/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 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 <http://www.gnu.org/licenses/>. */ #include "net/tmwa/npchandler.h" #include "localplayer.h" #include "gui/npcdialog.h" #include "gui/viewport.h" #include "net/tmwa/protocol.h" #include "net/ea/eaprotocol.h" #include "utils/langs.h" #include "debug.h" extern Net::NpcHandler *npcHandler; extern int serverVersion; namespace TmwAthena { NpcHandler::NpcHandler() : MessageHandler(), Ea::NpcHandler(), mRequestLang(false) { static const uint16_t _messages[] = { SMSG_NPC_CHOICE, SMSG_NPC_MESSAGE, SMSG_NPC_NEXT, SMSG_NPC_CLOSE, SMSG_NPC_INT_INPUT, SMSG_NPC_STR_INPUT, SMSG_NPC_COMMAND, 0 }; handledMessages = _messages; npcHandler = this; } void NpcHandler::handleMessage(Net::MessageIn &msg) { BLOCK_START("NpcHandler::handleMessage") const int npcId = getNpc(msg, msg.getId() == SMSG_NPC_CHOICE || msg.getId() == SMSG_NPC_MESSAGE); if (msg.getId() != SMSG_NPC_STR_INPUT) mRequestLang = false; switch (msg.getId()) { case SMSG_NPC_CHOICE: processNpcChoice(msg); break; case SMSG_NPC_MESSAGE: processNpcMessage(msg); break; case SMSG_NPC_CLOSE: processNpcClose(msg); break; case SMSG_NPC_NEXT: processNpcNext(msg); break; case SMSG_NPC_INT_INPUT: processNpcIntInput(msg); break; case SMSG_NPC_STR_INPUT: if (mRequestLang) processLangReuqest(msg, npcId); else processNpcStrInput(msg); break; case SMSG_NPC_COMMAND: processNpcCommand(msg, npcId); break; default: break; } mDialog = nullptr; BLOCK_END("NpcHandler::handleMessage") } void NpcHandler::talk(const int npcId) const { MessageOut outMsg(CMSG_NPC_TALK); outMsg.writeInt32(npcId); outMsg.writeInt8(0); // Unused } void NpcHandler::nextDialog(const int npcId) const { MessageOut outMsg(CMSG_NPC_NEXT_REQUEST); outMsg.writeInt32(npcId); } void NpcHandler::closeDialog(const int npcId) { MessageOut outMsg(CMSG_NPC_CLOSE); outMsg.writeInt32(npcId); const NpcDialogs::iterator it = mNpcDialogs.find(npcId); if (it != mNpcDialogs.end()) { NpcDialog *const dialog = (*it).second.dialog; if (dialog) dialog->close(); if (dialog == mDialog) mDialog = nullptr; mNpcDialogs.erase(it); } } void NpcHandler::listInput(const int npcId, const unsigned char value) const { MessageOut outMsg(CMSG_NPC_LIST_CHOICE); outMsg.writeInt32(npcId); outMsg.writeInt8(value); } void NpcHandler::integerInput(const int npcId, const int value) const { MessageOut outMsg(CMSG_NPC_INT_RESPONSE); outMsg.writeInt32(npcId); outMsg.writeInt32(value); } void NpcHandler::stringInput(const int npcId, const std::string &value) const { MessageOut outMsg(CMSG_NPC_STR_RESPONSE); outMsg.writeInt16(static_cast<int16_t>(value.length() + 9)); outMsg.writeInt32(npcId); outMsg.writeString(value, static_cast<int>(value.length())); outMsg.writeInt8(0); // Prevent problems with string reading } void NpcHandler::buy(const int beingId) const { MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(beingId); outMsg.writeInt8(0); // Buy } void NpcHandler::sell(const int beingId) const { MessageOut outMsg(CMSG_NPC_BUY_SELL_REQUEST); outMsg.writeInt32(beingId); outMsg.writeInt8(1); // Sell } void NpcHandler::buyItem(const int beingId A_UNUSED, const int itemId, const unsigned char color, const int amount) const { MessageOut outMsg(CMSG_NPC_BUY_REQUEST); if (serverVersion > 0) { outMsg.writeInt16(10); // One item (length of packet) outMsg.writeInt16(static_cast<int16_t>(amount)); outMsg.writeInt16(static_cast<int16_t>(itemId)); outMsg.writeInt8(color); outMsg.writeInt8(0); } else { outMsg.writeInt16(8); // One item (length of packet) outMsg.writeInt16(static_cast<int16_t>(amount)); outMsg.writeInt16(static_cast<int16_t>(itemId)); } } void NpcHandler::sellItem(const int beingId A_UNUSED, const int itemId, const int amount) const { MessageOut outMsg(CMSG_NPC_SELL_REQUEST); outMsg.writeInt16(8); // One item (length of packet) outMsg.writeInt16(static_cast<int16_t>(itemId + INVENTORY_OFFSET)); outMsg.writeInt16(static_cast<int16_t>(amount)); } int NpcHandler::getNpc(Net::MessageIn &msg, const bool haveLength) { if (haveLength) msg.readInt16(); // length const int npcId = msg.readInt32(); const NpcDialogs::const_iterator diag = mNpcDialogs.find(npcId); mDialog = nullptr; if (diag == mNpcDialogs.end()) { // Empty dialogs don't help if (msg.getId() == SMSG_NPC_CLOSE) { closeDialog(npcId); return npcId; } else if (msg.getId() == SMSG_NPC_NEXT) { nextDialog(npcId); return npcId; } else { mDialog = new NpcDialog(npcId); mDialog->saveCamera(); if (player_node) player_node->stopWalking(false); Wrapper wrap; wrap.dialog = mDialog; mNpcDialogs[npcId] = wrap; } } else { NpcDialog *const dialog = diag->second.dialog; if (mDialog && mDialog != dialog) mDialog->restoreCamera(); mDialog = dialog; if (mDialog) mDialog->saveCamera(); } return npcId; } void NpcHandler::processNpcCommand(Net::MessageIn &msg, const int npcId) { const int cmd = msg.readInt16(); switch (cmd) { case 0: mRequestLang = true; break; case 1: if (viewport) viewport->moveCameraToActor(npcId); break; case 2: if (viewport) { const int id = msg.readInt32(); const int x = msg.readInt16(); const int y = msg.readInt16(); if (!id) viewport->moveCameraToPosition(x, y); else viewport->moveCameraToActor(id, x, y); } break; case 3: if (viewport) viewport->returnCamera(); break; case 4: if (viewport) { msg.readInt32(); // id const int x = msg.readInt16(); const int y = msg.readInt16(); viewport->moveCameraRelative(x, y); } break; case 5: // close dialog closeDialog(npcId); break; case 6: // show avatar if (mDialog) { mDialog->showAvatar(static_cast<uint16_t>( msg.readInt32())); // avatar id } break; case 7: // set avatar direction if (mDialog) { mDialog->setAvatarDirection( Net::MessageIn::fromServerDirection( static_cast<uint8_t>(msg.readInt32()))); // direction } break; case 8: // set avatar action if (mDialog) mDialog->setAvatarAction(msg.readInt32()); // direction break; case 9: // clear npc dialog if (mDialog) mDialog->clearRows(); break; default: logger->log("unknown npc command: %d", cmd); break; } } void NpcHandler::processLangReuqest(Net::MessageIn &msg A_UNUSED, const int npcId) { mRequestLang = false; stringInput(npcId, getLangSimple()); } } // namespace TmwAthena