/*
* 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 "beinghandler.h"
#include <SDL_types.h>
#include "messagein.h"
#include "protocol.h"
#include "../being.h"
#include "../beingmanager.h"
#include "../game.h"
#include "../localplayer.h"
#include "../log.h"
#include "../main.h"
#include "../sound.h"
const int EMOTION_TIME = 150; /**< Duration of emotion icon */
BeingHandler::BeingHandler()
{
static const Uint16 _messages[] = {
//SMSG_BEING_VISIBLE,
//SMSG_BEING_MOVE,
//SMSG_BEING_REMOVE,
//SMSG_BEING_ACTION,
//SMSG_BEING_LEVELUP,
//SMSG_BEING_EMOTION,
//SMSG_BEING_CHANGE_LOOKS,
//SMSG_BEING_NAME_RESPONSE,
//SMSG_PLAYER_UPDATE_1,
//SMSG_PLAYER_UPDATE_2,
//SMSG_PLAYER_MOVE,
//0x0119,
GPMSG_BEING_ENTER,
0
};
handledMessages = _messages;
}
void BeingHandler::handleMessage(MessageIn &msg)
{
Uint32 id;
Uint16 job, speed;
Sint16 param1;
Sint8 type;
Being *srcBeing, *dstBeing;
switch (msg.getId())
{
case GPMSG_BEING_ENTER:
handleBeingEnterMessage(msg);
break;
case SMSG_BEING_VISIBLE:
case SMSG_BEING_MOVE:
// Information about a being in range
id = msg.readLong();
speed = msg.readShort();
msg.readShort(); // unknown
msg.readShort(); // unknown
msg.readShort(); // option
job = msg.readShort(); // class
dstBeing = beingManager->findBeing(id);
if (dstBeing == NULL)
{
// 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;
dstBeing->setHairStyle(msg.readShort());
dstBeing->setWeapon(msg.readShort());
dstBeing->setVisibleEquipment(3, msg.readShort()); // head bottom
if (msg.getId() == SMSG_BEING_MOVE)
{
msg.readLong(); // server tick
}
msg.readShort(); // shield
dstBeing->setVisibleEquipment(4, msg.readShort()); // head top
dstBeing->setVisibleEquipment(5, msg.readShort()); // head mid
dstBeing->setHairColor(msg.readShort());
msg.readShort(); // unknown
msg.readShort(); // head dir
msg.readShort(); // guild
msg.readShort(); // unknown
msg.readShort(); // unknown
msg.readShort(); // manner
msg.readShort(); // karma
msg.readByte(); // unknown
dstBeing->setSex(1 - msg.readByte()); // sex
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
{
//msg.readCoordinates(dstBeing->mX, dstBeing->mY, dstBeing->mDirection);
}
msg.readByte(); // unknown
msg.readByte(); // unknown
msg.readByte(); // unknown / sit
break;
case SMSG_BEING_REMOVE:
// A being should be removed or has died
dstBeing = beingManager->findBeing(msg.readLong());
if (!dstBeing)
break;
if (msg.readByte() == 1)
{
// Death
switch (dstBeing->getType())
{
case Being::MONSTER:
dstBeing->setAction(Being::MONSTER_DEAD);
dstBeing->mFrame = 0;
dstBeing->mWalkTime = tick_time;
break;
default:
dstBeing->setAction(Being::DEAD);
break;
}
}
else
{
beingManager->destroyBeing(dstBeing);
}
if (dstBeing == player_node->getTarget())
{
player_node->stopAttack();
}
break;
case SMSG_BEING_ACTION:
srcBeing = beingManager->findBeing(msg.readLong());
dstBeing = beingManager->findBeing(msg.readLong());
msg.readLong(); // server tick
msg.readLong(); // src speed
msg.readLong(); // dst speed
param1 = msg.readShort();
msg.readShort(); // param 2
type = msg.readByte();
msg.readShort(); // param 3
switch (type)
{
case 0: // Damage
if (dstBeing == NULL) break;
dstBeing->setDamage(param1, SPEECH_TIME);
if (srcBeing != NULL &&
srcBeing != player_node)
{
// buggy
if (srcBeing->getType() == Being::MONSTER)
{
srcBeing->setAction(Being::MONSTER_ATTACK);
}
else
{
srcBeing->setAction(Being::ATTACK);
}
srcBeing->mFrame = 0;
srcBeing->mWalkTime = tick_time;
}
break;
case 2: // Sit
if (srcBeing == NULL) break;
