/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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/skillhandler.h"
#include "notifymanager.h"
#include "being/localplayer.h"
#include "being/playerinfo.h"
#include "gui/widgets/skillinfo.h"
#include "gui/windows/skilldialog.h"
#include "net/eathena/menu.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "resources/notifytypes.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
#include "debug.h"
extern Net::SkillHandler *skillHandler;
namespace EAthena
{
SkillHandler::SkillHandler() :
MessageHandler(),
Ea::SkillHandler()
{
static const uint16_t _messages[] =
{
SMSG_PLAYER_SKILLS,
SMSG_SKILL_FAILED,
SMSG_PLAYER_SKILL_UP,
SMSG_PLAYER_SKILL_COOLDOWN,
SMSG_PLAYER_SKILL_COOLDOWN_LIST,
SMSG_SKILL_SNAP,
SMSG_PLAYER_ADD_SKILL,
SMSG_PLAYER_DELETE_SKILL,
SMSG_PLAYER_UPDATE_SKILL,
SMSG_SKILL_WARP_POINT,
SMSG_SKILL_MEMO_MESSAGE,
SMSG_PLAYER_SKILL_PRODUCE_MIX_LIST,
SMSG_PLAYER_SKILL_PRODUCE_EFFECT,
SMSG_SKILL_UNIT_UPDATE,
SMSG_SKILL_ARROW_CREATE_LIST,
SMSG_PLAYER_SKILL_AUTO_SPELLS,
SMSG_SKILL_DEVOTION_EFFECT,
SMSG_SKILL_ITEM_LIST_WINDOW,
0
};
handledMessages = _messages;
skillHandler = this;
}
void SkillHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_PLAYER_SKILLS:
processPlayerSkills(msg);
break;
case SMSG_PLAYER_SKILL_UP:
processPlayerSkillUp(msg);
break;
case SMSG_SKILL_FAILED:
processSkillFailed(msg);
break;
case SMSG_PLAYER_SKILL_COOLDOWN:
processSkillCoolDown(msg);
break;
case SMSG_PLAYER_SKILL_COOLDOWN_LIST:
processSkillCoolDownList(msg);
break;
case SMSG_SKILL_SNAP:
processSkillSnap(msg);
break;
case SMSG_PLAYER_ADD_SKILL:
processSkillAdd(msg);
break;
case SMSG_PLAYER_UPDATE_SKILL:
processSkillUpdate(msg);
break;
case SMSG_PLAYER_DELETE_SKILL:
processSkillDelete(msg);
break;
case SMSG_SKILL_WARP_POINT:
processSkillWarpPoint(msg);
break;
case SMSG_SKILL_MEMO_MESSAGE:
processSkillMemoMessage(msg);
break;
case SMSG_PLAYER_SKILL_PRODUCE_MIX_LIST:
processSkillProduceMixList(msg);
break;
case SMSG_PLAYER_SKILL_PRODUCE_EFFECT:
processSkillProduceEffect(msg);
break;
case SMSG_SKILL_UNIT_UPDATE:
processSkillUnitUpdate(msg);
break;
case SMSG_SKILL_ARROW_CREATE_LIST:
processSkillArrowCreateList(msg);
break;
case SMSG_PLAYER_SKILL_AUTO_SPELLS:
processSkillAutoSpells(msg);
break;
case SMSG_SKILL_DEVOTION_EFFECT:
processSkillDevotionEffect(msg);
break;
case SMSG_SKILL_ITEM_LIST_WINDOW:
processSkillItemListWindow(msg);
break;
default:
break;
}
}
void SkillHandler::useBeing(const int id, const int level,
const int beingId) const
{
createOutPacket(CMSG_SKILL_USE_BEING);
outMsg.writeInt16(static_cast(level), "skill level");
outMsg.writeInt16(static_cast(id), "skill id");
outMsg.writeInt32(beingId, "target id");
}
void SkillHandler::usePos(const int id, const int level,
const int x, const int y) const
{
createOutPacket(CMSG_SKILL_USE_POSITION);
outMsg.writeInt16(static_cast(level), "skill level");
outMsg.writeInt16(static_cast(id), "skill id");
outMsg.writeInt16(static_cast(x), "x");
outMsg.writeInt16(static_cast(y), "y");
}
void SkillHandler::usePos(const int id, const int level,
const int x, const int y,
const std::string &text) const
{
createOutPacket(CMSG_SKILL_USE_POSITION_MORE);
outMsg.writeInt16(static_cast(level), "level");
outMsg.writeInt16(static_cast(id), "id");
outMsg.writeInt16(static_cast(x), "x");
outMsg.writeInt16(static_cast(y), "y");
outMsg.writeString(text, 80, "text");
}
void SkillHandler::useMap(const int id, const std::string &map) const
{
createOutPacket(CMSG_SKILL_USE_MAP);
outMsg.writeInt16(static_cast(id), "skill id");
outMsg.writeString(map, 16, "map name");
}
void SkillHandler::processPlayerSkills(Net::MessageIn &msg)
{
msg.readInt16("len");
const int skillCount = (msg.getLength() - 4) / 37;
