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/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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/manaserv/gamehandler.h"
#include "client.h"
#include "localplayer.h"
#include "net/manaserv/chathandler.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/protocol.h"
extern Net::GameHandler *gameHandler;
extern ManaServ::ChatHandler *chatHandler;
namespace ManaServ {
extern Connection *chatServerConnection;
extern Connection *gameServerConnection;
extern std::string netToken;
extern ServerInfo gameServer;
extern ServerInfo chatServer;
GameHandler::GameHandler()
{
static const Uint16 _messages[] = {
GPMSG_DISCONNECT_RESPONSE,
0
};
handledMessages = _messages;
gameHandler = this;
}
void GameHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case GPMSG_DISCONNECT_RESPONSE:
{
int errMsg = msg.readInt8();
// Successful logout
if (errMsg == ERRMSG_OK)
{
netToken = msg.readString(32);
if (!netToken.empty())
{
Client::setState(STATE_SWITCH_CHARACTER);
}
else
{
// TODO: Handle logout
}
}
// Logout failed
else
{
switch (errMsg)
{
case ERRMSG_NO_LOGIN:
errorMessage = "Gameserver: Not logged in";
break;
default:
errorMessage = "Gameserver: Unknown error";
break;
}
Client::setState(STATE_ERROR);
}
}
break;
}
}
void GameHandler::connect()
{
gameServerConnection->connect(gameServer.hostname, gameServer.port);
// Will already be connected if we just changed gameservers
if (!chatServerConnection->isConnected())
chatServerConnection->connect(chatServer.hostname, chatServer.port);
}
bool GameHandler::isConnected()
{
return gameServerConnection->isConnected() &&
chatHandler->isConnected();
}
void GameHandler::disconnect()
{
gameServerConnection->disconnect();
// No need if we're just changing gameservers
if (Client::getState() != STATE_CHANGE_MAP)
chatHandler->disconnect();
}
void GameHandler::inGame()
{
// TODO
}
void GameHandler::mapLoaded(const std::string &mapName)
{
// TODO
}
void GameHandler::who()
{
// TODO
}
void GameHandler::quit(bool reconnectAccount)
{
MessageOut msg(PGMSG_DISCONNECT);
msg.writeInt8((unsigned char) reconnectAccount);
gameServerConnection->send(msg);
}
void GameHandler::ping(int tick)
{
// TODO
}
void GameHandler::gameLoading()
{
MessageOut msg(PGMSG_CONNECT);
msg.writeString(netToken, 32);
gameServerConnection->send(msg);
chatHandler->connect();
// Attack range from item DB
player_node->setAttackRange(-1);
}
} // namespace ManaServ
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