/* * 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 "game.h" #include #include "being.h" #include "configuration.h" #include "engine.h" #include "equipment.h" #include "floor_item.h" #include "graphics.h" #include "inventory.h" #include "item.h" #include "log.h" #include "main.h" #include "map.h" #include "playerinfo.h" #include "sound.h" #include "gui/buy.h" #include "gui/buysell.h" #include "gui/chargedialog.h" #include "gui/chat.h" #include "gui/confirm_dialog.h" #include "gui/equipmentwindow.h" #include "gui/gui.h" #include "gui/help.h" #include "gui/inventorywindow.h" #include "gui/minimap.h" #include "gui/npc.h" #include "gui/npc_text.h" #include "gui/ok_dialog.h" #include "gui/popupmenu.h" #include "gui/requesttrade.h" #include "gui/sell.h" #include "gui/setup.h" #include "gui/skill.h" #include "gui/stats.h" #include "gui/status.h" #include "gui/trade.h" #include "net/messagein.h" #include "net/network.h" #include "net/protocol.h" extern Graphics *graphics; std::string map_path; std::string tradePartnerName; bool refresh_beings = false; unsigned char keyb_state; volatile int tick_time; volatile bool action_time = false; int server_tick; int fps = 0, frame = 0, current_npc = 0; bool displayPathToMouse = false; unsigned short startX = 0, startY = 0; Being *autoTarget = NULL; Engine *engine = NULL; SDL_Joystick *joypad = NULL; /**< Joypad object */ OkDialog *deathNotice = NULL; ConfirmDialog *exitConfirm = NULL; ChatWindow *chatWindow; StatusWindow *statusWindow; BuyDialog *buyDialog; SellDialog *sellDialog; BuySellDialog *buySellDialog; InventoryWindow *inventoryWindow; NpcListDialog *npcListDialog; NpcTextDialog *npcTextDialog; SkillDialog *skillDialog; //NewSkillDialog *newSkillWindow; StatsWindow *statsWindow; Setup* setupWindow; Minimap *minimap; EquipmentWindow *equipmentWindow; ChargeDialog *chargeDialog; TradeWindow *tradeWindow; //BuddyWindow *buddyWindow; HelpWindow *helpWindow; PopupMenu *popupMenu; Inventory *inventory = NULL; const int EMOTION_TIME = 150; /**< Duration of emotion icon */ const int MAX_TIME = 10000; /** * Listener used for handling death message. */ class DeatchNoticeListener : public gcn::ActionListener { public: void action(const std::string &eventId) { writeWord(0, 0x00b2); writeByte(2, 0); writeSet(3); deathNotice = NULL; } } deathNoticeListener; /** * Listener used for exitting handling. */ class ExitListener : public gcn::ActionListener { void action(const std::string &eventId) { if (eventId == "yes") { state = EXIT; } exitConfirm = NULL; } } exitListener; /** * Advances game logic counter. */ Uint32 nextTick(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 nextSecond(Uint32 interval, void *param) { action_time = true; fps = frame; frame = 0; return interval; } int get_elapsed_time(int start_time) { if (start_time <= tick_time) { return (tick_time - start_time) * 10; } else { return (tick_time + (MAX_TIME - start_time)) * 10; } } /** * Create all the various globally accessible gui windows */ void createGuiWindows() { // Create dialogs chatWindow = new ChatWindow( config.getValue("homeDir", "") + std::string("/chatlog.txt")); statusWindow = new StatusWindow(); buyDialog = new BuyDialog(); sellDialog = new SellDialog(); buySellDialog = new BuySellDialog(); inventoryWindow = new InventoryWindow(); npcTextDialog = new NpcTextDialog(); npcListDialog = new NpcListDialog(); skillDialog = new SkillDialog(); //newSkillWindow = new NewSkillDialog(); statsWindow = new StatsWindow(); setupWindow = new Setup(); minimap = new Minimap(); equipmentWindow = new EquipmentWindow(); chargeDialog = new ChargeDialog(); tradeWindow = new TradeWindow(); //buddyWindow = new BuddyWindow(); helpWindow = new HelpWindow(); popupMenu = new PopupMenu(); // Initialize window posisitons int screenW = graphics->getWidth(); int screenH = graphics->getHeight(); chatWindow->setPosition(0, screenH - chatWindow->getHeight()); statusWindow->setPosition(screenW - statusWindow->getWidth() - 5, 5); inventoryWindow->setPosition(screenW - statusWindow->getWidth() - inventoryWindow->getWidth() - 10, 5); statsWindow->setPosition( screenW - 5 - statsWindow->getWidth(), statusWindow->getHeight() + 20); chargeDialog->setPosition( screenW - 5 - chargeDialog->getWidth(), screenH - chargeDialog->getHeight() - 15); tradeWindow->setPosition(screenW - statusWindow->getWidth() - tradeWindow->getWidth() - 10, inventoryWindow->getY() + inventoryWindow->getHeight()); /*buddyWindow->setPosition(10, minimap->getHeight() + 30);*/ equipmentWindow->setPosition(5,140); // Set initial window visibility chatWindow->setVisible(true); statusWindow->setVisible(true); buyDialog->setVisible(false); sellDialog->setVisible(false); buySellDialog->setVisible(false); inventoryWindow->setVisible(false); npcTextDialog->setVisible(false); npcListDialog->setVisible(false); skillDialog->setVisible(false); //newSkillWindow->setVisible(false); statsWindow->setVisible(false); setupWindow->setVisible(false); equipmentWindow->setVisible(false); chargeDialog->setVisible(false); tradeWindow->setVisible(false); //buddyWindow->setVisible(false); helpWindow->setVisible(false); popupMenu->setVisible(false); // Do