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authorJared Adams <jaxad0127@gmail.com>2009-03-23 11:14:00 -0600
committerJared Adams <jaxad0127@gmail.com>2009-03-23 11:14:00 -0600
commiteee4c9a1e2a9fc58ccb8ad05acfe0b0e41ec3fab (patch)
treee6a09e53f092b94614ea66d92af27c684772cd42 /src/net/beinghandler.cpp
parent1850cca2e8ba43b1e70385d848dca9f3a91fef4a (diff)
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Move all TMWServ-specific code to net/tmwserv
Also fix several instances where the same net handler was being used for both servers, and a few other related oddities.
Diffstat (limited to 'src/net/beinghandler.cpp')
-rw-r--r--src/net/beinghandler.cpp359
1 files changed, 0 insertions, 359 deletions
diff --git a/src/net/beinghandler.cpp b/src/net/beinghandler.cpp
deleted file mode 100644
index 8f1fb8fd..00000000
--- a/src/net/beinghandler.cpp
+++ /dev/null
@@ -1,359 +0,0 @@
-/*
- * 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
- */
-
-#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 "../npc.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()
-{
- static const Uint16 _messages[] = {
- 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)
-{
- switch (msg.getId())
- {
- case GPMSG_BEING_ENTER:
- handleBeingEnterMessage(msg);
- break;
- case GPMSG_BEING_LEAVE:
- handleBeingLeaveMessage(msg);
- break;
- case GPMSG_BEINGS_MOVE:
- handleBeingsMoveMessage(msg);
- 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;
- }
-}
-
-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 };
-
- int mask = msg.readInt8();
-
- if (mask & (1 << 7))
- {
- // The equipment has to be cleared first.
- for (int i = 0; i < nb_slots; ++i)
- {
- being->setSprite(slots[i], 0);
- }
- }
-
- // 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);
- }
-}
-
-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:
- {
- std::string name = msg.readString();
- if (player_node->getName() == name)
- {
- being = player_node;
- being->setId(id);
- }
- else
- {
- being = beingManager->createBeing(id, type, 0);
- being->setName(name);
- }
- 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;
- }
-
- being->setPosition(px, py);
- being->setDestination(px, py);
- being->setAction(action);
-}
-
-void BeingHandler::handleBeingLeaveMessage(MessageIn &msg)
-{
- Being *being = beingManager->findBeing(msg.readInt16());
- if (!being) return;
-
- beingManager->destroyBeing(being);
-}
-
-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))
- {
- 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));
- }
-
- // Ignore messages from the server for the local player
- if (being == player_node)
- continue;
-
- // 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);
- }
- }
-}
-
-void BeingHandler::handleBeingAttackMessage(MessageIn &msg)
-{
- Being *being = beingManager->findBeing(msg.readInt16());
- int direction = msg.readInt8();
- int attackType = msg.readInt8();
-
- if (!being) return;
-
- 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;
- }
-
- being->setAction(Being::ATTACK, attackType);
-}
-
-void BeingHandler::handleBeingsDamageMessage(MessageIn &msg)
-{
- while (msg.getUnreadLength())
- {
- Being *being = beingManager->findBeing(msg.readInt16());
- int damage = msg.readInt16();
- if (being)
- {
- being->takeDamage(damage);
- }
- }
-}
-
-void BeingHandler::handleBeingActionChangeMessage(MessageIn &msg)
-{
- Being* being = beingManager->findBeing(msg.readInt16());
- Being::Action action = (Being::Action) msg.readInt8();
- if (!being) return;
-
- 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));
- }
-}
-
-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());
- }
-}
-
-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;
- }
-}
-