Example #1
0
void BeingHandler::handleBeingEnterMessage(Net::MessageIn &msg)
{
    int type = msg.readInt8();
    int id = msg.readInt16();
    Being::Action action = (Being::Action)msg.readInt8();
    int px = msg.readInt16();
    int py = msg.readInt16();
    BeingDirection direction = (BeingDirection)msg.readInt8();
    Being *being;

    if (!Game::instance()->getCurrentMap()->containsPixel(px, py))
    {
        logger->log("Warning: Received GPMSG_BEING_ENTER for being id %i "
                    "with position outside the map boundaries "
                    "(x = %i, y = %i)", id, px, py);
        return;
    }

    switch (type)
    {
        case OBJECT_CHARACTER:
        {
            std::string name = msg.readString();
            if (player_node->getName() == name)
            {
                being = player_node;
                being->setId(id);
            }
            else
            {
                being = actorSpriteManager->createBeing(id,
                                                    ActorSprite::PLAYER, 0);
                being->setName(name);
            }
            int hs = msg.readInt8(), hc = msg.readInt8();
            being->setSprite(SPRITE_HAIR, hs * -1, ColorDB::get(hc));
            being->setGender(msg.readInt8() == GENDER_MALE ?
                             GENDER_MALE : GENDER_FEMALE);
            handleLooks(being, msg);
        } break;

        case OBJECT_MONSTER:
        case OBJECT_NPC:
        {
            int subtype = msg.readInt16();
            being = actorSpriteManager->createBeing(id, type == OBJECT_MONSTER
                           ? ActorSprite::MONSTER : ActorSprite::NPC, subtype);
            std::string name = msg.readString();
            if (name.length() > 0) being->setName(name);
        } break;

        default:
            return;
    }

    being->setPosition(px, py);
    being->setDestination(px, py);
    being->setDirection(direction);
    being->setAction(action);
}
Example #2
0
void BeingHandler::handleBeingAttackMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    const BeingDirection direction = (BeingDirection) msg.readInt8();
    const int attackType = msg.readInt8();

    if (!being)
        return;

    being->setDirection(direction);

    being->setAction(Being::ATTACK, attackType);
}
Example #3
0
void BeingHandler::handleBeingActionChangeMessage(Net::MessageIn &msg)
{
    Being *being = actorSpriteManager->findBeing(msg.readInt16());
    Being::Action action = (Being::Action) msg.readInt8();
    if (!being)
        return;

    being->setAction(action);

    if (action == Being::DEAD && being == player_node)
    {
        static char const *const deadMsg[] =
        {
            _("You are dead."),
            _("We regret to inform you that your character was killed in "
              "battle."),
            _("You are not that alive anymore."),
            _("The cold hands of the grim reaper are grabbing for your soul."),
            _("Game Over!"),
            _("No, kids. Your character did not really die. It... err... "
              "went to a better place."),
            _("Your plan of breaking your enemies weapon by bashing it with "
              "your throat failed."),
            _("I guess this did not run too well."),
            _("Do you want your possessions identified?"), // Nethack reference
            _("Sadly, no trace of you was ever found..."), // Secret of Mana reference
            _("Annihilated."), // Final Fantasy VI reference
            _("Looks like you got your head handed to you."), // Earthbound reference
            _("You screwed up again, dump your body down the tubes and get "
              "you another one.") // Leisure Suit Larry 1 Reference

        };
        std::string message(deadMsg[rand()%13]);
        message.append(std::string(" ") + _("Press OK to respawn."));
        OkDialog *dlg = new OkDialog(_("You Died"), message, false);
        dlg->addActionListener(&(ManaServ::respawnListener));
    }
}