIFOW(4);
break;
case 0x0006:
char_info->max_hp = RFIFOW(4);
break;
case 0x0007:
char_info->sp = RFIFOW(4);
break;
case 0x0008:
char_info->max_sp = RFIFOW(4);
break;
case 0x000b:
char_info->lv = RFIFOW(4);
break;
case 0x000c:
char_info->skill_point = RFIFOW(4);
skillDialog->setPoints(char_info->skill_point);
break;
case 0x0037:
char_info->job_lv = RFIFOW(4);
break;
case 0x0009:
char_info->statsPointsToAttribute = RFIFOW(4);
/*char points[20];
sprintf(points, "b0 0x0009 %i", RFIFOL(4));
chatWindow->chat_log(points, BY_SERVER);*/
break;
default:
/*char unknown[20];
sprintf(unknown, "b0 %x %i", RFIFOW(2),RFIFOL(4));
chatWindow->chat_log(unknown, BY_SERVER);*/
break;
}
statusWindow->update();
if (char_info->hp == 0 && deathNotice == NULL) {
deathNotice = new OkDialog("Message",
"You're now dead, press ok to restart",
&deathNoticeListener);
player_node->action = DEAD;
}
break;
// Stop walking
case 0x0088: // Disabled because giving some problems
//if (being = find_node(RFIFOL(2))) {
// if (being->id!=player_node->id) {
// char ids[20];
// sprintf(ids,"%i",RFIFOL(2));
// alert(ids,"","","","",0,0);
// being->action = STAND;
// being->frame = 0;
// set_coordinates(being->coordinates, RFIFOW(6), RFIFOW(8), get_direction(being->coordinates));
// }
//}
//break;
// Damage, sit, stand up
case 0x008a:
switch (RFIFOB(26)) {
case 0: // Damage
being = find_node(RFIFOL(6));
if (being != NULL) {
if (RFIFOW(22) == 0) {
// Yellow
being->setSpeech("miss", SPEECH_TIME);
} else {
// Blue for monster, red for player
std::stringstream ss;
ss << RFIFOW(22);
being->setSpeech(ss.str(), SPEECH_TIME);
}
if (RFIFOL(2) != player_node->id) { // buggy
being = find_node(RFIFOL(2));
if (being != NULL) {
if (being->job<10) {
being->action = ATTACK;
}
else {
being->action = MONSTER_ATTACK;
}
being->frame = 0;
}
}
}
break;
case 2: // Sit
case 3: // Stand up
being = find_node(RFIFOL(2));
if (being != NULL) {
being->frame = 0;
if (RFIFOB(26) == 2) {
being->action = SIT;
walk_status = 0;
}
else if (RFIFOB(26) == 3) {
being->action = STAND;
}
}
break;
}
break;
// Status change
case 0x00b1:
switch (RFIFOW(2)) {
case 1:
char_info->xp = RFIFOL(4);
break;
case 2:
char_info->job_xp = RFIFOL(4);
break;
case 20:
char_info->gp = RFIFOL(4);
break;
case 0x0016:
char_info->xpForNextLevel = RFIFOL(4);
break;
case 0x0017:
char_info->jobXpForNextLevel = RFIFOL(4);
break;
}
break;
// Level up
case 0x019b:
if (RFIFOL(2) == player_node->id) {
SOUND_SID sound_id = sound.loadItem(
"./data/sound/wavs/level.ogg");
sound.startItem(sound_id, 64);
