/* * The Mana World * Copyright (C) 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 * 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, * 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 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "messagein.h" #include "playerhandler.h" #include "protocol.h" #include "../engine.h" #include "../localplayer.h" #include "../log.h" #include "../npc.h" #include "../units.h" #include "../gui/buy.h" #include "../gui/chat.h" #include "../gui/gui.h" #include "../gui/npc_text.h" #include "../gui/npcintegerdialog.h" #include "../gui/npclistdialog.h" #include "../gui/npcstringdialog.h" #include "../gui/ok_dialog.h" #include "../gui/sell.h" #include "../gui/skill.h" #include "../gui/viewport.h" #include "../utils/stringutils.h" #include "../utils/gettext.h" // TODO Move somewhere else OkDialog *weightNotice = NULL; OkDialog *deathNotice = NULL; extern NpcIntegerDialog *npcIntegerDialog; extern NpcListDialog *npcListDialog; extern NpcStringDialog *npcStringDialog; extern NpcTextDialog *npcTextDialog; extern BuyDialog *buyDialog; extern SellDialog *sellDialog; extern Window *buySellDialog; // Max. distance we are willing to scroll after a teleport; // everything beyond will reset the port hard. static const int MAP_TELEPORT_SCROLL_DISTANCE = 8; /** * Listener used for handling the overweigth message. */ // TODO Move somewhere else namespace { struct WeightListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event) { weightNotice = NULL; } } weightListener; } /** * Listener used for handling death message. */ // TODO Move somewhere else namespace { struct DeathListener : public gcn::ActionListener { void action(const gcn::ActionEvent &event) { player_node->revive(); deathNotice = NULL; npcIntegerDialog->setVisible(false); npcListDialog->setVisible(false); npcStringDialog->setVisible(false); npcTextDialog->clearText(); npcTextDialog->setVisible(false); buyDialog->setVisible(false); sellDialog->setVisible(false); buySellDialog->setVisible(false); if (current_npc) current_npc->handleDeath(); } } deathListener; } PlayerHandler::PlayerHandler() { static const Uint16 _messages[] = { SMSG_WALK_RESPONSE, SMSG_PLAYER_WARP, SMSG_PLAYER_STAT_UPDATE_1, SMSG_PLAYER_STAT_UPDATE_2, SMSG_PLAYER_STAT_UPDATE_3, SMSG_PLAYER_STAT_UPDATE_4, SMSG_PLAYER_STAT_UPDATE_5, SMSG_PLAYER_STAT_UPDATE_6, SMSG_PLAYER_ARROW_MESSAGE, 0 }; handledMessages = _messages; } void PlayerHandler::handleMessage(MessageIn *msg) { switch (msg->getId()) { case SMSG_WALK_RESPONSE: /* * This client assumes that all walk messages succeed, * and that the server will send a correction notice * otherwise. */ break; case SMSG_PLAYER_WARP: { std::string mapPath = msg->readString(16); bool nearby; Uint16 x = msg->readInt16(); Uint16 y = msg->readInt16(); logger->log("Warping to %s (%d, %d)", mapPath.c_str(), x, y); /* * We must clear the local player's target *before* the call * to changeMap, as it deletes all beings. */ player_node->stopAttack(); nearby = (engine->getCurrentMapName() == mapPath); // Switch the actual map, deleting the previous one if necessary engine->changeMap(mapPath); if (current_npc) current_npc->handleDeath(); float scrollOffsetX = 0.0f; float scrollOffsetY = 0.0f; /* Scroll if neccessary */ if (!nearby || (abs(x - player_node->mX) > MAP_TELEPORT_SCROLL_DISTANCE) || (abs(y - player_node->mY) > MAP_TELEPORT_SCROLL_DISTANCE)) { scrollOffsetX = (x - player_node->mX) * 32; scrollOffsetY = (y - player_node->mY) * 