int updateSkill = 0;
if (skillDialog)
skillDialog->hideSkills(SkillOwner::Player);
for (int k = 0; k < skillCount; k++)
{
const int skillId = msg.readInt16("skill id");
const SkillType::SkillType inf = static_cast(
msg.readInt32("inf"));
const int level = msg.readInt16("skill level");
const int sp = msg.readInt16("sp");
const int range = msg.readInt16("range");
const std::string name = msg.readString(24, "skill name");
const int up = msg.readUInt8("up flag");
const int oldLevel = PlayerInfo::getSkillLevel(skillId);
if (oldLevel && oldLevel != level)
updateSkill = skillId;
PlayerInfo::setSkillLevel(skillId, level);
if (skillDialog)
{
if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
{
skillDialog->addSkill(SkillOwner::Player,
skillId, name, level, range, up, inf, sp);
}
}
}
if (skillDialog)
{
skillDialog->update();
if (updateSkill)
skillDialog->playUpdateEffect(updateSkill);
}
}
void SkillHandler::processSkillAdd(Net::MessageIn &msg)
{
int updateSkill = 0;
const int skillId = msg.readInt16("skill id");
const SkillType::SkillType inf = static_cast(
msg.readInt32("inf"));
const int level = msg.readInt16("skill level");
const int sp = msg.readInt16("sp");
const int range = msg.readInt16("range");
const std::string name = msg.readString(24, "skill name");
const int up = msg.readUInt8("up flag");
const int oldLevel = PlayerInfo::getSkillLevel(skillId);
if (oldLevel && oldLevel != level)
updateSkill = skillId;
PlayerInfo::setSkillLevel(skillId, level);
if (skillDialog)
{
if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
{
skillDialog->addSkill(SkillOwner::Player,
skillId, name, level, range, up, inf, sp);
}
skillDialog->update();
if (updateSkill)
skillDialog->playUpdateEffect(updateSkill);
}
}
void SkillHandler::processSkillUpdate(Net::MessageIn &msg)
{
int updateSkill = 0;
const int skillId = msg.readInt16("skill id");
const SkillType::SkillType inf = static_cast(
msg.readInt32("inf"));
const int level = msg.readInt16("skill level");
const int sp = msg.readInt16("sp");
const int range = msg.readInt16("range");
const int up = msg.readUInt8("up flag");
const int oldLevel = PlayerInfo::getSkillLevel(skillId);
if (oldLevel && oldLevel != level)
updateSkill = skillId;
PlayerInfo::setSkillLevel(skillId, level);
if (skillDialog)
{
if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
{
skillDialog->addSkill(SkillOwner::Player,
skillId, "", level, range, up, inf, sp);
}
skillDialog->update();
if (updateSkill)
skillDialog->playUpdateEffect(updateSkill);
}
}
void SkillHandler::processSkillDelete(Net::MessageIn &msg)
{
int updateSkill = 0;
const int skillId = msg.readInt16("skill id");
const int oldLevel = PlayerInfo::getSkillLevel(skillId);
if (oldLevel && oldLevel != 0)
updateSkill = skillId;
PlayerInfo::setSkillLevel(skillId, 0);
if (skillDialog)
{
skillDialog->removeSkill(skillId);
skillDialog->update();
if (updateSkill)
skillDialog->playUpdateEffect(updateSkill);
}
}
void SkillHandler::processSkillCoolDown(Net::MessageIn &msg)
{
const int skillId = msg.readInt16("skill id");
const int duration = msg.readInt32("duration");
if (skillDialog)
skillDialog->setSkillDuration(SkillOwner::Player, skillId, duration);
}
void SkillHandler::processSkillCoolDownList(Net::MessageIn &msg)
{
const int count = (msg.readInt16("len") - 4) / 10;
for (int f = 0; f < count; f ++)
{
const int skillId = msg.readInt16("skill id");
msg.readInt32("total");
const int duration = msg.readInt32("duration");
if (skillDialog)
{
skillDialog->setSkillDuration(SkillOwner::Player,
skillId, duration);
}
}
}
void SkillHandler::processSkillFailed(Net::MessageIn &msg)
{
// Action failed (ex. sit because you have not reached the
// right level)
const int skillId = msg.readInt16("skill id");
const int bskill = msg.readInt32("btype");