sound.clearCache();
}
break;
// Emotion
case 0x00c0:
being = find_node(RFIFOL(2));
if(being) {
being->emotion = RFIFOB(6);
being->emotion_time = EMOTION_TIME;
}
break;
// Update skill values
case 0x0141:
switch(RFIFOL(2)) {
case 0x000d:
char_info->STR = RFIFOL(6) + RFIFOL(10); // Base + Bonus
break;
case 0x000e:
char_info->AGI = RFIFOL(6) + RFIFOL(10);
break;
case 0x000f:
char_info->VIT = RFIFOL(6) + RFIFOL(10);
break;
case 0x0010:
char_info->INT = RFIFOL(6) + RFIFOL(10);
break;
case 0x0011:
char_info->DEX = RFIFOL(6) + RFIFOL(10);
break;
case 0x0012:
char_info->LUK = RFIFOL(6) + RFIFOL(10);
break;
}
/*char unknown2[20];
sprintf(unknown2, "141 %i %i %i", RFIFOL(2),RFIFOL(6),RFIFOL(10));
chatWindow->chat_log(unknown2, BY_SERVER);*/
break;
// Buy/Sell dialog
case 0x00c4:
buyDialog->setVisible(false);
sellDialog->setVisible(false);
buySellDialog->setVisible(true);
current_npc = RFIFOL(2);
break;
// Buy dialog
case 0x00c6:
n_items = (len - 4) / 11;
buyDialog->reset();
buyDialog->setMoney(char_info->gp);
buyDialog->setVisible(true);
for (int k = 0; k < n_items; k++) {
buyDialog->addItem(RFIFOW(4 + 11 * k + 9), RFIFOL(4 + 11 * k));
}
break;
// Sell dialog
case 0x00c7:
n_items = (len - 4) / 10;
if (n_items > 0) {
sellDialog->reset();
sellDialog->setVisible(true);
for (int k = 0; k < n_items; k++) {
sellDialog->addItem(
RFIFOW(4 + 10 * k), RFIFOL(4 + 10 * k + 2));
}
}
else {
chatWindow->chat_log("Nothing to sell", BY_SERVER);
}
break;
// Answer to buy
case 0x00ca:
if (RFIFOB(2) == 0)
chatWindow->chat_log("Thanks for buying", BY_SERVER);
else
chatWindow->chat_log("Unable to buy", BY_SERVER);
break;
// Answer to sell
case 0x00cb:
if (RFIFOB(2) == 0)
chatWindow->chat_log("Thanks for selling", BY_SERVER);
else
chatWindow->chat_log("Unable to sell", BY_SERVER);
break;
// Add item to inventory after you bought it
case 0x00a0:
if (RFIFOB(22) > 0)
chatWindow->chat_log("Unable to pick up item", BY_SERVER);
else {
if(RFIFOW(19)) {
inventoryWindow->addItem(RFIFOW(2), RFIFOW(6),
RFIFOW(4), true);
}
else {
inventoryWindow->addItem(RFIFOW(2), RFIFOW(6),
RFIFOW(4), false);
}
/*char info[40];
sprintf(info, "a0 %i %i %i %i %i %i %i %i",
RFIFOW(2), RFIFOW(4), RFIFOW(6),
RFIFOB(8), RFIFOB(9), RFIFOB(10),
RFIFOW(19), RFIFOB(21));
chatWindow->chat_log(info, BY_SERVER);*/
}
break;
// Decrease quantity of an item in inventory
case 0x00af:
printf("sell %i\n", -RFIFOW(4));
inventoryWindow->increaseQuantity(RFIFOW(2), -RFIFOW(4));
break;
// Use an item
case 0x01c8:
inventoryWindow->changeQuantity(RFIFOW(2), RFIFOW(10));
break;
// ??
