/* * 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 . */ #include "net/manaserv/charhandler.h" #include "client.h" #include "localplayer.h" #include "log.h" #include "gui/charcreatedialog.h" #include "gui/okdialog.h" #include "net/logindata.h" #include "net/loginhandler.h" #include "net/net.h" #include "net/manaserv/connection.h" #include "net/manaserv/gamehandler.h" #include "net/manaserv/messagein.h" #include "net/manaserv/messageout.h" #include "net/manaserv/protocol.h" #include "net/manaserv/attributes.h" #include "resources/colordb.h" #include "utils/dtor.h" #include "utils/gettext.h" extern Net::CharHandler *charHandler; extern ManaServ::GameHandler *gameHandler; namespace ManaServ { extern Connection *accountServerConnection; extern Connection *gameServerConnection; extern Connection *chatServerConnection; extern std::string netToken; extern ServerInfo gameServer; extern ServerInfo chatServer; CharHandler::CharHandler() { static const Uint16 _messages[] = { APMSG_CHAR_CREATE_RESPONSE, APMSG_CHAR_DELETE_RESPONSE, APMSG_CHAR_INFO, APMSG_CHAR_SELECT_RESPONSE, 0 }; handledMessages = _messages; charHandler = this; } CharHandler::~CharHandler() { clear(); } void CharHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case APMSG_CHAR_CREATE_RESPONSE: handleCharacterCreateResponse(msg); break; case APMSG_CHAR_DELETE_RESPONSE: handleCharacterDeleteResponse(msg); break; case APMSG_CHAR_INFO: handleCharacterInfo(msg); break; case APMSG_CHAR_SELECT_RESPONSE: handleCharacterSelectResponse(msg); break; } } void CharHandler::handleCharacterInfo(Net::MessageIn &msg) { CachedCharacterInfo info; info.slot = msg.readInt8(); info.name = msg.readString(); info.gender = msg.readInt8() == GENDER_MALE ? GENDER_MALE : GENDER_FEMALE; info.hairStyle = msg.readInt8(); info.hairColor = msg.readInt8(); info.level = msg.readInt16(); info.characterPoints = msg.readInt16(); info.correctionPoints = msg.readInt16(); while (msg.getUnreadLength() > 0) { int id = msg.readInt32(); CachedAttrbiute attr; attr.base = msg.readInt32() / 256.0; attr.mod = msg.readInt32() / 256.0; info.attribute[id] = attr; } mCachedCharacterInfos.push_back(info); updateCharacters(); } void CharHandler::handleCharacterCreateResponse(Net::MessageIn &msg) { const int errMsg = msg.readInt8(); if (errMsg != ERRMSG_OK) { // Character creation failed std::string errorMessage = ""; switch (errMsg) { case ERRMSG_NO_LOGIN: errorMessage = _("Not logged in."); break; case CREATE_TOO_MUCH_CHARACTERS: errorMessage = _("No empty slot."); break; case ERRMSG_INVALID_ARGUMENT: errorMessage = _("Invalid name."); break; case CREATE_EXISTS_NAME: errorMessage = _("Character's name already exists."); break; case CREATE_INVALID_HAIRSTYLE: errorMessage = _("Invalid hairstyle."); break; case CREATE_INVALID_HAIRCOLOR: errorMessage = _("Invalid hair color."); break; case CREATE_INVALID_GENDER: errorMessage = _("Invalid gender."); break; case CREATE_ATTRIBUTES_TOO_HIGH: errorMessage = _("Character's stats are too high."); break; case CREATE_ATTRIBUTES_TOO_LOW: errorMessage = _("Character's stats are too low."); break; case CREATE_ATTRIBUTES_OUT_OF_RANGE: errorMessage = strprintf( _("At least one stat" "is out of the permitted range: (%u - %u)."), Attributes::getAttributeMinimum(), Attributes::getAttributeMaximum()); break; case CREATE_INVALID_SLOT: errorMessage = _("Invalid slot number."); break; default: errorMessage = _("Unknown error."); break; } new OkDialog(_("Error"), errorMessage); if (mCharCreateDialog) mCharCreateDialog->unlock(); } else { // Close the character create dialog if (mCharCreateDialog) { mCharCreateDialog->scheduleDelete(); mCharCreateDialog = 0; } } } void CharHandler::handleCharacterDeleteResponse(Net::MessageIn &msg) { int errMsg = msg.readInt8(); if (errMsg == ERRMSG_OK) { // Character deletion successful delete mSelectedCharacter; mCharacters.remove(mSelectedCharacter); updateCharSelectDialog(); new OkDialog(_("Info"), _("Player deleted.")); } else { // Character deletion failed std::string errorMessage = ""; switch (errMsg) { case ERRMSG_NO_LOGIN: errorMessage = _("Not logged in."); break; case