/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2016 The ManaPlus Developers * * This file is part of The ManaPlus Client. * * 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, see . */ #include "net/ea/playerhandler.h" #include "party.h" #include "notifymanager.h" #include "units.h" #include "being/localplayer.h" #include "being/playerinfo.h" #include "enums/resources/notifytypes.h" #include "gui/windows/skilldialog.h" #include "gui/windows/statuswindow.h" #include "net/ea/eaprotocol.h" #include "net/ea/playerrecv.h" #include "debug.h" namespace Ea { PlayerHandler::PlayerHandler() { } void PlayerHandler::decreaseAttribute(const AttributesT attr A_UNUSED) const { } void PlayerHandler::ignorePlayer(const std::string &player A_UNUSED, const bool ignore A_UNUSED) const { } void PlayerHandler::ignoreAll(const bool ignore A_UNUSED) const { } Vector PlayerHandler::getDefaultWalkSpeed() const { // Return an normalized speed for any side // as the offset is calculated elsewhere. return Vector(150, 150, 0); } bool PlayerHandler::canUseMagic() const { return PlayerInfo::getStatEffective(Attributes::MATK) > 0; } #define setStatComplex(stat) \ PlayerInfo::setStatBase(stat, base, notify); \ if (mod != NoStat) \ PlayerInfo::setStatMod(stat, mod) void PlayerHandler::setStat(Net::MessageIn &msg, const int type, const int base, const int mod, const Notify notify) const { switch (type) { case Ea::WALK_SPEED: localPlayer->setWalkSpeed(Vector(static_cast( base), static_cast(base), 0)); PlayerInfo::setStatBase(Attributes::WALK_SPEED, base); PlayerInfo::setStatMod(Attributes::WALK_SPEED, 0); break; case Ea::EXP: PlayerInfo::setAttribute(Attributes::EXP, base); break; case Ea::JOB_EXP: PlayerInfo::setStatExperience(Attributes::JOB, base, PlayerInfo::getStatExperience(Attributes::JOB).second); break; case Ea::KARMA: PlayerInfo::setStatBase(Attributes::KARMA, base); PlayerInfo::setStatMod(Attributes::KARMA, 0); break; case Ea::MANNER: PlayerInfo::setStatBase(Attributes::MANNER, base); PlayerInfo::setStatMod(Attributes::MANNER, 0); break; case Ea::HP: PlayerInfo::setAttribute(Attributes::HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1) ->getMember(localPlayer->getId()); if (m) { m->setHp(base); m->setMaxHp(PlayerInfo::getAttribute(Attributes::MAX_HP)); } } break; case Ea::MAX_HP: PlayerInfo::setAttribute(Attributes::MAX_HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1)->getMember( localPlayer->getId()); if (m) { m->setHp(PlayerInfo::getAttribute(Attributes::HP)); m->setMaxHp(base); } } break; case Ea::MP: PlayerInfo::setAttribute(Attributes::MP, base); break; case Ea::MAX_MP: PlayerInfo::setAttribute(Attributes::MAX_MP, base); break; case Ea::CHAR_POINTS: PlayerInfo::setAttribute(Attributes::CHAR_POINTS, base); break; case Ea::LEVEL: PlayerInfo::setAttribute(Attributes::LEVEL, base); if (localPlayer) { localPlayer->setLevel(base); localPlayer->updateName(); } break; case Ea::SKILL_POINTS: PlayerInfo::setAttribute(Attributes::SKILL_POINTS, base); if (skillDialog) skillDialog->update(); break; case Ea::STR: setStatComplex(Attributes::STR); break; case Ea::AGI: setStatComplex(Attributes::AGI); break; case Ea::VIT: setStatComplex(Attributes::VIT); break; case Ea::INT: setStatComplex(Attributes::INT); break; case Ea::DEX: setStatComplex(Attributes::DEX); break; case Ea::LUK: setStatComplex(Attributes::LUK); break; case Ea::MONEY: { const int oldMoney = PlayerInfo::getAttribute(Attributes::MONEY); const int newMoney = base; if (newMoney > oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_GET, Units::formatCurrency(newMoney - oldMoney)); } else if (newMoney < oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_SPENT, Units::formatCurrency(oldMoney - newMoney).c_str()); } PlayerInfo::setAttribute(Attributes::MONEY, newMoney); break; } case Ea::EXP_NEEDED: PlayerInfo::setAttribute(Attributes::EXP_NEEDED, base); break; case Ea::JOB_MOD: PlayerInfo::setStatExperience(Attributes::JOB, PlayerInfo::getStatExperience(Attributes::JOB).first, base); break; case Ea::TOTAL_WEIGHT: PlayerInfo::setAttribute(Attributes::TOTAL_WEIGHT, base); break; case Ea::MAX_WEIGHT: PlayerInfo::setAttribute(Attributes::MAX_WEIGHT, base); break; case Ea::STR_NEEDED: statusWindow->setPointsNeeded(Attributes::STR, base); break; case Ea::AGI_NEEDED: statusWindow->setPointsNeeded(Attributes::AGI, base); break; case Ea::VIT_NEEDED: statusWindow->setPointsNeeded(Attributes::VIT, base); break; case Ea::INT_NEEDED: statusWindow->setPointsNeeded(Attributes::INT, base); break; case Ea::DEX_NEEDED: statusWindow->setPointsNeeded(Attributes::DEX, base); break; case Ea::LUK_NEEDED: statusWindow->setPointsNeeded(Attributes::LUK, base); break; case Ea::ATK: PlayerInfo::setStatBase(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Ea::ATK_MOD: PlayerInfo::setStatMod(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Ea::MATK: PlayerInfo::setStatBase(Attributes::MATK, base); break; case Ea::MATK_MOD: PlayerInfo::setStatMod(Attributes::MATK, base); break; case Ea::DEF: PlayerInfo::setStatBase(Attributes::DEF, base); break; case Ea::DEF_MOD: PlayerInfo::setStatMod(Attributes::DEF, base); break; case Ea::MDEF: PlayerInfo::setStatBase(Attributes::MDEF, base); break; case Ea::MDEF_MOD: PlayerInfo::setStatMod(Attributes::MDEF, base); break; case Ea::HIT: PlayerInfo::setStatBase(Attributes::HIT, base); break; case Ea::FLEE: PlayerInfo::setStatBase(Attributes::FLEE, base); break; case Ea::FLEE_MOD: PlayerInfo::setStatMod(Attributes::FLEE, base); break; case Ea::CRIT: PlayerInfo::setStatBase(Attributes::CRIT, base); break; case Ea::ATTACK_DELAY: localPlayer->setAttackSpeed(base); PlayerInfo::setStatBase(Attributes::ATTACK_DELAY, base); PlayerInfo::setStatMod(Attributes::ATTACK_DELAY, 0); PlayerInfo::updateAttrs(); break; case Ea::JOB: PlayerInfo::setStatBase(Attributes::JOB, base); break; default: UNIMPLIMENTEDPACKET; break; } } } // namespace Ea