diff options
author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-03-22 19:45:03 +0100 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2009-03-22 19:45:56 +0100 |
commit | 0c43d04b438d41c277ae80402d4b4888db1a0b64 (patch) | |
tree | 3aaeb75ecd1bcbe85decedab5f1fa426fe0411e3 /src/net/beinghandler.cpp | |
parent | a7f5eaeb7f643658d356533a608f0f18d85b6d32 (diff) | |
parent | 401802c1d7a1b3d659bdc53a45d9a6292fc1121e (diff) | |
download | mana-client-0c43d04b438d41c277ae80402d4b4888db1a0b64.tar.gz mana-client-0c43d04b438d41c277ae80402d4b4888db1a0b64.tar.bz2 mana-client-0c43d04b438d41c277ae80402d4b4888db1a0b64.tar.xz mana-client-0c43d04b438d41c277ae80402d4b4888db1a0b64.zip |
Merged the tmwserv client with the eAthena client
This merge involved major changes on both sides, and as such took
several weeks. Lots of things are expected to be broken now, however, we
now have a single code base to improve and extend, which can be compiled
to support either eAthena or tmwserv.
In the coming months, the plan is to work towards a client that supports
both eAthena and tmwserv, without needing to be recompiled.
Conflicts:
Everywhere!
Diffstat (limited to 'src/net/beinghandler.cpp')
-rw-r--r-- | src/net/beinghandler.cpp | 753 |
1 files changed, 285 insertions, 468 deletions
diff --git a/src/net/beinghandler.cpp b/src/net/beinghandler.cpp index 3e746eb5..8f1fb8fd 100644 --- a/src/net/beinghandler.cpp +++ b/src/net/beinghandler.cpp @@ -1,542 +1,359 @@ /* * The Mana World - * Copyright (C) 2004 The Mana World Development Team + * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * - * This program is free software; you can redistribute it and/or modify + * 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. * - * This program is distributed in the hope that it will be useful, + * 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 this program; if not, write to the Free Software + * 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 <iostream> +#include "beinghandler.h" + #include <SDL_types.h> -#include "beinghandler.h" #include "messagein.h" #include "protocol.h" #include "../being.h" #include "../beingmanager.h" -#include "../effectmanager.h" #include "../game.h" #include "../localplayer.h" #include "../log.h" +#include "../main.h" #include "../npc.h" -#include "../player_relations.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(bool enableSync): - mSync(enableSync) +BeingHandler::BeingHandler() { static const Uint16 _messages[] = { - SMSG_BEING_VISIBLE, - SMSG_BEING_MOVE, - SMSG_BEING_MOVE2, - SMSG_BEING_REMOVE, - SMSG_BEING_ACTION, - SMSG_BEING_SELFEFFECT, - SMSG_BEING_EMOTION, - SMSG_BEING_CHANGE_LOOKS, - SMSG_BEING_CHANGE_LOOKS2, - SMSG_BEING_NAME_RESPONSE, - SMSG_PLAYER_UPDATE_1, - SMSG_PLAYER_UPDATE_2, - SMSG_PLAYER_MOVE, - SMSG_PLAYER_STOP, - SMSG_PLAYER_MOVE_TO_ATTACK, - 0x0119, - 0x0196, + 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) +void BeingHandler::handleMessage(MessageIn &msg) { - Uint32 id; - Uint16 job, speed; - Uint16 headTop, headMid, headBottom; - Uint16 shoes, gloves; - Uint16 weapon, shield; - Uint16 gmstatus; - Sint16 param1; - int stunMode; - Uint32 statusEffects; - Sint8 type; - Uint16 status; - Being *srcBeing, *dstBeing; - int hairStyle, hairColor, flag; - - switch (msg->getId()) + switch (msg.getId()) { - case SMSG_BEING_VISIBLE: - case SMSG_BEING_MOVE: - // Information about a being in range - id = msg->readInt32(); - speed = msg->readInt16(); - stunMode = msg->readInt16(); // opt1 - statusEffects = msg->readInt16(); // opt2 - statusEffects |= ((Uint32)msg->readInt16()) << 16; // option - job = msg->readInt16(); // class - - dstBeing = beingManager->findBeing(id); - - if (!dstBeing) - { - // 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; - hairStyle = msg->readInt16(); - dstBeing->setSprite(Being::WEAPON_SPRITE, msg->readInt16()); - headBottom = msg->readInt16(); - - if (msg->getId() == SMSG_BEING_MOVE) - { - msg->readInt32(); // server tick - } - - dstBeing->setSprite(Being::SHIELD_SPRITE, msg->readInt16()); - headTop = msg->readInt16(); - headMid = msg->readInt16(); - hairColor = msg->readInt16(); - shoes = msg->readInt16(); // clothes color - "abused" as shoes - gloves = msg->readInt16(); // head dir - "abused" as gloves - msg->readInt16(); // guild - msg->readInt16(); // unknown - msg->readInt16(); // unknown - msg->readInt16(); // manner - dstBeing->setStatusEffectBlock(32, msg->readInt16()); // opt3 - msg->readInt8(); // karma - dstBeing->setGender( - (msg->readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE); - - // Set these after the gender, as the sprites may be gender-specific - dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom); - dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid); - dstBeing->setSprite(Being::HAT_SPRITE, headTop); - dstBeing->setSprite(Being::SHOE_SPRITE, shoes); - dstBeing->setSprite(Being::GLOVES_SPRITE, gloves); - dstBeing->setHairStyle(hairStyle, hairColor); - - 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 - { - Uint8 dir; - msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir); - dstBeing->setDirection(dir); - } - - msg->readInt8(); // unknown - msg->readInt8(); // unknown - msg->readInt8(); // unknown / sit - - dstBeing->setStunMode(stunMode); - dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); - dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); + case GPMSG_BEING_ENTER: + handleBeingEnterMessage(msg); break; - - case SMSG_BEING_MOVE2: - /* - * A simplified movement packet, used by the - * later versions of eAthena for both mobs and - * players - */ - dstBeing = beingManager->findBeing(msg->readInt32()); - - Uint16 srcX, srcY, dstX, dstY; - msg->readCoordinatePair(srcX, srcY, dstX, dstY); - msg->readInt32(); // Server tick - - /* - * This packet doesn't have enough info to actually - * create a new being, so if the being isn't found, - * we'll just pretend the packet didn't happen - */ - - if (dstBeing) { - dstBeing->setAction(Being::STAND); - dstBeing->mX = srcX; - dstBeing->mY = srcY; - dstBeing->setDestination(dstX, dstY); - } - + case GPMSG_BEING_LEAVE: + handleBeingLeaveMessage(msg); break; - - case SMSG_BEING_REMOVE: - // A being should be removed or has died - dstBeing = beingManager->findBeing(msg->readInt32()); - - if (!dstBeing) - break; - - // If this is player's current target, clear it. - if (dstBeing == player_node->getTarget()) - player_node->stopAttack(); - - if (dstBeing == current_npc) - current_npc->handleDeath(); - - if (msg->readInt8() == 1) - dstBeing->setAction(Being::DEAD); - else - beingManager->destroyBeing(dstBeing); - + case GPMSG_BEINGS_MOVE: + handleBeingsMoveMessage(msg); break; - - case SMSG_BEING_ACTION: - srcBeing = beingManager->findBeing(msg->readInt32()); - dstBeing = beingManager->findBeing(msg->readInt32()); - msg->readInt32(); // server tick - msg->readInt32(); // src speed - msg->readInt32(); // dst speed - param1 = msg->readInt16(); - msg->readInt16(); // param 2 - type = msg->readInt8(); - msg->readInt16(); // param 3 - - switch (type) - { - case 0x0a: // Critical Damage - if (dstBeing) - dstBeing->showCrit(); - case 0x00: // Damage - if (dstBeing) - dstBeing->takeDamage(param1); - if (srcBeing) - srcBeing->handleAttack(dstBeing, param1); - break; - - case 0x02: // Sit - if (srcBeing) - { - srcBeing->mFrame = 0; - srcBeing->setAction(Being::SIT); - } - break; - - case 0x03: // Stand up - if (srcBeing) - { - srcBeing->mFrame = 0; - srcBeing->setAction(Being::STAND); - } - 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; + } +} - case SMSG_BEING_SELFEFFECT: { - id = (Uint32)msg->readInt32(); - if (!beingManager->findBeing(id)) - break; - - int effectType = msg->readInt32(); - Being* being = beingManager->findBeing(id); +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 }; - effectManager->trigger(effectType, being); + int mask = msg.readInt8(); - break; + if (mask & (1 << 7)) + { + // The equipment has to be cleared first. + for (int i = 0; i < nb_slots; ++i) + { + being->setSprite(slots[i], 0); } + } - case SMSG_BEING_EMOTION: - if (!