not focus any text field gui->focusNone(); } /** * Destroy all the globally accessible gui windows */ void destroyGuiWindows() { delete chatWindow; delete statusWindow; delete buyDialog; delete sellDialog; delete buySellDialog; delete inventoryWindow; delete npcListDialog; delete npcTextDialog; delete skillDialog; delete statsWindow; delete setupWindow; delete minimap; delete equipmentWindow; delete chargeDialog; //delete newSkillWindow; delete tradeWindow; //delete buddyWindow; delete helpWindow; delete popupMenu; } void do_init() { engine->changeMap(map_path); // Initialize timers tick_time = 0; SDL_AddTimer(10, nextTick, NULL); // Logic counter SDL_AddTimer(1000, nextSecond, NULL); // Seconds counter // Initialize beings player_node = createBeing(account_ID, 0, engine->getCurrentMap()); player_node->x = startX; player_node->y = startY; player_node->speed = 150; player_node->setHairColor(player_info->hair_color); player_node->setHairStyle(player_info->hair_style); if (player_info->weapon == 11) { player_info->weapon = 2; } player_node->setWeapon(player_info->weapon); remove("packet.list"); // Initialize joypad SDL_InitSubSystem(SDL_INIT_JOYSTICK); //SDL_JoystickEventState(SDL_ENABLE); int num_joy = SDL_NumJoysticks(); logger->log("%i joysticks/gamepads found", num_joy); for (int i = 0; i < num_joy; i++) logger->log("- %s", SDL_JoystickName(i)); // TODO: The user should be able to choose which one to use // Open the first device if (num_joy > 0) { joypad = SDL_JoystickOpen(0); if (joypad == NULL) { logger->log("Couldn't open joystick: %s", SDL_GetError()); } else { logger->log("Axes: %i ", SDL_JoystickNumAxes(joypad)); logger->log("Balls: %i", SDL_JoystickNumBalls(joypad)); logger->log("Hats: %i", SDL_JoystickNumHats(joypad)); logger->log("Buttons: %i", SDL_JoystickNumButtons(joypad)); } } } void game() { // Needs to be initialised _before_ the engine is created... inventory = new Inventory(); createGuiWindows(); engine = new Engine(); do_init(); int gameTime = tick_time; while (state != EXIT) { // Handle all necessary game logic while (get_elapsed_time(gameTime) > 0) { do_input(); engine->logic(); gui->logic(); gameTime++; } gameTime = tick_time; // Update the screen when application is active, delay otherwise if (SDL_GetAppState() & SDL_APPACTIVE) { engine->draw(); graphics->updateScreen(); } else { SDL_Delay(10); } // Handle network stuff and flush it do_parse(); flush(); } delete engine; destroyGuiWindows(); close_session(); } void do_exit() { if (joypad != NULL) { SDL_JoystickClose(joypad); } } void do_input() { // Get the state of the keyboard keys Uint8* keys; keys = SDL_GetKeyState(NULL); // Get the state of the joypad buttons // TODO: Only 6- buttons joypads are allowed bool joy[10]; for (int i=0; i<10; i++) { joy[i] = false; } if (joypad != NULL) { // TODO: one different value of tolerance is needed for each direction // This probably means the need for a tuning utility/window int tolerance = (int)config.getValue("joytolerance", 10); SDL_JoystickUpdate(); if (SDL_JoystickGetAxis(joypad, 0) > tolerance) { joy[JOY_RIGHT] = true; } if (SDL_JoystickGetAxis(joypad, 0) < -tolerance) { joy[JOY_LEFT] = true; } if (SDL_JoystickGetAxis(joypad, 1) < -tolerance) { joy[JOY_UP] = true; } if (SDL_JoystickGetAxis(joypad, 1) > tolerance) { joy[JOY_DOWN] = true; } for (int i=0; i<6; i++) { if (SDL_JoystickGetButton(joypad, i) == 1) { joy[JOY_BTN0 + i] = true; } } } // Events SDL_Event event; while (SDL_PollEvent(&event)) { bool used = false; // Keyboard events (for discontinuous keys) if (event.type == SDL_KEYDOWN) { switch (event.key.keysym.sym) { // In-game Help case SDLK_F1: if (helpWindow->isVisible()) { helpWindow->setVisible(false); } else { helpWindow->loadHelp("index"); } used = true; break; // Player sit action case SDLK_F5: if (!action_time) { break; } switch (player_node->action) { case Being::STAND: action(2, 0); break; case Being::SIT: action(3, 0); break; } break; // Display path to mouse (debug purpose) case SDLK_F6: displayPathToMouse = !displayPathToMouse; break; // Input chat window case SDLK_RETURN: if (chatWindow->isFocused()) { break; } // Quit by pressing Enter if the exit confirm is there if (exitConfirm) { state = EXIT; } // Accept the Death Notice... else if (deathNotice) { deathNotice->action("ok"); writeWord(0, 0x00b2); writeByte(2, 0); writeSet(3); deathNotice = NULL; } // Close the Browser if opened else if (helpWindow->isVisible()) { helpWindow->setVisible(false); } // Close the config window, cancelling changes if opened else if (setupWindow->isVisible()) { setupWindow->action("cancel"); } // Else, open the chat edit box else { chatWindow->requestChatFocus(); used = true; } break; // Picking up items on the floor case SDLK_g: case SDLK_z: if (!chatWindow->isFocused()) { unsigned short x = player_node->x; unsigned short y = player_node->y; int id = find_floor_item_by_cor(x, y); // If none below the player, try the tile in front of the player if (!id) { switch (player_node->direction) { case Being::NORTH: y--; break; case Being::SOUTH: y++; break; case Being::WEST: x--; break; case Being::EAST: x++; break; case Being::NW: x--; y--; break; case Being::NE: x++; y--; break; case Being::SW: x--; y++; break; case Being::SE: x++; y++; break; default: break; } id = find_floor_item_by_cor(x, y); } if (id) { writeWord(0, 0x009f); writeLong(2, id); writeSet(6); } used = true; } break; // Quitting confirmation dialog case SDLK_ESCAPE: if (!exitConfirm) { exitConfirm = new ConfirmDialog( "Quit", "Are you sure you want to quit?", (gcn::ActionListener*)&exitListener); } break; default: break; } // Keys pressed together with Alt/Meta // Emotions and some internal gui windows if (event.key.keysym.mod & KMOD_ALT) { switch (event.key.keysym.sym) { // Inventory window case SDLK_i: inventoryWindow->setVisible( !inventoryWindow->isVisible()); used = true; break; // Statistics window case SDLK_s: statsWindow->setVisible(!statsWindow->isVisible()); used = true; break; /* // New skills window case SDLK_n: newSkillWindow->setVisible(!newSkillWindow->isVisible()); used = true; break; */ // Skill window case SDLK_k: skillDialog->setVisible(!skillDialog->isVisible()); used = true; break; // Setup window case SDLK_c: setupWindow->setVisible(true); used = true; break; // Equipment window case SDLK_e: equipmentWindow->setVisible( !equipmentWindow->isVisible()); used = true; break; /* // Buddy window case SDLK_b: buddyWindow->setVisible(!buddyWindow->isVisible()); used = true; break; */ default: break; } // Emotions if (action_time && !player_node->emotion) { unsigned char emotion = 0; switch (event.key.keysym.sym) { case SDLK_1: emotion = 1; break; case SDLK_2: emotion = 2; break; case SDLK_3: emotion = 3; break; case SDLK_4: emotion = 4; break; case SDLK_5: emotion = 5; break; case SDLK_6: emotion = 6; break; case SDLK_7: emotion = 7; break; case SDLK_8: emotion = 8; break; case SDLK_9: emotion = 9; break; case SDLK_0: emotion = 10; break; default: break; } if (emotion) { writeWord(0, 0x00bf); writeByte(2, emotion); writeSet(3); action_time = false; used = true; } } } } // Mouse events else if (event.type == SDL_MOUSEBUTTONDOWN) { int mx = event.button.x / 32 + camera_x; int my = event.button.y / 32 + camera_y; // Mouse button left if (event.button.button == SDL_BUTTON_LEFT) { // Don't move when shift is pressed // XXX Is this too hackish? I'm not sure if making the Gui // class a KeyListener is a good idea and works as expected // at all... if (keys[SDLK_LSHIFT] || keys[SDLK_RSHIFT]) { used = true; } // Check for default actions for NPC/Monster/Players Being *target = findNode(mx, my); unsigned int floorItemId = find_floor_item_by_cor(mx, my); if (target) { switch (target->getType()) { // Player default: trade case Being::PLAYER: writeWord(0, 0x00e4); writeLong(2, target->getId()); writeSet(6); tradePartnerName = target->getName(); break; // NPC default: talk case Being::NPC: if (!current_npc) { writeWord(0, 0x0090); writeLong(2, target->getId()); writeByte(6, 0); writeSet(7); current_npc = target->getId(); } break; // Monster default: attack case Being::MONSTER: /** * TODO: Move player to mouse click position before * attack the monster (maybe using follow mode). */ if (target->action != Being::MONSTER_DEAD && player_node->action == Being::STAND) { attack(target); // Autotarget by default with mouse //if (keys[SDLK_LSHIFT]) //{ autoTarget = target; //} } break; default: break; } } // Check for default action to items on the floor else if (floorItemId != 0) { /** * TODO: Move player to mouse click position before * pick up the items on the floor. * * Provisory: pick up only items near of player. */ int dx = mx - player_node->x; int dy = my - player_node->y; // "sqrt(dx*dx + dy*dy) < 2" is equal to "dx*dx + dy*dy < 4" if ((dx*dx + dy*dy) < 4) { writeWord(0, 0x009f); writeLong(2, floorItemId); writeSet(6); } } // Just cancel the popup menu if shown, and don't make the // character walk if (popupMenu->isVisible() == true) { // If we click elsewhere than in the window, do not use // the event // The user wanted to close the popup. // Still buggy : Wonder if the x, y, width, and height // aren't reported partially with these functions. if (event.button.x >= (popupMenu->getX() + popupMenu->getWidth()) || event.button.x < popupMenu->getX() || event.button.y >= (popupMenu->getY() + popupMenu->getHeight()) || event.button.y < popupMenu->getY()) { used = true; popupMenu->setVisible(false); } } } // End Mouse left button // Mouse button middle else if (event.button.button == SDL_BUTTON_MIDDLE) { /** * Some people haven't a mouse with three buttons, * right Usiu??? ;-) */ } // Mouse button right else if (event.button.button == SDL_BUTTON_RIGHT) { Being *being; FloorItem *floorItem; if ((being = findNode(mx, my))) { popupMenu->showPopup(event.button.x, event.button.y, being); } else if ((floorItem = find_floor_item_by_id( find_floor_item_by_cor(mx, my)))) { popupMenu->showPopup(event.button.x, event.button.y, floorItem); } else { popupMenu->setVisible(false); } } } // Quit event else if (event.type == SDL_QUIT) { state = EXIT; } // Push input to GUI when not used if (!used) { guiInput->pushInput(event); } } // End while // Moving player around if ((player_node->action != Being::DEAD) && (current_npc == 