case 0x0119:
break;
// Skill list TAG
case 0x010f:
{
int n_skills = (len - 4) / 37;
for (int k = 0; k < n_skills; k++)
{
if (RFIFOW(4 + k * 37 + 6) != 0 ||
RFIFOB(4 + k * 37 + 36)!=0)
{
int skillId = RFIFOW(4 + k * 37);
if (skillDialog->hasSkill(skillId)) {
skillDialog->setSkill(skillId,
RFIFOW(4 + k * 37 + 6),
RFIFOW(4 + k * 37 + 36));
}
else {
skillDialog->addSkill(
RFIFOW(4 + k * 37),
RFIFOW(4 + k * 37 + 6),
RFIFOW(4 + k * 37 + 8));
}
}
}
}
break;
// MVP experience
case 0x010b:
break;
// Display MVP player
case 0x010c:
chatWindow->chat_log("MVP player", BY_SERVER);
break;
// Item is found
case 0x009d:
floorItem = new FloorItem();
floorItem->id = net_w_value(RFIFOW(6));
floorItem->x = net_w_value(RFIFOW(9));
floorItem->y = net_w_value(RFIFOW(11));
floorItem->int_id = net_l_value(RFIFOL(2));
add_floor_item(floorItem);
break;
// Item drop
case 0x009e:
floorItem = new FloorItem();
floorItem->id = net_w_value(RFIFOW(6));
floorItem->x = net_w_value(RFIFOW(9));
floorItem->y = net_w_value(RFIFOW(11));
floorItem->int_id = net_l_value(RFIFOL(2));
add_floor_item(floorItem);
break;
// Item disappearing
case 0x00a1:
floorItem = find_floor_item_by_id(net_l_value(RFIFOL(2)));
if (floorItem != NULL) {
remove_floor_item(net_l_value(RFIFOL(2)));
}
else {
remove_floor_item(net_l_value(RFIFOL(2)));
}
break;
// Next button in NPC dialog
case 0x00b5:
strcpy(npc_button, "Next");
current_npc = RFIFOL(2);
break;
// Close button in NPC dialog
case 0x00b6:
strcpy(npc_button, "Close");
break;
// List in NPC dialog
case 0x00b7:
current_npc = RFIFOL(4);
// Hammerbear: Second argument here shouldn't be neccesary,
// instead make sure the string is \0 terminated.
//parse_items(RFIFOP(8), RFIFOW(2));
npcListDialog->parseItems(RFIFOP(8));
npcListDialog->setVisible(true);
break;
case SMSG_CHANGE_BEING_LOOKS:
being = find_node(RFIFOL(2));
if (being) {
if (RFIFOB(6) == 6) {
being->setHairColor(RFIFOB(7));
} else if (RFIFOB(6) == 1) {
being->setHairStyle(RFIFOB(7));
}
}
break;
// Answer to equip item
case 0x00aa:
if (RFIFOB(6) == 0)
chatWindow->chat_log("Unable to equip.", BY_SERVER);
else {
if(RFIFOW(4)) {
int mask = 1;
int position = 0;
while(!(RFIFOW(4) & mask)) {
mask *= 2;
position++;
}
int equippedId = equipmentWindow->equipments[position - 1].id;
if (equippedId > 0)
inventoryWindow->items->setEquipped(
equipmentWindow->equipments[position - 1].inventoryIndex,
false);
/*char info3[40];
sprintf(info3, "info3 %i %i", position-1,equippedId);
chatWindow->chat_log(info3, BY_SERVER);*/
inventoryWindow->items->setEquipped(RFIFOW(2),
true);
equipmentWindow->addEquipment(position - 1,
inventoryWindow->items->getId(RFIFOW(2)));
equipmentWindow->equipments[position - 1].inventoryIndex = RFIFOW(2);
// Trick to use the proper graphic until I find
// the right packet
switch (inventoryWindow->items->getId(RFIFOW(2))) {
case 1201:
player_node->weapon = 1;
break;
case 1200:
player_node->weapon = 2;
break;
}
}
}
/*char info[40];
sprintf(info, "aa %i %i %i", RFIFOW(2),RFIFOW(4),RFIFOB(6));