32; } player_node->setAction(Being::STAND); player_node->mFrame = 0; player_node->mX = x; player_node->mY = y; logger->log("Adjust scrolling by %d:%d", (int)scrollOffsetX, (int)scrollOffsetY); viewport->scrollBy(scrollOffsetX, scrollOffsetY); } break; case SMSG_PLAYER_STAT_UPDATE_1: { Sint16 type = msg->readInt16(); Uint32 value = msg->readInt32(); switch (type) { //case 0x0000: // player_node->setWalkSpeed(msg->readInt32()); // break; case 0x0005: player_node->mHp = value; break; case 0x0006: player_node->mMaxHp = value; break; case 0x0007: player_node->mMp = value; break; case 0x0008: player_node->mMaxMp = value; break; case 0x0009: player_node->mStatsPointsToAttribute = value; break; case 0x000b: player_node->mLevel = value; break; case 0x000c: player_node->mSkillPoint = value; skillDialog->update(); break; case 0x0018: if (value >= player_node->mMaxWeight / 2 && player_node->mTotalWeight < player_node->mMaxWeight / 2) { weightNotice = new OkDialog(_("Message"), _("You are carrying more than " "half your weight. You are " "unable to regain health.")); weightNotice->addActionListener( &weightListener); } player_node->mTotalWeight = value; break; case 0x0019: player_node->mMaxWeight = value; break; case 0x0029: player_node->ATK = value; break; case 0x002b: player_node->MATK = value; break; case 0x002d: player_node->DEF = value; break; case 0x002e: player_node->DEF_BONUS = value; break; case 0x002f: player_node->MDEF = value; break; case 0x0031: player_node->HIT = value; break; case 0x0032: player_node->FLEE = value; break; case 0x0035: player_node->mAttackSpeed = value; break; case 0x0037: player_node->mJobLevel = value; break; } if (player_node->mHp == 0 && !deathNotice) { 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!"), _("Insert coin to continue"), _("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."), // NetHack reference: _("Do you want your possessions identified?"), // Secret of Mana reference: _("Sadly, no trace of you was ever found..."), // Final Fantasy VI reference: _("Annihilated."), // Earthbound reference: _("Looks like you got your head handed to you."), // Leisure Suit Larry 1 reference: _("You screwed up again, dump your body down the tubes " "and get you another one."), // Monty Python references (Dead Parrot sketch mostly): _("You're not dead yet. You're just resting."), _("You are no more."), _("You have ceased to be."), _("You've expired and gone to meet your maker."), _("You're a stiff."), _("Bereft of life, you rest in peace."), _("If you weren't so animated, you'd be pushing up the " "daisies."), _("Your metabolic processes are now history."), _("You're off the twig."), _("You've kicked the bucket."), _("You've shuffled off your mortal coil, run down the " "curtain and joined the bleedin' choir invisibile."), _("You are an ex-player."), _("You're pining for the fjords.") }; std::string message(deadMsg[rand()%27]); deathNotice = new OkDialog(_("Message"), message); deathNotice->addActionListener(&deathListener); player_node->setAction(Being::DEAD); } } break; case SMSG_PLAYER_STAT_UPDATE_2: switch (msg->readInt16()) { case 0x0001: player_node->setXp(msg->readInt32()); break; case 0x0002: player_node->mJobXp = msg->readInt32(); break; case 0x0014: { Uint32 curGp = player_node->mGp; player_node->mGp = msg->readInt32(); if (player_node->mGp > curGp) chatWindow->chatLog(_("You picked up ") + Units::formatCurrency(player_node->mGp - curGp), BY_SERVER); } break; case 0x0016: player_node->mXpForNextLevel = msg->readInt32(); break; case 0x0017: player_node->mJobXpForNextLevel = msg->readInt32(); break; } break; case SMSG_PLAYER_STAT_UPDATE_3: { Sint32 type = msg->readInt32(); Sint32 base = msg->readInt32(); Sint32 bonus = msg->readInt32(); Sint32 total = base + bonus; switch (type) { case 0x000d: player_node->mAttr[LocalPlayer::STR] = total; break; case 0x000e: player_node->mAttr[LocalPlayer::AGI] = total; break; case 0x000f: player_node->mAttr[LocalPlayer::VIT] = total; break; case 0x0010: player_node->mAttr[LocalPlayer::INT] = total; break; case 0x0011: player_node->mAttr[LocalPlayer::DEX] = total; break; case 0x0012: player_node->mAttr[LocalPlayer::LUK] = total; break; } } break; case SMSG_PLAYER_STAT_UPDATE_4: { Sint16 type = msg->readInt16(); Sint8 fail = msg->readInt8(); Sint8 value = msg->readInt8(); if (fail != 1) break; switch (type) { case 0x000d: player_node->mAttr[LocalPlayer::STR] = value; break; case 0x000e: player_node->mAttr[LocalPlayer::AGI] = value; break; case 0x000f: player_node->mAttr[LocalPlayer::VIT] = value; break; case 0x0010: player_node->mAttr[LocalPlayer::INT] = value; break; case 0x0011: player_node->mAttr[LocalPlayer::DEX] = value; break; case 0x0012: player_node->mAttr[LocalPlayer::LUK] = value; break; } } break; // Updates stats and status points case SMSG_PLAYER_STAT_UPDATE_5: player_node->mStatsPointsToAttribute = msg->readInt16(); player_node->mAttr[LocalPlayer::STR] = msg->readInt8(); player_node->mAttrUp[LocalPlayer::STR] = msg->readInt8(); player_node->mAttr[LocalPlayer::AGI] = msg->readInt8(); player_node->mAttrUp[LocalPlayer::AGI] = msg->readInt8(); player_node->mAttr[LocalPlayer::VIT] = msg->readInt8(); player_node->mAttrUp[LocalPlayer::VIT] = msg->readInt8(); player_node->mAttr[LocalPlayer::INT] = msg->readInt8(); player_node->mAttrUp[LocalPlayer::INT] = msg->readInt8(); player_node->mAttr[LocalPlayer::DEX] = msg->readInt8(); player_node->mAttrUp[LocalPlayer::DEX] = msg->readInt8(); player_node->mAttr[LocalPlayer::LUK] = msg->readInt8(); player_node->mAttrUp[LocalPlayer::LUK] = msg->readInt8(); player_node->ATK = msg->readInt16(); // ATK player_node->ATK_BONUS = msg->readInt16(); // ATK bonus player_node->MATK = msg->readInt16(); // MATK max player_node->MATK_BONUS = msg->readInt16(); // MATK min player_node->DEF = msg->readInt16(); // DEF player_node->DEF_BONUS = msg->readInt16(); // DEF bonus player_node->MDEF = msg->readInt16(); // MDEF player_node->MDEF_BONUS = msg->readInt16(); // MDEF bonus player_node->HIT = msg->readInt16(); // HIT player_node->FLEE = msg->readInt16(); // FLEE player_node->FLEE_BONUS = msg->readInt16(); // FLEE bonus msg->readInt16(); // critical msg->readInt16(); // unknown break; case SMSG_PLAYER_STAT_UPDATE_6: switch (msg->readInt16()) { case 0x0020: player_node->mAttrUp[LocalPlayer::STR] = msg->readInt8(); break; case 0x0021: player_node->mAttrUp[LocalPlayer::AGI] = msg->readInt8(); break; case 0x0022: player_node->mAttrUp[LocalPlayer::VIT] = msg->readInt8(); break; case 0x0023: player_node->mAttrUp[LocalPlayer::INT] = msg->readInt8(); break; case 0x0024: player_node->mAttrUp[LocalPlayer::DEX] = msg->readInt8(); break; case 0x0025: player_node->mAttrUp[LocalPlayer::LUK] = msg->readInt8(); break; } break; case SMSG_PLAYER_ARROW_MESSAGE: { Sint16 type = msg->readInt16(); switch (type) { case 0: chatWindow->chatLog(_("Equip arrows first"), BY_SERVER); break; default: logger->log("0x013b: Unhandled message %i", type); break; } } break; } }