0) && !chatWindow->isFocused()) { int x = player_node->x; int y = player_node->y; int xDirection = 0; int yDirection = 0; Being::Direction Direction = Being::DIR_NONE; // Translate pressed keys to movement and direction if (keys[SDLK_UP] || keys[SDLK_KP8] || joy[JOY_UP]) { yDirection = -1; if (player_node->action != Being::WALK) Direction = Being::NORTH; } if (keys[SDLK_DOWN] || keys[SDLK_KP2] || joy[JOY_DOWN]) { yDirection = 1; if (player_node->action != Being::WALK) Direction = Being::SOUTH; } if (keys[SDLK_LEFT] || keys[SDLK_KP4] || joy[JOY_LEFT]) { xDirection = -1; if (player_node->action != Being::WALK) Direction = Being::WEST; } if (keys[SDLK_RIGHT] || keys[SDLK_KP6] || joy[JOY_RIGHT]) { xDirection = 1; if (player_node->action != Being::WALK) Direction = Being::EAST; } if (keys[SDLK_KP1]) // Bottom Left { xDirection = -1; yDirection = 1; if (player_node->action != Being::WALK) Direction = Being::SW; } if (keys[SDLK_KP3]) // Bottom Right { xDirection = 1; yDirection = 1; if (player_node->action != Being::WALK) Direction = Being::SE; } if (keys[SDLK_KP7]) // Top Left { xDirection = -1; yDirection = -1; if (player_node->action != Being::WALK) Direction = Being::NW; } if (keys[SDLK_KP9]) // Top Right { xDirection = 1; yDirection = -1; if (player_node->action != Being::WALK) Direction = Being::NE; } Map *tiledMap = engine->getCurrentMap(); // Allow keyboard control to interrupt an existing path if ((xDirection != 0 || yDirection != 0) && player_node->action == Being::WALK) player_node->setDestination(x, y); if (player_node->action != Being::WALK) { // Prevent skipping corners over colliding tiles if ((xDirection != 0) && tiledMap->tileCollides(x + xDirection, y)) xDirection = 0; if ((yDirection != 0) && tiledMap->tileCollides(x, y + yDirection)) yDirection = 0; // Choose a straight direction when diagonal target is blocked if ((yDirection != 0) && (xDirection != 0) && !tiledMap->getWalk(x + xDirection, y + yDirection)) xDirection = 0; // Walk to where the player can actually go if (((xDirection != 0) || (yDirection != 0)) && tiledMap->getWalk(x + xDirection, y + yDirection)) { walk(x + xDirection, y + yDirection, Direction); player_node->setDestination(x + xDirection, y + yDirection); } else if (Direction != Being::DIR_NONE) { // Update the player direction to where he wants to walk // Warning: Not communicated to the server yet player_node->direction = Direction; } } // Attacking monsters if (player_node->action == Being::STAND) { if (keys[SDLK_LCTRL] || keys[SDLK_RCTRL] || joy[JOY_BTN0]) { Being *monster = attack(x, y, player_node->direction); if (monster == NULL && autoTarget != NULL) { attack(autoTarget); } else if (keys[SDLK_LSHIFT]) { autoTarget = monster; } } } if (joy[JOY_BTN1]) { unsigned short x = player_node->x; unsigned short y = player_node->y; int id = find_floor_item_by_cor(x, y); if (id != 0) { writeWord(0, 0x009f); writeLong(2, id); writeSet(6); } } else if (joy[JOY_BTN2] && action_time) { if (player_node->action == Being::STAND) action(2, 0); else if (player_node->action == Being::SIT) action(3, 0); action_time = false; } } } void do_parse() { int n_items; Map *tiledMap = engine->getCurrentMap(); Equipment *equipment = Equipment::getInstance(); // We need at least 2 bytes to identify a packet while (in_size >= 2) { MessageIn msg = get_next_message(); // Parse packet based on their id switch (msg.getId()) { case SMSG_LOGIN_SUCCESS: // Connected to game server succesfully, set spawn point { msg.readLong(); // server tick msg.readCoordinates(player_node->x, player_node->y, player_node->direction); msg.skip(2); // unknown } break; // Received speech from being case SMSG_BEING_CHAT: { int chatMsgLength = msg.readShort() - 8; Being *being = findNode(msg.readLong()); if (being != NULL && chatMsgLength > 0) { std::string chatMsg = msg.readString(chatMsgLength); chatWindow->chat_log(chatMsg, BY_OTHER); chatMsg.erase(0, chatMsg.find(" : ", 0) + 3); being->setSpeech(chatMsg, SPEECH_TIME); } } break; case SMSG_PLAYER_CHAT: case SMSG_GM_CHAT: { int chatMsgLength = msg.readShort() - 4; if (chatMsgLength > 0) { std::string chatMsg = msg.readString(chatMsgLength); if (msg.getId() == SMSG_PLAYER_CHAT) { chatWindow->chat_log(chatMsg, BY_PLAYER); unsigned int pos = chatMsg.find(" : ", 0); if (pos != std::string::npos) { chatMsg.erase(0, pos + 3); } player_node->setSpeech(chatMsg, SPEECH_TIME); } else { chatWindow->chat_log(chatMsg, BY_GM); } } } break; case SMSG_WALK_RESPONSE: // It is assumed by the client any request to walk actually // succeeds on the server. The plan is to have a correction // message when the server senses the client has the wrong // idea. break; case SMSG_BEING_VISIBLE: case SMSG_BEING_MOVE: // Information about a being in range { int id = msg.readLong(); unsigned short speed = msg.readShort(); msg.readShort(); // unknown msg.readShort(); // unknown msg.readShort(); // option unsigned short job = msg.readShort(); // class Being *being = findNode(id); if (being == NULL) { // Being with id >= 110000000 and job 0 are better // known as ghosts, so don't create those. if (job == 0 && id >= 110000000) { break; } being = createBeing(id, job, tiledMap); } else