srcBeing->mFrame = 0;
srcBeing->setAction(Being::SIT);
break;
case 3: // Stand up
if (srcBeing == NULL) break;
srcBeing->mFrame = 0;
srcBeing->setAction(Being::STAND);
break;
}
break;
case SMSG_BEING_LEVELUP:
if ((Uint32) msg.readLong() == player_node->getId()) {
logger->log("Level up");
sound.playSfx("sfx/levelup.ogg");
} else {
logger->log("Someone else went level up");
}
msg.readLong(); // type
break;
case SMSG_BEING_EMOTION:
if (!(dstBeing = beingManager->findBeing(msg.readLong())))
{
break;
}
dstBeing->mEmotion = msg.readByte();
dstBeing->mEmotionTime = EMOTION_TIME;
break;
case SMSG_BEING_CHANGE_LOOKS:
{
if (!(dstBeing = beingManager->findBeing(msg.readLong())))
{
break;
}
int type = msg.readByte();
switch (type) {
case 1:
dstBeing->setHairStyle(msg.readByte());
break;
case 2:
dstBeing->setWeapon(msg.readByte());
break;
case 3:
case 4:
case 5:
// Equip/unequip head 3. Bottom 4. Top 5. Middle
dstBeing->setVisibleEquipment(type, msg.readByte());
// First 3 slots of mVisibleEquipments are reserved for
// later use, probably accessories.
break;
case 6:
dstBeing->setHairColor(msg.readByte());
break;
default:
printf("c3: %i\n", msg.readByte()); // unsupported
break;
}
}
break;
case SMSG_BEING_NAME_RESPONSE:
if ((dstBeing = beingManager->findBeing(msg.readLong())))
{
dstBeing->setName(msg.readString(24));
}
break;
case SMSG_PLAYER_UPDATE_1:
case SMSG_PLAYER_UPDATE_2:
case SMSG_PLAYER_MOVE:
// An update about a player, potentially including movement.
id = msg.readLong();
speed = msg.readShort();
msg.readShort(); // option 1
msg.readShort(); // option 2
msg.readShort(); // option
job = msg.readShort();
dstBeing = beingManager->findBeing(id);
if (dstBeing == NULL)
{
dstBeing = beingManager->createBeing(id, job);
}
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
dstBeing->setHairStyle(msg.readShort());
dstBeing->setWeaponById(msg.readShort()); // item id 1
msg.readShort(); // item id 2
dstBeing->setVisibleEquipment(3, msg.readShort()); // head bottom
if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readLong(); // server tick
}
dstBeing->setVisibleEquipment(4, msg.readShort()); // head top
dstBeing->setVisibleEquipment(5, msg.readShort()); // head mid
dstBeing->setHairColor(msg.readShort());
msg.readShort(); // unknown
msg.readShort(); // head dir
msg.readLong(); // guild
msg.readLong(); // emblem
msg.readShort(); // manner
msg.readByte(); // karma
dstBeing->setSex(1 - msg.readByte()); // sex
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
{
//msg.readCoordinates(dstBeing->mX, dstBeing->mY, dstBeing->mDirection);
}
msg.readByte(); // unknown
msg.readByte(); // unknown
if (msg.getId() == SMSG_PLAYER_UPDATE_1)
{
if (msg.readByte() == 2)
{
dstBeing->setAction(Being::SIT);
}
}
else if (msg.getId() == SMSG_PLAYER_MOVE)
{
msg.readByte(); // unknown
}
msg.readByte(); // Lv
msg.readByte(); // unknown
dstBeing->mWalkTime = tick_time;
dstBeing->mFrame = 0;
break;
case 0x0119:
// Change in players look
printf("0x0119 %li %i %i %x %i\n", msg.readLong(),
msg.readShort(), msg.readShort(), msg.readShort(),
msg.readByte());
break;
}
}
void
BeingHandler::handleBeingEnterMessage(MessageIn &msg)
{
// Not sure what do to exactly with this message yet.
/*
unsigned char type = msg.readByte();
unsigned long id = msg.readLong();
if (type == OBJECT_PLAYER)
{
std::string name = msg.readString();
unsigned char hairStyle = msg.readByte();
unsigned char hairColor = msg.readByte();
unsigned char gender = msg.readByte();
}
*/
}