const signed char success = msg.readUInt8("success");
const signed char reason = msg.readUInt8("reason");
if (success != static_cast(SKILL_FAILED)
&& bskill == static_cast(BSKILL_EMOTE))
{
logger->log("Action: %d/%d", bskill, success);
}
std::string txt;
if (success == static_cast(SKILL_FAILED) && bskill != 0)
{
if (localPlayer && bskill == static_cast(BSKILL_EMOTE)
&& reason == static_cast(RFAIL_SKILLDEP))
{
localPlayer->stopAdvert();
}
SkillInfo *const info = skillDialog->getSkill(bskill);
if (info)
txt = info->errorText;
else
txt = strprintf(_("Unknown skill error: %d"), bskill);
}
else
{
SkillInfo *const info = skillDialog->getSkill(skillId);
if (info)
txt = info->errorText + ".";
else
txt = strprintf(_("Unknown skill error: %d."), skillId);
}
txt.append(" ");
switch (reason)
{
case RFAIL_SKILLDEP:
// TRANSLATORS: error message
txt.append(_("You have not yet reached a high enough lvl!"));
break;
case RFAIL_INSUFHP:
// TRANSLATORS: error message
txt.append(_("Insufficient HP!"));
break;
case RFAIL_INSUFSP:
// TRANSLATORS: error message
txt.append(_("Insufficient SP!"));
break;
case RFAIL_NOMEMO:
// TRANSLATORS: error message
txt.append(_("You have no memos!"));
break;
case RFAIL_SKILLDELAY:
// TRANSLATORS: error message
txt.append(_("You cannot do that right now!"));
break;
case RFAIL_ZENY:
// TRANSLATORS: error message
txt.append(_("Seems you need more money... ;-)"));
break;
case RFAIL_WEAPON:
// TRANSLATORS: error message
txt.append(_("You cannot use this skill with that "
"kind of weapon!"));
break;
case RFAIL_REDGEM:
// TRANSLATORS: error message
txt.append(_("You need another red gem!"));
break;
case RFAIL_BLUEGEM:
// TRANSLATORS: error message
txt.append(_("You need another blue gem!"));
break;
case RFAIL_OVERWEIGHT:
// TRANSLATORS: error message
txt.append(_("You're carrying to much to do this!"));
break;
default:
break;
}
NotifyManager::notify(NotifyTypes::SKILL_FAIL_MESSAGE, txt);
}
void SkillHandler::processSkillSnap(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("being id");
msg.readInt16("x");
msg.readInt16("y");
}
void SkillHandler::processSkillWarpPoint(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt16("skill id");
msg.readString(16, "map name 1");
msg.readString(16, "map name 2");
msg.readString(16, "map name 3");
msg.readString(16, "map name 4");
}
void SkillHandler::processSkillMemoMessage(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readUInt8("type");
}
void SkillHandler::processSkillProduceMixList(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
const int count = (msg.readInt16("len") - 8) / 8;
for (int f = 0; f < count; f ++)
{
msg.readInt16("item id");
for (int d = 0; d < 3; d ++)
msg.readInt16("material id");
}
}
void SkillHandler::processSkillProduceEffect(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt16("flag");
msg.readInt16("item id");
}
void SkillHandler::processSkillUnitUpdate(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("being id");
}
void SkillHandler::processSkillArrowCreateList(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
const int count = (msg.readInt16("len") - 4) / 2;
for (int f = 0; f < count; f ++)
msg.readInt16("item id");
}
void SkillHandler::processSkillAutoSpells(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
for (int f = 0; f < 7; f ++)
msg.readInt32("skill id");
menu = MenuType::AutoSpell;
}
void SkillHandler::processSkillDevotionEffect(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("being id");
for (int f = 0; f < 5; f ++)
msg.readInt32("devotee id");
msg.readInt16("range");
}
void SkillHandler::processSkillItemListWindow(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readInt32("skill level");
msg.readInt32("unused");
}
} // namespace EAthena