if (msg.getId() == 0x0078) { being->clearPath(); being->frame = 0; being->walk_time = tick_time; being->action = Being::STAND; } // Prevent division by 0 when calculating frame if (speed == 0) { speed = 150; } being->speed = speed; being->job = job; being->setHairStyle(msg.readShort()); being->setWeapon(msg.readShort()); msg.readShort(); // head option bottom if (msg.getId() == SMSG_BEING_MOVE) { msg.readLong(); // server tick } msg.readShort(); // shield msg.readShort(); // head option top msg.readShort(); // head option mid being->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 msg.readByte(); // sex if (msg.getId() == SMSG_BEING_MOVE) { unsigned short srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY); being->action = Being::STAND; being->x = srcX; being->y = srcY; being->setDestination(dstX, dstY); } else { msg.readCoordinates(being->x, being->y, being->direction); } msg.readByte(); // unknown msg.readByte(); // unknown msg.readByte(); // unknown / sit } break; case SMSG_BEING_REMOVE: // A being should be removed or has died { Being *being = findNode(msg.readLong()); if (being != NULL) { if (msg.readByte() == 1) { // Death switch (being->getType()) { case Being::MONSTER: being->action = Being::MONSTER_DEAD; being->frame = 0; being->walk_time = tick_time; break; default: being->action = Being::DEAD; break; } } else { remove_node(being); } if (being == autoTarget) { autoTarget = NULL; } } } break; case SMSG_PLAYER_UPDATE_1: case SMSG_PLAYER_UPDATE_2: case SMSG_PLAYER_MOVE: // An update about a player, potentially including movement. { int id = msg.readLong(); unsigned short speed = msg.readShort(); msg.readShort(); // option 1 msg.readShort(); // option 2 msg.readShort(); // option unsigned short job = msg.readShort(); Being *being = findNode(id); if (being == NULL) { being = createBeing(id, job, tiledMap); } being->speed = speed; being->job = job; being->setHairStyle(msg.readShort()); being->setWeaponById(msg.readShort()); // item id 1 msg.readShort(); // item id 2 msg.readShort(); // head option bottom if (msg.getId() == SMSG_PLAYER_MOVE) { msg.readLong(); // server tick } msg.readShort(); // head option top msg.readShort(); // head option mid being->setHairColor(msg.readShort()); msg.readShort(); // unknown msg.readShort(); // head dir msg.readLong(); // guild msg.readLong(); // emblem msg.readShort(); // manner msg.readByte(); // karma msg.readByte(); // sex if (msg.getId() == SMSG_PLAYER_MOVE) { unsigned short srcX, srcY, dstX, dstY; msg.readCoordinatePair(srcX, srcY, dstX, dstY); being->x = srcX; being->y = srcY; being->setDestination(dstX, dstY); } else { msg.readCoordinates(being->x, being->y, being->direction); } msg.readByte(); // unknown msg.readByte(); // unknown if (msg.getId() == SMSG_PLAYER_UPDATE_1) { if (msg.readByte() == 2) { being->action = Being::SIT; } } else if (msg.getId() == SMSG_PLAYER_MOVE) { msg.readByte(); // unknown } msg.readByte(); // Lv msg.readByte(); // unknown being->walk_time = tick_time; being->frame = 0; } break; case SMSG_NPC_MESSAGE: msg.readShort(); // length current_npc = msg.readLong(); npcTextDialog->addText(msg.readString(msg.getLength() - 8)); npcListDialog->setVisible(false); npcTextDialog->setVisible(true); break; case SMSG_NPC_NEXT: case SMSG_NPC_CLOSE: // Next/Close button in NPC dialog, currently unused break; case SMSG_TRADE_REQUEST: // If a trade window or request window is already open, send a // trade cancel to any other trade request. // // Note that it would be nice if the server would prevent this // situation, and that the requesting player would get a // special message about the player being occupied. if (tradeWindow->isVisible() == true || requestTradeDialogOpen) { writeWord(0, CMSG_TRADE_RESPONSE); writeByte(2, 0x04); writeSet(3); break; } requestTradeDialogOpen = true; tradePartnerName = msg.readString(24); new RequestTradeDialog(tradePartnerName); break; case SMSG_TRADE_RESPONSE: switch (msg.readByte()) { case 0: // Too far away chatWindow->chat_log("Trading isn't possible. " "Trade partner is too far away.", BY_SERVER); break; case 1: // Character doesn't exist chatWindow->chat_log("Trading isn't possible. " "Character doesn't exist.", BY_SERVER); break; case 2: // Invite request check failed... chatWindow->chat_log("Trade cancelled due to an " "unknown reason.", BY_SERVER); break; case 3: // Trade accepted tradeWindow->reset(); tradeWindow->setCaption( "Trade: You and " + tradePartnerName); tradeWindow->setVisible(true); requestTradeDialogOpen = false; break; case 4: // Trade cancelled chatWindow->chat_log("Trade cancelled.", BY_SERVER); tradeWindow->setVisible(false); break; default: // Shouldn't happen as well, but to be sure chatWindow->chat_log("Unhandled trade cancel packet", BY_SERVER); break; } break; case SMSG_TRADE_ITEM_ADD: { long amount = msg.readLong(); short type = msg.readShort(); msg.readByte(); // identified flag msg.readByte(); // attribute msg.readByte(); // refine msg.skip(8); // card (4 shorts) // TODO: handle also identified, etc if (type == 0) { tradeWindow->addMoney(amount); } else { tradeWindow->addItem(type, false, amount, false); } } break; case