/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2014 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/eathena/playerhandler.h"
#include "actormanager.h"
#include "being/attributes.h"
#include "being/localplayer.h"
#include "gui/windows/statuswindow.h"
#include "net/net.h"
#include "net/eathena/attrs.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "net/eathena/inventoryhandler.h"
#include "debug.h"
extern Net::PlayerHandler *playerHandler;
namespace EAthena
{
PlayerHandler::PlayerHandler() :
MessageHandler(),
Ea::PlayerHandler()
{
static const uint16_t _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,
SMSG_PLAYER_SHORTCUTS,
SMSG_PLAYER_SHOW_EQUIP,
SMSG_PLAYER_GET_EXP,
0
};
handledMessages = _messages;
playerHandler = this;
}
void PlayerHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_WALK_RESPONSE:
processWalkResponse(msg);
break;
case SMSG_PLAYER_WARP:
processPlayerWarp(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_1:
processPlayerStatUpdate1(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_2:
processPlayerStatUpdate2(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_3: // Update a base attribute
processPlayerStatUpdate3(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_4: // Attribute increase ack
processPlayerStatUpdate4(msg);
break;
// Updates stats and status points
case SMSG_PLAYER_STAT_UPDATE_5:
processPlayerStatUpdate5(msg);
break;
case SMSG_PLAYER_STAT_UPDATE_6:
processPlayerStatUpdate6(msg);
break;
case SMSG_PLAYER_ARROW_MESSAGE:
processPlayerArrowMessage(msg);
break;
case SMSG_PLAYER_SHORTCUTS:
processPlayerShortcuts(msg);
break;
case SMSG_PLAYER_SHOW_EQUIP:
processPlayerShowEquip(msg);
break;
case SMSG_PLAYER_GET_EXP:
processPlayerGetExp(msg);
break;
default:
break;
}
}
void PlayerHandler::attack(const int id, const bool keep) const
{
MessageOut outMsg(CMSG_PLAYER_ATTACK);
outMsg.writeInt32(id);
if (keep)
outMsg.writeInt8(7);
else
outMsg.writeInt8(0);
}
void PlayerHandler::stopAttack() const
{
MessageOut outMsg(CMSG_PLAYER_STOP_ATTACK);
}
void PlayerHandler::emote(const uint8_t emoteId) const
{
MessageOut outMsg(CMSG_PLAYER_EMOTE);
outMsg.writeInt8(emoteId);
}
void PlayerHandler::increaseAttribute(const int attr) const
{
if (attr >= STR && attr <= LUK)
{
MessageOut outMsg(CMSG_STAT_UPDATE_REQUEST);
outMsg.writeInt16(static_cast(attr));
outMsg.writeInt8(1);
}
}
void PlayerHandler::increaseSkill(const uint16_t skillId) const
{
if (PlayerInfo::getAttribute(Attributes::SKILL_POINTS) <= 0)
return;
MessageOut outMsg(CMSG_SKILL_LEVELUP_REQUEST);
outMsg.writeInt16(skillId);
}
void PlayerHandler::pickUp(const FloorItem *const floorItem) const
{
if (!floorItem)
return;
MessageOut outMsg(CMSG_ITEM_PICKUP);
outMsg.writeInt32(floorItem->getId());
EAthena::InventoryHandler *const handler =
static_cast(Net::getInventoryHandler());
if (handler)
handler->pushPickup(floorItem->getId());
}
void PlayerHandler::setDirection(const unsigned char direction) const
{
MessageOut outMsg(CMSG_PLAYER_CHANGE_DIR);
outMsg.writeInt16(0);
outMsg.writeInt8(direction);
}
void PlayerHandler::setDestination(const int x, const int y,
const int direction) const
{
MessageOut outMsg(CMSG_PLAYER_CHANGE_DEST);
outMsg.writeCoordinates(static_cast(x),
static_cast(y),
static_cast(direction));
}
void PlayerHandler::changeAction(const BeingAction::Action &action) const
{
unsigned char type;
switch (action)
{
case BeingAction::SIT:
type = 2;
break;
case BeingAction::STAND:
type = 3;
break;
default:
case BeingAction::MOVE:
case BeingAction::ATTACK:
case BeingAction::DEAD:
case BeingAction::HURT:
case BeingAction::SPAWN:
return;
}
MessageOut outMsg(CMSG_PLAYER_CHANGE_ACT);
outMsg.writeInt32(0);
outMsg.writeInt8(type);
}
void PlayerHandler::respawn() const
{
MessageOut outMsg(CMSG_PLAYER_RESTART);
outMsg.writeInt8(0);
}
void PlayerHandler::requestOnlineList() const
{
}
void PlayerHandler::updateStatus(const uint8_t status) const
{
MessageOut outMsg(CMSG_SET_STATUS);
outMsg.writeInt8(status);
outMsg.writeInt8(0);
}
void PlayerHandler::processPlayerShortcuts(Net::MessageIn &msg)
{
for (int f = 0; f < 27; f ++)
{
msg.readUInt8("type 0: item, 1: skill");
msg.readInt32("item or skill id");
msg.readInt16("skill level");
}
msg.skip(77, "unused");
}
void PlayerHandler::processPlayerShowEquip(Net::MessageIn &msg)
{
msg.readUInt8("show equip"); // 1 mean need open "equipment" window
}
void PlayerHandler::processPlayerStatUpdate5(Net::MessageIn &msg)
{
BLOCK_START("PlayerHandler::processPlayerStatUpdate5")
PlayerInfo::setAttribute(Attributes::CHAR_POINTS,
msg.readInt16("char points"));
unsigned int val = msg.readUInt8("str");
PlayerInfo::setStatBase(STR, val);
if (statusWindow)
statusWindow->setPointsNeeded(STR, msg.readUInt8("str cost"));
else
msg.readUInt8("str need");
val = msg.readUInt8("agi");
PlayerInfo::setStatBase(AGI, val);
if (statusWindow)
statusWindow->setPointsNeeded(AGI, msg.readUInt8("agi cost"));
else
msg.readUInt8("agi cost");
val = msg.readUInt8("vit");
PlayerInfo::setStatBase(VIT, val);
if (statusWindow)
statusWindow->setPointsNeeded(VIT, msg.readUInt8("vit cost"));
else
msg.readUInt8("vit cost");
val = msg.readUInt8("int");
PlayerInfo::setStatBase(INT, val);
if (statusWindow)
statusWindow->setPointsNeeded(INT, msg.readUInt8("int cost"));
else
msg.readUInt8("int cost");
val = msg.readUInt8("dex");
PlayerInfo::setStatBase(DEX, val);
if (statusWindow)
statusWindow->setPointsNeeded(DEX, msg.readUInt8("dex cost"));
else
msg.readUInt8("dex cost");
val = msg.readUInt8("luk");
PlayerInfo::setStatBase(LUK, val);
if (statusWindow)
statusWindow->setPointsNeeded(LUK, msg.readUInt8("luk cost"));
else
msg.readUInt8("luk cost");
PlayerInfo::setStatBase(ATK, msg.readInt16("left atk"), false);
PlayerInfo::setStatMod(ATK, msg.readInt16("right atk"));
PlayerInfo::updateAttrs();
val = msg.readInt16("right matk");
PlayerInfo::setStatBase(MATK, val, false);
val = msg.readInt16("left matk");
PlayerInfo::setStatMod(MATK, val);
PlayerInfo::setStatBase(DEF, msg.readInt16("left def"), false);
PlayerInfo::setStatMod(DEF, msg.readInt16("right def"));
PlayerInfo::setStatBase(MDEF, msg.readInt16("left mdef"), false);
PlayerInfo::setStatMod(MDEF, msg.readInt16("right mdef"));
PlayerInfo::setStatBase(HIT, msg.readInt16("hit"));
PlayerInfo::setStatBase(FLEE, msg.readInt16("flee"), false);
PlayerInfo::setStatMod(FLEE, msg.readInt16("flee2/10"));
PlayerInfo::setStatBase(CRIT, msg.readInt16("crit/10"));
PlayerInfo::setAttribute(Attributes::ATTACK_DELAY,
msg.readInt16("attack speed"));
msg.readInt16("plus speed = 0");
BLOCK_END("PlayerHandler::processPlayerStatUpdate5")
}
void PlayerHandler::processPlayerGetExp(Net::MessageIn &msg)
{
const int id = msg.readInt32("player id");
const int exp = msg.readInt32("exp amount");
const int type = msg.readInt16("exp type");
const int isQuest = msg.readInt16("is from quest");
// Being *dstBeing = actorManager->findBeing(id);
// need show particle depend on isQuest flag, for now ignored
}
} // namespace EAthena