/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * 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/charserverhandler.h" #include "client.h" #include "configuration.h" #include "settings.h" #include "being/attributes.h" #include "net/character.h" #include "net/logindata.h" #include "net/net.h" #include "net/eathena/attrs.h" #include "net/eathena/gamehandler.h" #include "net/eathena/loginhandler.h" #include "net/eathena/messageout.h" #include "net/eathena/network.h" #include "net/eathena/protocol.h" #include "net/eathena/sprite.h" #include "resources/iteminfo.h" #include "resources/db/itemdb.h" #include "utils/dtor.h" #include "debug.h" extern Net::CharServerHandler *charServerHandler; namespace EAthena { extern ServerInfo charServer; extern ServerInfo mapServer; CharServerHandler::CharServerHandler() : MessageHandler(), Ea::CharServerHandler() { static const uint16_t _messages[] = { SMSG_CHAR_LOGIN, SMSG_CHAR_LOGIN_ERROR, SMSG_CHAR_CREATE_SUCCEEDED, SMSG_CHAR_CREATE_SUCCEEDED2, SMSG_CHAR_CREATE_FAILED, SMSG_CHAR_DELETE_SUCCEEDED, SMSG_CHAR_DELETE_FAILED, SMSG_CHAR_MAP_INFO, SMSG_CHANGE_MAP_SERVER, 0 }; handledMessages = _messages; charServerHandler = this; } void CharServerHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_CHAR_LOGIN: processCharLogin(msg); break; case SMSG_CHAR_LOGIN_ERROR: processCharLoginError(msg); break; case SMSG_CHAR_CREATE_SUCCEEDED: case SMSG_CHAR_CREATE_SUCCEEDED2: processCharCreate(msg); break; case SMSG_CHAR_CREATE_FAILED: processCharCreateFailed(msg); break; case SMSG_CHAR_DELETE_SUCCEEDED: processCharDelete(msg); break; case SMSG_CHAR_DELETE_FAILED: processCharDeleteFailed(msg); break; case SMSG_CHAR_MAP_INFO: processCharMapInfo(msg); break; case SMSG_CHANGE_MAP_SERVER: processChangeMapServer(msg); break; default: break; } } void CharServerHandler::readPlayerData(Net::MessageIn &msg, Net::Character *const character, const bool) const { if (!character) return; const Token &token = static_cast<LoginHandler*>(Net::getLoginHandler())->getToken(); LocalPlayer *const tempPlayer = new LocalPlayer(msg.readInt32(), 0); tempPlayer->setGender(token.sex); PlayerInfoBackend &data = character->data; data.mAttributes[Attributes::EXP] = msg.readInt32(); data.mAttributes[Attributes::MONEY] = msg.readInt32(); Stat &jobStat = data.mStats[JOB]; jobStat.exp = msg.readInt32(); const int temp = msg.readInt32(); jobStat.base = temp; jobStat.mod = temp; const int shoes = msg.readInt16(); const int gloves = msg.readInt16(); const int cape = msg.readInt16(); const int misc1 = msg.readInt16(); msg.readInt32(); // option msg.readInt32(); // karma msg.readInt32(); // manner msg.readInt16(); // character points left data.mAttributes[Attributes::HP] = msg.readInt16(); data.mAttributes[Attributes::MAX_HP] = msg.readInt16(); data.mAttributes[Attributes::MP] = msg.readInt16(); data.mAttributes[Attributes::MAX_MP] = msg.readInt16(); msg.readInt16(); // speed tempPlayer->setSubtype(msg.readInt16(), 0); // class (used for race) const int hairStyle = msg.readInt16(); const uint16_t weapon = msg.readInt16(); tempPlayer->setSprite(SPRITE_WEAPON, weapon, "", 1, true); data.mAttributes[Attributes::LEVEL] = msg.readInt16(); msg.readInt16(); // skill point const int bottomClothes = msg.readInt16(); const int shield = msg.readInt16(); const int hat = msg.readInt16(); // head option top const int topClothes = msg.readInt16(); tempPlayer->setSprite(SPRITE_HAIR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(msg.readInt16())); const int misc2 = msg.readInt16(); tempPlayer->setName(msg.readString(24)); character->dummy = tempPlayer; for (int i = 0; i < 6; i++) character->data.mStats[i + STR].base = msg.readUInt8(); tempPlayer->setSprite(SPRITE_SHOE, shoes); tempPlayer->setSprite(SPRITE_GLOVES, gloves); tempPlayer->setSprite(SPRITE_CAPE, cape); tempPlayer->setSprite(SPRITE_MISC1, misc1); tempPlayer->setSprite(SPRITE_BOTTOMCLOTHES, bottomClothes); // to avoid show error (error.xml) need remove this sprite if (!config.getBoolValue("hideShield")) tempPlayer->setSprite(SPRITE_SHIELD, shield); tempPlayer->setSprite(SPRITE_HAT, hat); // head option top tempPlayer->setSprite(SPRITE_TOPCLOTHES, topClothes); tempPlayer->setSprite(SPRITE_MISC2, misc2); character->slot = msg.readUInt8(); // character slot