/* * 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 "net/tmwserv/beinghandler.h" #include "net/tmwserv/protocol.h" #include "net/messagein.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 "net/tmwserv/gameserver/player.h" 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, Being::PLAYER, 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 == OBJECT_MONSTER ? Being::MONSTER : Being::NPC, 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(0, damage, Being::HIT); } } } 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; } }