(dstBeing = beingManager->findBeing(msg->readInt32()))) - { - break; - } - - if (player_relations.hasPermission(dstBeing, PlayerRelation::EMOTE)) - dstBeing->setEmote(msg->readInt8(), EMOTION_TIME); - - break; + // 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); + } +} - case SMSG_BEING_CHANGE_LOOKS: - case SMSG_BEING_CHANGE_LOOKS2: +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: { - /* - * SMSG_BEING_CHANGE_LOOKS (0x00c3) and - * SMSG_BEING_CHANGE_LOOKS2 (0x01d7) do basically the same - * thing. The difference is that ...LOOKS carries a single - * 8 bit value, where ...LOOKS2 carries two 16 bit values. - * - * If type = 2, then the first 16 bit value is the weapon ID, - * and the second 16 bit value is the shield ID. If no - * shield is equipped, or type is not 2, then the second - * 16 bit value will be 0. - */ - - if (!(dstBeing = beingManager->findBeing(msg->readInt32()))) + std::string name = msg.readString(); + if (player_node->getName() == name) { - break; + being = player_node; + being->setId(id); } - - int type = msg->readInt8(); - int id = 0; - int id2 = 0; - - if (msg->getId() == SMSG_BEING_CHANGE_LOOKS) { - id = msg->readInt8(); - } else { // SMSG_BEING_CHANGE_LOOKS2 - id = msg->readInt16(); - id2 = msg->readInt16(); - } - - switch (type) { - case 1: // eAthena LOOK_HAIR - dstBeing->setHairStyle(id, -1); - break; - case 2: // Weapon ID in id, Shield ID in id2 - dstBeing->setSprite(Being::WEAPON_SPRITE, id); - dstBeing->setSprite(Being::SHIELD_SPRITE, id2); - break; - case 3: // Change lower headgear for eAthena, pants for us - dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, id); - break; - case 4: // Change upper headgear for eAthena, hat for us - dstBeing->setSprite(Being::HAT_SPRITE, id); - break; - case 5: // Change middle headgear for eathena, armor for us - dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, id); - break; - case 6: // eAthena LOOK_HAIR_COLOR - dstBeing->setHairStyle(-1, id); - break; - case 8: // eAthena LOOK_SHIELD - dstBeing->setSprite(Being::SHIELD_SPRITE, id); - break; - case 9: // eAthena LOOK_SHOES - dstBeing->setSprite(Being::SHOE_SPRITE, id); - break; - case 10: // LOOK_GLOVES - dstBeing->setSprite(Being::GLOVES_SPRITE, id); - break; - case 11: // LOOK_CAPE - dstBeing->setSprite(Being::CAPE_SPRITE, id); - break; - case 12: - dstBeing->setSprite(Being::MISC1_SPRITE, id); - break; - case 13: - dstBeing->setSprite(Being::MISC2_SPRITE, id); - break; - default: - logger->log("SMSG_BEING_CHANGE_LOOKS: unsupported type: " - "%d, id: %d", type, id); - break; - } - } - break; - - case SMSG_BEING_NAME_RESPONSE: - if ((dstBeing = beingManager->findBeing(msg->readInt32()))) + else { - dstBeing->setName(msg->readString(24)); + being = beingManager->createBeing(id, type, 0); + being->setName(name); } - break; + 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; + } - case SMSG_PLAYER_UPDATE_1: - case SMSG_PLAYER_UPDATE_2: - case SMSG_PLAYER_MOVE: - // An update about a player, potentially including movement. - id = msg->readInt32(); - speed = msg->readInt16(); - stunMode = msg->readInt16(); // opt1; Aethyra use this as cape - statusEffects = msg->readInt16(); // opt2; Aethyra use this as misc1 - statusEffects |= ((Uint32) msg->readInt16()) - << 16; // status.options; Aethyra uses this as misc2 - job = msg->readInt16(); - - dstBeing = beingManager->findBeing(id); - - if (!dstBeing) - { - dstBeing = beingManager->createBeing(id, job); - } + being->setPosition(px, py); + being->setDestination(px, py); + being->setAction(action); +} - dstBeing->setWalkSpeed(speed); - dstBeing->mJob = job; - hairStyle = msg->readInt16(); - weapon = msg->readInt16(); - shield = msg->readInt16(); - headBottom = msg->readInt16(); +void BeingHandler::handleBeingLeaveMessage(MessageIn &msg) +{ + Being *being = beingManager->findBeing(msg.readInt16()); + if (!being) return; - if (msg->getId() == SMSG_PLAYER_MOVE) - { - msg->readInt32(); // server tick - } + beingManager->destroyBeing(being); +} - headTop = msg->readInt16(); - headMid = msg->readInt16(); - hairColor = msg->readInt16(); - msg->readInt16(); // clothes color - Aethyra-"abused" as shoes, we ignore it - msg->readInt16(); // head dir - Aethyra-"abused" as gloves, we ignore it - msg->readInt32(); // guild - msg->readInt16(); // emblem - msg->readInt16(); // manner - dstBeing->setStatusEffectBlock(32, msg->readInt16()); // opt3 - msg->readInt8(); // karma - dstBeing->setGender( - (msg->readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE); - - // Set these after the gender, as the sprites may be gender-specific - dstBeing->setSprite(Being::WEAPON_SPRITE, weapon); - dstBeing->setSprite(Being::SHIELD_SPRITE, shield); - dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom); - dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid); - dstBeing->setSprite(Being::HAT_SPRITE, headTop); - //dstBeing->setSprite(Being::CAPE_SPRITE, cape); - //dstBeing->setSprite(Being::MISC1_SPRITE, misc1); - //dstBeing->setSprite(Being::MISC2_SPRITE, misc2); - dstBeing->setHairStyle(hairStyle, hairColor); - - 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 +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)) { - Uint8 dir; - msg->readCoordinates(dstBeing->mX, dstBeing->mY, dir); - dstBeing->setDirection(dir); + 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)); + } - gmstatus = msg->readInt16(); - if (gmstatus & 0x80) - dstBeing->setGM(); + // Ignore messages from the server for the local player + if (being == player_node) + continue; - if (msg->getId() == SMSG_PLAYER_UPDATE_1) - { - switch (msg->readInt8()) - { - case 1: - if (dstBeing->getType() != Being::NPC) - dstBeing->setAction(Being::DEAD); - break; - - case 2: - dstBeing->setAction(Being::SIT); - break; - } - } - else if (msg->getId() == SMSG_PLAYER_MOVE) - { - msg->readInt8(); // unknown - } + // 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); + } + } +} - msg->readInt8(); // Lv - msg->readInt8(); // unknown +void BeingHandler::handleBeingAttackMessage(MessageIn &msg) +{ + Being *being = beingManager->findBeing(msg.readInt16()); + int direction = msg.readInt8(); + int attackType = msg.readInt8(); - dstBeing->mWalkTime = tick_time; - dstBeing->mFrame = 0; + if (!being) return; - dstBeing->setStunMode(stunMode); - dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); - dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); - break; + 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; + } - case SMSG_PLAYER_STOP: - /* - * Instruction from server to stop walking at x, y. - * - * Some people like having this enabled. Others absolutely - * despise it. So I'm setting to so that it only affects the - * local player if the person has set a key "EnableSync" to "1" - * in their config.xml file. - * - * This packet will be honored for all other beings, regardless - * of the config setting. - */ + being->setAction(Being::ATTACK, attackType); +} - id = msg->readInt32(); - if (mSync || id != player_node->getId()) { - dstBeing = beingManager->findBeing(id); - if (dstBeing) { - dstBeing->mX = msg->readInt16(); - dstBeing->mY = msg->readInt16(); - if (dstBeing->mAction == Being::WALK) { - dstBeing->mFrame = 0; - dstBeing->setAction(Being::STAND); - } - } - } - break; +void BeingHandler::handleBeingsDamageMessage(MessageIn &msg) +{ + while (msg.getUnreadLength()) + { + Being *being = beingManager->findBeing(msg.readInt16()); + int damage = msg.readInt16(); + if (being) + { + being->takeDamage(damage); + } + } +} - case SMSG_PLAYER_MOVE_TO_ATTACK: - /* - * This is an *advisory* message, telling the client that - * it needs to move the character before attacking - * a target (out of range, obstruction in line of fire). - * We can safely ignore this... - */ - break; +void BeingHandler::handleBeingActionChangeMessage(MessageIn &msg) +{ + Being* being = beingManager->findBeing(msg.readInt16()); + Being::Action action = (Being::Action) msg.readInt8(); + if (!being) return; - case 0x0119: - // Change in players' flags - id = msg->readInt32(); - dstBeing = beingManager->findBeing(id); - stunMode = msg->readInt16(); - statusEffects = msg->readInt16(); - statusEffects |= ((Uint32) msg->readInt16()) << 16; - msg->readInt8(); - - if (dstBeing) { - dstBeing->setStunMode(stunMode); - dstBeing->setStatusEffectBlock(0, (statusEffects >> 16) & 0xffff); - dstBeing->setStatusEffectBlock(16, statusEffects & 0xffff); - } - break; + 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)); + } +} - case 0x0196: - // Status change - status = msg->readInt16(); - id = msg->readInt32(); - flag = msg->readInt8(); // 0: stop, 1: start +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()); + } +} - dstBeing = beingManager->findBeing(id); - if (dstBeing) - dstBeing->setStatusEffect(status, flag); - break; +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; } } + |