/* * 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 "net/net.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, 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; 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(PlayerInfo::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 Being::Action &action) const { unsigned char type; switch (action) { case Being::SIT: type = 2; break; case Being::STAND: type = 3; break; default: case Being::MOVE: case Being::ATTACK: case Being::DEAD: case Being::HURT: case Being::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.readInt8(); // type 0: item, 1: skill msg.readInt32(); // item or skill id msg.readInt16(); // lvl } } void PlayerHandler::processPlayerShowEquip(Net::MessageIn &msg) { msg.readInt8(); // show equip } } // namespace EAthena