msg.readUInt8(); // unknown } void CharServerHandler::chooseCharacter(Net::Character *const character) { if (!character) return; mSelectedCharacter = character; mCharSelectDialog = nullptr; MessageOut outMsg(CMSG_CHAR_SELECT); outMsg.writeInt8(static_cast<unsigned char>(mSelectedCharacter->slot)); } void CharServerHandler::newCharacter(const std::string &name, const int slot, const bool gender A_UNUSED, const int hairstyle, const int hairColor, const unsigned char race A_UNUSED, const unsigned char look A_UNUSED, const std::vector<int> &stats) const { MessageOut outMsg(CMSG_CHAR_CREATE); outMsg.writeString(name, 24); for (int i = 0; i < 6; i++) outMsg.writeInt8(static_cast<unsigned char>(stats[i])); outMsg.writeInt8(static_cast<unsigned char>(slot)); outMsg.writeInt16(static_cast<int16_t>(hairColor)); outMsg.writeInt16(static_cast<int16_t>(hairstyle)); } void CharServerHandler::deleteCharacter(Net::Character *const character) { if (!character) return; mSelectedCharacter = character; MessageOut outMsg(CMSG_CHAR_DELETE); outMsg.writeInt32(mSelectedCharacter->dummy->getId()); outMsg.writeString("a@a.com", 40); } void CharServerHandler::switchCharacter() const { // This is really a map-server packet MessageOut outMsg(CMSG_PLAYER_RESTART); outMsg.writeInt8(1); } void CharServerHandler::connect() { const Token &token = static_cast<LoginHandler*>(Net::getLoginHandler())->getToken(); if (!mNetwork) return; mNetwork->disconnect(); mNetwork->connect(charServer); MessageOut outMsg(CMSG_CHAR_SERVER_CONNECT); outMsg.writeInt32(token.account_ID); outMsg.writeInt32(token.session_ID1); outMsg.writeInt32(token.session_ID2); outMsg.writeInt16(CLIENT_PROTOCOL_VERSION); outMsg.writeInt8(Being::genderToInt(token.sex)); // We get 4 useless bytes before the real answer comes in (what are these?) mNetwork->skip(4); } void CharServerHandler::processCharLogin(Net::MessageIn &msg) { msg.skip(2); // Length word const int slots = msg.readInt16(); if (slots > 0 && slots < 30) loginData.characterSlots = static_cast<uint16_t>(slots); msg.skip(18); // 0 Unused delete_all(mCharacters); mCharacters.clear(); // Derive number of characters from message length const int count = (msg.getLength() - 24) / 106; for (int i = 0; i < count; ++i) { Net::Character *const character = new Net::Character; readPlayerData(msg, character, false); mCharacters.push_back(character); if (character->dummy) { logger->log("CharServer: Player: %s (%d)", character->dummy->getName().c_str(), character->slot); } } client->setState(STATE_CHAR_SELECT); } void CharServerHandler::processCharMapInfo(Net::MessageIn &restrict msg) { Network *const network = mNetwork; ServerInfo &server = mapServer; BLOCK_START("CharServerHandler::processCharMapInfo") // msg.skip(4); // CharID, must be the same as localPlayer->charID PlayerInfo::setCharId(msg.readInt32()); GameHandler *const gh = static_cast<GameHandler*>(Net::getGameHandler()); gh->setMap(msg.readString(16)); if (config.getBoolValue("usePersistentIP") || settings.persistentIp) { msg.readInt32(); server.hostname = settings.serverName; } else { server.hostname = ipToString(msg.readInt32()); } server.port = msg.readInt16(); // Prevent the selected local player from being deleted localPlayer = mSelectedCharacter->dummy; PlayerInfo::setBackend(mSelectedCharacter->data); mSelectedCharacter->dummy = nullptr; Net::getCharServerHandler()->clear(); updateCharSelectDialog(); if (network) network->disconnect(); client->setState(STATE_CONNECT_GAME); BLOCK_END("CharServerHandler::processCharMapInfo") } void CharServerHandler::processChangeMapServer(Net::MessageIn &msg) { Network *const network = mNetwork; ServerInfo &server = mapServer; BLOCK_START("CharServerHandler::processChangeMapServer") GameHandler *const gh = static_cast<GameHandler*>(Net::getGameHandler()); if (!gh || !network) { BLOCK_END("CharServerHandler::processChangeMapServer") return; } gh->setMap(msg.readString(16)); const int x = msg.readInt16(); const int y = msg.readInt16(); server.hostname = ipToString(msg.readInt32()); server.port = msg.readInt16(); network->disconnect(); client->setState(STATE_CHANGE_MAP); if (localPlayer) { localPlayer->setTileCoords(x, y); localPlayer->setMap(nullptr); } BLOCK_END("CharServerHandler::processChangeMapServer") } } // namespace EAthena