/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011 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/manaserv/npchandler.h" #include "actorspritemanager.h" #include "gui/npcdialog.h" #include "gui/npcpostdialog.h" #include "net/manaserv/connection.h" #include "net/manaserv/messagein.h" #include "net/manaserv/messageout.h" #include "net/manaserv/protocol.h" extern Net::NpcHandler *npcHandler; namespace ManaServ { extern Connection *gameServerConnection; NpcHandler::NpcHandler() { static const Uint16 _messages[] = { GPMSG_NPC_CHOICE, GPMSG_NPC_POST, GPMSG_NPC_MESSAGE, GPMSG_NPC_ERROR, GPMSG_NPC_CLOSE, GPMSG_NPC_NUMBER, GPMSG_NPC_STRING, 0 }; handledMessages = _messages; npcHandler = this; } void NpcHandler::handleMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being || being->getType() != ActorSprite::NPC) return; int npcId = being->getId(); NpcDialogs::iterator diag = mNpcDialogs.find(npcId); NpcDialog *dialog; if (diag == mNpcDialogs.end()) { if (msg.getId() == GPMSG_NPC_ERROR || msg.getId() == GPMSG_NPC_CLOSE) return; // Dialog is pointless in these cases dialog = new NpcDialog(npcId); Wrapper wrap; wrap.dialog = dialog; mNpcDialogs[npcId] = wrap; } else { dialog = diag->second.dialog; } switch (msg.getId()) { case GPMSG_NPC_CHOICE: dialog->choiceRequest(); while (msg.getUnreadLength()) { dialog->addChoice(msg.readString()); } break; case GPMSG_NPC_NUMBER: { int min_num = msg.readInt32(); int max_num = msg.readInt32(); dialog->integerRequest(msg.readInt32(), min_num, max_num); break; } case GPMSG_NPC_STRING: dialog->textRequest(""); break; case GPMSG_NPC_POST: { new NpcPostDialog(npcId); break; } case GPMSG_NPC_ERROR: dialog->close(); if (diag != mNpcDialogs.end()) { mNpcDialogs.erase(diag); } break; case GPMSG_NPC_MESSAGE: dialog->addText(msg.readString(msg.getUnreadLength())); dialog->showNextButton(); break; case GPMSG_NPC_CLOSE: dialog->showCloseButton(); break; default: break; } } void NpcHandler::talk(int npcId) { MessageOut msg(PGMSG_NPC_TALK); msg.writeInt16(npcId); gameServerConnection->send(msg); } void NpcHandler::nextDialog(int npcId) { MessageOut msg(PGMSG_NPC_TALK_NEXT); msg.writeInt16(npcId); gameServerConnection->send(msg); } void NpcHandler::closeDialog(int npcId) { MessageOut msg(PGMSG_NPC_TALK_NEXT); msg.writeInt16(npcId); gameServerConnection->send(msg); NpcDialogs::iterator it = mNpcDialogs.find(npcId); if (it != mNpcDialogs.end()) { (*it).second.dialog->close(); mNpcDialogs.erase(it); } } void NpcHandler::listInput(int npcId, unsigned char value) { MessageOut msg(PGMSG_NPC_SELECT); msg.writeInt16(npcId); msg.writeInt8(value); gameServerConnection->send(msg); } void NpcHandler::integerInput(int npcId, int value) { MessageOut msg(PGMSG_NPC_NUMBER); msg.writeInt16(npcId); msg.writeInt32(value); gameServerConnection->send(msg); } void NpcHandler::stringInput(int npcId, const std::string &value) { MessageOut msg(PGMSG_NPC_STRING); msg.writeInt16(npcId); msg.writeString(value); gameServerConnection->send(msg); } void NpcHandler::sendLetter(int npcId A_UNUSED, const std::string &recipient, const std::string &text) { MessageOut msg(PGMSG_NPC_POST_SEND); msg.writeString(recipient); msg.writeString(text); gameServerConnection->send(msg); } void NpcHandler::startShopping(int beingId A_UNUSED) { // TODO } void NpcHandler::buy(int beingId A_UNUSED) { // TODO } void NpcHandler::sell(int beingId A_UNUSED) { // TODO } void NpcHandler::buyItem(int beingId A_UNUSED, int itemId, unsigned char color A_UNUSED, int amount) { MessageOut msg(PGMSG_NPC_BUYSELL); msg.writeInt16(itemId); msg.writeInt16(amount); gameServerConnection->send(msg); } void NpcHandler::sellItem(int beingId A_UNUSED, int itemId, int amount) { MessageOut msg(PGMSG_NPC_BUYSELL); msg.writeInt16(itemId); msg.writeInt16(amount); gameServerConnection->send(msg); } void NpcHandler::endShopping(int beingId A_UNUSED) { // TODO } void NpcHandler::clearDialogs() { mNpcDialogs.clear(); } } // namespace ManaServ