chatWindow->chat_log(info, BY_SERVER);*/
break;
// Equipment related
case 0x01d7:
/*char content[40];
sprintf(content, "1d7 %i %i %i", RFIFOB(6), RFIFOW(7), RFIFOW(9));
chatWindow->chat_log(content, BY_SERVER);*/
break;
// Answer to unequip item
case 0x00ac:
if (RFIFOB(6) == 0)
chatWindow->chat_log("Unable to unequip.", BY_SERVER);
else {
if(RFIFOW(4)) {
int mask = 1;
int position = 0;
while(!(RFIFOW(4) & mask)) {
mask *= 2;
position++;
}
int equipmentId = equipmentWindow->equipments[position-1].id;
if (equipmentId > 0)
inventoryWindow->items->setEquipped(
equipmentWindow->equipments[position-1].inventoryIndex, false);
equipmentWindow->removeEquipment(position - 1);
inventoryWindow->items->setEquipped(
inventoryWindow->items->getIndex(), false);
player_node->weapon = 0;
}
}
/*char info2[40];
sprintf(info2, "ac %i %i %i", RFIFOW(2),RFIFOW(4),RFIFOB(6));
chatWindow->chat_log(info2, BY_SERVER);*/
break;
// Arrows equipped
case 0x013c:
/*char info3[40];
sprintf(info3, "13c %i", RFIFOW(2));
chatWindow->chat_log(info3, BY_SERVER);*/
inventoryWindow->items->setEquipped(RFIFOW(2), true);
break;
// Various messages
case 0x013b:
/*char msg[40];
sprintf(msg, "13b %i", RFIFOW(2));
chatWindow->chat_log(msg, BY_SERVER);*/
if (RFIFOW(2) == 0)
chatWindow->chat_log("Equip arrows first", BY_SERVER);
break;
// Updates a stat value
case 0x00bc:
/*char stat[20];
sprintf(stat, "bc %x %i %i", RFIFOW(2),RFIFOB(4),RFIFOB(5));
chatWindow->chat_log(stat, BY_SERVER);*/
if(RFIFOB(4)) {
switch(RFIFOW(2)) {
case 0x000d:
char_info->STR = RFIFOB(5);
break;
case 0x000e:
char_info->AGI = RFIFOB(5);
break;
case 0x000f:
char_info->VIT = RFIFOB(5);
break;
case 0x0010:
char_info->INT = RFIFOB(5);
break;
case 0x0011:
char_info->DEX = RFIFOB(5);
break;
case 0x0012:
char_info->LUK = RFIFOB(5);
break;
}
}
break;
// Updates stats and status points
case 0x00bd:
char_info->statsPointsToAttribute = RFIFOW(2);
char_info->STR = RFIFOB(4);
char_info->STRUp = RFIFOB(5);
char_info->AGI = RFIFOB(6);
char_info->AGIUp = RFIFOB(7);
char_info->VIT = RFIFOB(8);
char_info->VITUp = RFIFOB(9);
char_info->INT = RFIFOB(10);
char_info->INTUp = RFIFOB(11);
char_info->DEX = RFIFOB(12);
char_info->DEXUp = RFIFOB(13);
char_info->LUK = RFIFOB(14);
char_info->LUKUp = RFIFOB(15);
/*char stats[100];
sprintf(stats, "%i %i %i %i %i %i %i %i %i %i %i %i",
RFIFOB(4),RFIFOB(5),RFIFOB(6),RFIFOB(7),RFIFOB(8),RFIFOB(9),
RFIFOB(10),RFIFOB(11),RFIFOB(12),RFIFOB(13),RFIFOB(14),RFIFOB(15));
chatWindow->chat_log(stats,BY_SERVER);*/
statusWindow->update();
break;
// Updates status point
case 0x00be:
switch(RFIFOW(2)) {
case 0x0020:
char_info->STRUp = RFIFOB(4);
break;
case 0x0021:
char_info->AGIUp = RFIFOB(4);
break;
case 0x0022:
char_info->VITUp = RFIFOB(4);
break;
case 0x0023:
char_info->INTUp = RFIFOB(4);
break;
case 0x0024:
char_info->DEXUp = RFIFOB(4);
break;
case 0x0025:
char_info->LUKUp = RFIFOB(4);
break;
}
break;
// Manage non implemented packets
default:
log("Unhandled packet: %x", id);
break;
}
RFIFOSKIP(len);
}
}
}