ERRMSG_INVALID_ARGUMENT: errorMessage = _("Selection out of range."); break; default: errorMessage = strprintf(_("Unknown error (%d)."), errMsg); } new OkDialog(_("Error"), errorMessage); } mSelectedCharacter = 0; unlockCharSelectDialog(); } void CharHandler::handleCharacterSelectResponse(Net::MessageIn &msg) { int errMsg = msg.readInt8(); if (errMsg == ERRMSG_OK) { netToken = msg.readString(32); gameServer.hostname.assign(msg.readString()); gameServer.port = msg.readInt16(); chatServer.hostname.assign(msg.readString()); chatServer.port = msg.readInt16(); logger->log("Game server: %s:%d", gameServer.hostname.c_str(), gameServer.port); logger->log("Chat server: %s:%d", chatServer.hostname.c_str(), chatServer.port); // Prevent the selected local player from being deleted player_node = mSelectedCharacter->dummy; PlayerInfo::setBackend(mSelectedCharacter->data); mSelectedCharacter->dummy = 0; Client::setState(STATE_CONNECT_GAME); } else if (errMsg == ERRMSG_FAILURE) { errorMessage = _("No gameservers are available."); delete_all(mCharacters); mCharacters.clear(); Client::setState(STATE_ERROR); } } void CharHandler::setCharSelectDialog(CharSelectDialog *window) { mCharSelectDialog = window; updateCharacters(); } void CharHandler::setCharCreateDialog(CharCreateDialog *window) { mCharCreateDialog = window; if (!mCharCreateDialog) return; mCharCreateDialog->setAttributes(Attributes::getLabels(), Attributes::getCreationPoints(), Attributes::getAttributeMinimum(), Attributes::getAttributeMaximum()); } void CharHandler::requestCharacters() { if (!accountServerConnection->isConnected()) { Net::getLoginHandler()->connect(); } else { // The characters are already there, continue to character selection Client::setState(STATE_CHAR_SELECT); } } void CharHandler::chooseCharacter(Net::Character *character) { mSelectedCharacter = character; MessageOut msg(PAMSG_CHAR_SELECT); msg.writeInt8(mSelectedCharacter->slot); accountServerConnection->send(msg); } void CharHandler::newCharacter(const std::string &name, int slot, bool gender, int hairstyle, int hairColor, const std::vector &stats) { MessageOut msg(PAMSG_CHAR_CREATE); msg.writeString(name); msg.writeInt8(hairstyle); msg.writeInt8(hairColor); msg.writeInt8(gender); msg.writeInt8(slot); std::vector::const_iterator it, it_end; for (it = stats.begin(), it_end = stats.end(); it != it_end; it++) msg.writeInt16((*it)); accountServerConnection->send(msg); } void CharHandler::deleteCharacter(Net::Character *character) { mSelectedCharacter = character; MessageOut msg(PAMSG_CHAR_DELETE); msg.writeInt8(mSelectedCharacter->slot); accountServerConnection->send(msg); } void CharHandler::switchCharacter() { gameHandler->quit(true); } unsigned int CharHandler::baseSprite() const { return SPRITE_BASE; } unsigned int CharHandler::hairSprite() const { return SPRITE_HAIR; } unsigned int CharHandler::maxSprite() const { return SPRITE_VECTOREND; } void CharHandler::updateCharacters() { // Delete previous characters delete_all(mCharacters); mCharacters.clear(); if (!mCharSelectDialog) return; // Create new characters and initialize them from the cached infos for (unsigned i = 0; i < mCachedCharacterInfos.size(); ++i) { const CachedCharacterInfo &info = mCachedCharacterInfos.at(i); Net::Character *character = new Net::Character; character->slot = info.slot; LocalPlayer *player = character->dummy = new LocalPlayer; player->setName(info.name); player->setGender(info.gender); player->setSprite(SPRITE_HAIR, info.hairStyle * -1, ColorDB::get(info.hairColor)); character->data.mAttributes[LEVEL] = info.level; character->data.mAttributes[CHAR_POINTS] = info.characterPoints; character->data.mAttributes[CORR_POINTS] = info.correctionPoints; for (CachedAttributes::const_iterator it = info.attribute.begin(), it_end = info.attribute.end(); it != it_end; it++) { character->data.mStats[i].base = it->second.base; character->data.mStats[i].mod = it->second.mod; } mCharacters.push_back(character); } updateCharSelectDialog(); } void CharHandler::clear() { setCharCreateDialog(0); setCharSelectDialog(0); mCachedCharacterInfos.clear(); updateCharacters(); } } // namespace ManaServ