SMSG_TRADE_ITEM_ADD_RESPONSE: // Trade: New Item add response (was 0x00ea, now 01b1) { Item *item = inventory->getItem(msg.readShort()); short quantity = msg.readShort(); switch (msg.readByte()) { case 0: // Successfully added item if (item->isEquipment() && item->isEquipped()) { inventory->unequipItem(item); } tradeWindow->addItem(item->getId(), true, quantity, item->isEquipment()); item->increaseQuantity(-quantity); break; case 1: // Add item failed - player overweighted chatWindow->chat_log("Failed adding item. Trade " "partner is over weighted.", BY_SERVER); break; default: chatWindow->chat_log("Failed adding item for " "unknown reason.", BY_SERVER); break; } } break; case SMSG_TRADE_OK: // 0 means ok from myself, 1 means ok from other; tradeWindow->receivedOk(msg.readByte() == 0); break; case SMSG_TRADE_CANCEL: chatWindow->chat_log("Trade canceled.", BY_SERVER); tradeWindow->setVisible(false); tradeWindow->reset(); break; case SMSG_TRADE_COMPLETE: chatWindow->chat_log("Trade completed.", BY_SERVER); tradeWindow->setVisible(false); tradeWindow->reset(); break; case SMSG_PLAYER_INVENTORY: { // Only called on map load / warp. First reset all items // to not load them twice on map change. inventory->resetItems(); msg.readShort(); // length int number = (msg.getLength() - 4) / 18; for (int loop = 0; loop < number; loop++) { short index = msg.readShort(); short itemId = msg.readShort(); msg.readByte(); // type msg.readByte(); // identify flag short amount = msg.readShort(); msg.skip(2); // unknown msg.skip(8); // card (4 shorts) inventory->addItem(index, itemId, amount, false); // Trick because arrows are not considered equipment if (itemId == 1199 || itemId == 529) { inventory->getItem(index)->setEquipment(true); } } } break; case SMSG_PLAYER_EQUIPMENT: { msg.readShort(); // length int number = (msg.getLength() - 4) / 20; for (int loop = 0; loop < number; loop++) { short index = msg.readShort(); short itemId = msg.readShort(); msg.readByte(); // type msg.readByte(); // identify flag msg.readShort(); // equip type short equipPoint = msg.readShort(); msg.readByte(); // attribute msg.readByte(); // refine msg.skip(8); // card inventory->addItem(index, itemId, 1, true); if (equipPoint) { int mask = 1; int position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } Item *item = inventory->getItem(index); item->setEquipped(true); equipment->setEquipment(position - 1, item); } } } break; case SMSG_ITEM_USE_RESPONSE: { short index = msg.readShort(); short amount = msg.readShort(); if (msg.readByte() == 0) { chatWindow->chat_log("Failed to use item", BY_SERVER); } else { inventory->getItem(index)->setQuantity(amount); } } break; case SMSG_PLAYER_WARP: { // Set new map path map_path = "maps/" + msg.readString(16); map_path= map_path.substr(0, map_path.rfind(".")) + ".tmx.gz"; int x = msg.readShort(); int y = msg.readShort(); logger->log("Warping to %s (%d, %d)", map_path.c_str(), x, y); engine->changeMap(map_path); tiledMap = engine->getCurrentMap(); empty_floor_items(); // Remove the player, so it is not deleted beings.remove(player_node); // Delete all beings except the local player std::list::iterator i; for (i = beings.begin(); i != beings.end(); i++) { delete (*i); } beings.clear(); autoTarget = NULL; current_npc = 0; // Re-add the local player node beings.push_back(player_node); player_node->action = Being::STAND; player_node->frame = 0; player_node->x = x; player_node->y = y; player_node->setMap(tiledMap); // Send "map loaded" writeWord(0, 0x007d); writeSet(2); flush(); } break; case SMSG_SKILL_FAILED: // Action failed (ex. sit because you have not reached the // right level) CHATSKILL action; action.skill = msg.readShort(); action.bskill = msg.readShort(); action.unused = msg.readShort(); // unknown action.success = msg.readByte(); action.reason = msg.readByte(); if (action.success != SKILL_FAILED && action.bskill == BSKILL_EMOTE) { printf("Action: %d/%d", action.bskill, action.success); } chatWindow->chat_log(action); break; case SMSG_PLAYER_STAT_UPDATE_1: switch (msg.readShort()) { //case 0x0000: // player_node->speed = msg.readLong(); // break; case 0x0005: player_info->hp = msg.readLong(); break; case 0x0006: player_info->max_hp = msg.readLong(); break; case 0x0007: player_info->sp = msg.readLong(); break; case 0x0008: player_info->max_sp = msg.readLong(); break; case 0x000b: player_info->lv = msg.readLong(); break; case 0x000c: player_info->skill_point = msg.readLong(); skillDialog->setPoints(player_info->skill_point); break; case 0x0018: player_info->totalWeight = msg.readLong(); break; case 0x0019: player_info->maxWeight = msg.readLong(); break; case 0x0037: player_info->job_lv = msg.readLong(); break; case 0x0009: player_info->statsPointsToAttribute = msg.readLong(); break; case 0x0035: player_node->aspd = msg.readLong(); break; } if (player_info->hp == 0 && deathNotice == NULL) { deathNotice = new OkDialog("Message", "You're now dead, press ok to restart", &deathNoticeListener); deathNotice->releaseModalFocus(); player_node->action = Being::DEAD; } break; // Stop walking // case 0x0088: // Disabled because giving some problems //if (being = findNode(readLong(2))) { // if (being->getId() != player_node->getId()) { // being->action = STAND; // being->frame = 0; // set_coordinates(being->coordinates, // readWord(6), readWord(8), // get_direction(being->coordinates)); // } //} //break; case SMSG_BEING_ACTION: { Being *srcBeing = findNode(msg.readLong()); Being *dstBeing = findNode(msg.readLong()); // msg.readLong(); // server tick // msg.readLong(); // src speed // msg.readLong(); // dst speed msg.skip(12); short param1 = msg.readShort(); msg.skip(2); // param 2 char type = msg.readByte(); msg.skip(2); // param 3 switch (type) { case 0: // Damage if (dstBeing == NULL) break; dstBeing->setDamage(param1, SPEECH_TIME); if (srcBeing != NULL && srcBeing != player_node) { // buggy srcBeing->action = Being::ATTACK; srcBeing->frame = 0; srcBeing->walk_time = tick_time; } break; case 2: // Sit if (srcBeing == NULL) break; srcBeing->frame = 0; srcBeing->action = Being::SIT; break; case 3: // Stand up if (srcBeing == NULL) break; srcBeing->frame = 0; srcBeing->action = Being::STAND; break; } } break; case SMSG_PLAYER_STAT_UPDATE_2: switch (msg.readShort()) { case 0x0001: player_info->xp = msg.readLong(); break; case 0x0002: player_info->job_xp = msg.readLong(); break; case 0x0014: player_info->gp = msg.readLong(); break; case 0x0016: player_info->xpForNextLevel = msg.readLong(); break; case 0x0017: player_info->jobXpForNextLevel = msg.readLong(); break; } break; case SMSG_BEING_LEVELUP: if ((unsigned long)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: { Being *being = findNode(msg.readLong()); if (being == NULL) break; being->emotion = msg.readByte(); being->emotion_time = EMOTION_TIME; } break; case SMSG_PLAYER_STAT_UPDATE_3: { long type = msg.readLong(); long base = msg.readLong(); long bonus = msg.readLong(); long total = base + bonus; switch (type) { case 0x000d: player_info->STR = total; break; case 0x000e: player_info->AGI = total; break; case 0x000f: player_info->VIT = total; break; case 0x0010: player_info->INT = total; break; case 0x0011: player_info->DEX = total; break; case 0x0012: player_info->LUK = total; break; } } break; case SMSG_NPC_BUY_SELL_CHOICE: buyDialog->setVisible(false); buyDialog->reset(); sellDialog->setVisible(false); sellDialog->reset(); buySellDialog->setVisible(true); current_npc = msg.readLong(); break; case SMSG_NPC_BUY: msg.readShort(); // length n_items = (msg.getLength() - 4) / 11; buyDialog->reset(); buyDialog->setMoney(player_info->gp); buyDialog->setVisible(true); for (int k = 0; k < n_items; k++) { long value = msg.readLong(); msg.readLong(); // DCvalue msg.readByte(); // type short itemId = msg.readShort(); buyDialog->addItem(itemId, value); } break; case SMSG_NPC_SELL: msg.readShort(); // length n_items = (msg.getLength() - 4) / 10; if (n_items > 0) { sellDialog->reset(); sellDialog->setVisible(true); for (int k = 0; k < n_items; k++) { short index = msg.readShort(); long value = msg.readLong(); msg.readLong(); // OCvalue Item *item = inventory->getItem(index); if (item && !(item->isEquipped())) { sellDialog->addItem(item, value); } } } else { chatWindow->chat_log("Nothing to sell", BY_SERVER); current_npc = 0; } break; case SMSG_NPC_BUY_RESPONSE: if (msg.readByte() == 0) { chatWindow->chat_log("Thanks for buying", BY_SERVER); } else { chatWindow->chat_log("Unable to buy", BY_SERVER); } break; case SMSG_NPC_SELL_RESPONSE: if (msg.readByte() == 0) { chatWindow->chat_log("Thanks for selling", BY_SERVER); } else { chatWindow->chat_log("Unable to sell", BY_SERVER); } break; case SMSG_PLAYER_INVENTORY_ADD: { short index = msg.readShort(); short amount = msg.readShort(); short itemId = msg.readShort(); msg.readByte(); // identify flag msg.readByte(); // attribute msg.readByte(); // refine msg.skip(8); // card short equipType = msg.readShort(); msg.readByte(); // type char fail = msg.readByte(); if (fail > 0) { chatWindow->chat_log("Unable to pick up item", BY_SERVER); } else { inventory->addItem(index, itemId, amount, equipType != 0); } } break; case SMSG_PLAYER_INVENTORY_REMOVE: { short index = msg.readShort(); short amount = msg.readShort(); inventory->getItem(index)->increaseQuantity(-amount); } break; case SMSG_PLAYER_INVENTORY_USE: { short index = msg.readShort(); msg.readShort(); // item id msg.readLong(); // id short amountLeft = msg.readShort(); msg.readByte(); // type inventory->getItem(index)->setQuantity(amountLeft); } break; case SMSG_PLAYER_SKILLS: msg.readShort(); // length n_items = (msg.getLength() - 4) / 37; skillDialog->cleanList(); for (int k = 0; k < n_items; k++) { short skillId = msg.readShort(); msg.readShort(); // target type msg.readShort(); // unknown short level = msg.readShort(); short sp = msg.readShort(); msg.readShort(); // range std::string skillName = msg.readString(24); char up = msg.readByte(); if (level != 0 || up != 0) { if (skillDialog->hasSkill(skillId)) { skillDialog->setSkill(skillId, level, sp); } else { skillDialog->addSkill(skillId, level, sp); } } } break; case 0x010c: // Display MVP player msg.readLong(); // id chatWindow->chat_log("MVP player", BY_SERVER); break; case SMSG_ITEM_VISIBLE: case SMSG_ITEM_DROPPED: { long id = msg.readLong(); short itemId = msg.readShort(); msg.readByte(); // identify flag short x = msg.readShort(); short y = msg.readShort(); msg.skip(4); // amount,subX,subY / subX,subY,amount add_floor_item(new FloorItem(id, itemId, x, y)); } break; case SMSG_ITEM_REMOVE: remove_floor_item(msg.readLong()); break; case SMSG_NPC_CHOICE: msg.readShort(); // length current_npc = msg.readLong(); npcListDialog->parseItems(msg.readString(msg.getLength() - 8)); npcListDialog->setVisible(true); break; case SMSG_BEING_CHANGE_LOOKS: { Being *being = findNode(msg.readLong()); if (being) { switch (msg.readByte()) { case 1: being->setHairStyle(msg.readByte()); break; case 2: being->setWeapon(msg.readByte()); break; case 6: being->setHairColor(msg.readByte()); break; default: msg.readByte(); // unsupported break; } } } break; case SMSG_PLAYER_EQUIP: { short index = msg.readShort(); short equipPoint = msg.readShort(); char type = msg.readByte(); logger->log("Equipping: %i %i %i", index, equipPoint, type); if (type == 0) { chatWindow->chat_log("Unable to equip.", BY_SERVER); } else if (equipPoint) { // Unequip any existing equipped item in this position int mask = 1; int position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } logger->log("Position %i", position - 1); Item *item = equipment->getEquipment(position - 1); if (item) { item->setEquipped(false); } item = inventory->getItem(index); item->setEquipped(true); equipment->setEquipment(position - 1, item); player_node->setWeaponById(item->getId()); } } break; case 0x01d7: // Equipment related { Being *being = findNode(msg.readLong()); msg.readByte(); // equip point short itemId1 = msg.readShort(); msg.readShort(); // item id 2 if (being != NULL) { being->setWeaponById(itemId1); } } break; case SMSG_PLAYER_UNEQUIP: { short index = msg.readShort(); short equipPoint = msg.readShort(); char type = msg.readByte(); if (type == 0) { chatWindow->chat_log("Unable to unequip.", BY_SERVER); break; } if (equipPoint == 0) { // No point given, no point in searching break; } int mask = 1; int position = 0; while (!(equipPoint & mask)) { mask <<= 1; position++; } Item *item = inventory->getItem(index); if (item != NULL) { item->setEquipped(false); switch (item->getId()) { case 529: case 1199: equipment->setArrows(NULL); break; case 521: case 522: case 530: case 536: case 1200: case 1201: player_node->setWeapon(0); // TODO: Why this break? Shouldn't a weapon be // unequipped in inventory too? break; default: equipment->removeEquipment(position - 1); break; } logger->log("Unequipping: %i %i(%i) %i", index, equipPoint, type, position - 1); } } break; case SMSG_PLAYER_ARROW_EQUIP: { short id = msg.readShort(); if (id > 1) { Item *item = inventory->getItem(id); if (item) { item->setEquipped(true); equipment->setArrows(item); logger->log("Arrows equipped: %i", id); } } } break; case SMSG_PLAYER_ARROW_MESSAGE: { short type = msg.readShort(); switch (type) { case 0: chatWindow->chat_log("Equip arrows first", BY_SERVER); break; default: logger->log("0x013b: Unhandled message %i", type); break; } } break; case SMSG_PLAYER_STAT_UPDATE_4: { short type = msg.readShort(); char fail = msg.readByte(); char value = msg.readByte(); if (fail == 1) { switch (type) { case 0x000d: player_info->STR = value; break; case 0x000e: player_info->AGI = value; break; case 0x000f: player_info->VIT = value; break; case 0x0010: player_info->INT = value; break; case 0x0011: player_info->DEX = value; break; case 0x0012: player_info->LUK = value; break; } } } break; // Updates stats and status points case SMSG_PLAYER_STAT_UPDATE_5: player_info->statsPointsToAttribute = msg.readShort(); player_info->STR = msg.readByte(); player_info->STRUp = msg.readByte(); player_info->AGI = msg.readByte(); player_info->AGIUp = msg.readByte(); player_info->VIT = msg.readByte(); player_info->VITUp = msg.readByte(); player_info->INT = msg.readByte(); player_info->INTUp = msg.readByte(); player_info->DEX = msg.readByte(); player_info->DEXUp = msg.readByte(); player_info->LUK = msg.readByte(); player_info->LUKUp = msg.readByte(); msg.readShort(); // ATK msg.readShort(); // ATK bonus msg.readShort(); // MATK max msg.readShort(); // MATK min msg.readShort(); // DEF msg.readShort(); // DEF bonus msg.readShort(); // MDEF msg.readShort(); // MDEF bonus msg.readShort(); // HIT msg.readShort(); // FLEE msg.readShort(); // FLEE bonus msg.readShort(); // critical msg.readShort(); // unknown break; case SMSG_PLAYER_STAT_UPDATE_6: switch (msg.readShort()) { case 0x0020: player_info->STRUp = msg.readByte(); break; case 0x0021: player_info->AGIUp = msg.readByte(); break; case 0x0022: player_info->VITUp = msg.readByte(); break; case 0x0023: player_info->INTUp = msg.readByte(); break; case 0x0024: player_info->DEXUp = msg.readByte(); break; case 0x0025: player_info->LUKUp = msg.readByte(); break; } break; case SMSG_BEING_NAME_RESPONSE: { Being *being = findNode(msg.readLong()); if (being) { being->setName(msg.readString(24)); } } break; case 0x0119: // Change in players look break; default: // Manage non implemented packets logger->log("Unhandled packet: %x", msg.getId()); break; } skip(msg.getLength()); } }