1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
|
/*
* The ManaPlus Client
* 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 <http://www.gnu.org/licenses/>.
*/
#include "net/eathena/homunculushandler.h"
#include "actormanager.h"
#include "logger.h"
#include "being/homunculusinfo.h"
#include "being/playerinfo.h"
#include "gui/windows/skilldialog.h"
#include "net/ea/eaprotocol.h"
#include "net/eathena/messageout.h"
#include "net/eathena/protocol.h"
#include "debug.h"
extern Net::HomunculusHandler *homunculusHandler;
namespace EAthena
{
HomunculusHandler::HomunculusHandler() :
MessageHandler()
{
static const uint16_t _messages[] =
{
SMSG_HOMUNCULUS_SKILLS,
SMSG_HOMUNCULUS_DATA,
0
};
handledMessages = _messages;
homunculusHandler = this;
}
void HomunculusHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_HOMUNCULUS_SKILLS:
processHomunculusSkills(msg);
break;
case SMSG_HOMUNCULUS_DATA:
processHomunculusData(msg);
break;
default:
break;
}
}
void HomunculusHandler::processHomunculusSkills(Net::MessageIn &msg)
{
if (skillDialog)
skillDialog->hideSkills(SkillOwner::Homunculus);
const int count = (msg.readInt16("len") - 4) / 37;
for (int f = 0; f < count; f ++)
{
const int skillId = msg.readInt16("skill id");
const SkillType::SkillType inf = static_cast<SkillType::SkillType>(
msg.readInt16("inf"));
msg.readInt16("unused");
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");
PlayerInfo::setSkillLevel(skillId, level);
if (skillDialog)
{
if (!skillDialog->updateSkill(skillId, range, up, inf, sp))
{
skillDialog->addSkill(SkillOwner::Homunculus,
skillId, name, level, range, up, inf, sp);
}
}
}
if (skillDialog)
skillDialog->updateModels();
}
void HomunculusHandler::processHomunculusData(Net::MessageIn &msg)
{
msg.readUInt8("unused");
const int cmd = msg.readUInt8("state");
const int id = msg.readInt32("homunculus id");
Being *const dstBeing = actorManager->findBeing(id);
const int data = msg.readInt32("data");
if (!cmd) // pre init
{
HomunculusInfo *const info = new HomunculusInfo;
info->id = id;
PlayerInfo::setHomunculus(info);
PlayerInfo::setHomunculusBeing(dstBeing);
return;
}
HomunculusInfo *const info = PlayerInfo::getHomunculus();
if (!info)
return;
switch (cmd)
{
case 1: // intimacy
info->intimacy = data;
break;
case 2: // hunger
info->hungry = data;
break;
case 3: // accesory
info->equip = data;
break;
default:
break;
}
}
} // namespace EAthena
|