/*
* The ManaPlus Client
* Copyright (C) 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/tmwa/gamehandler.h"
#include "client.h"
#include "being/localplayer.h"
#include "net/net.h"
#include "net/tmwa/loginhandler.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/network.h"
#include "net/tmwa/protocol.h"
#include "debug.h"
extern Net::GameHandler *gameHandler;
namespace TmwAthena
{
extern ServerInfo mapServer;
GameHandler::GameHandler() :
MessageHandler(),
Ea::GameHandler()
{
static const uint16_t _messages[] =
{
SMSG_MAP_LOGIN_SUCCESS,
SMSG_SERVER_PING,
SMSG_WHO_ANSWER,
SMSG_CHAR_SWITCH_RESPONSE,
SMSG_MAP_QUIT_RESPONSE,
0
};
handledMessages = _messages;
gameHandler = this;
}
void GameHandler::handleMessage(Net::MessageIn &msg)
{
BLOCK_START("GameHandler::handleMessage")
switch (msg.getId())
{
case SMSG_MAP_LOGIN_SUCCESS:
processMapLogin(msg);
break;
case SMSG_SERVER_PING:
// We ignore this for now
// int tick = msg.readInt32()
break;
case SMSG_WHO_ANSWER:
processWhoAnswer(msg);
break;
case SMSG_CHAR_SWITCH_RESPONSE:
processCharSwitchResponse(msg);
break;
case SMSG_MAP_QUIT_RESPONSE:
processMapQuitResponse(msg);
break;
default:
break;
}
BLOCK_END("GameHandler::handleMessage")
}
void GameHandler::mapLoadedEvent() const
{
MessageOut outMsg(CMSG_MAP_LOADED);
}
void GameHandler::connect()
{
if (!mNetwork)
return;
BLOCK_START("GameHandler::connect")
mNetwork->connect(mapServer);
const Token &token = static_cast<LoginHandler*>(
Net::getLoginHandler())->getToken();
if (client->getState() == STATE_CONNECT_GAME)
{
// Change the player's ID to the account ID to match what eAthena uses
if (localPlayer)
{
mCharID = localPlayer->getId();
localPlayer->setId(token.account_ID);
}
else
{
mCharID = 0;
}
}
// Send login infos
MessageOut outMsg(CMSG_MAP_SERVER_CONNECT);
outMsg.writeInt32(token.account_ID);
outMsg.writeInt32(mCharID);
outMsg.writeInt32(token.session_ID1);
outMsg.writeInt32(token.session_ID2);
outMsg.writeInt8(Being::genderToInt(token.sex));
/*
if (localPlayer)
{
// Change the player's ID to the account ID to match what eAthena uses
localPlayer->setId(token.account_ID);
}
*/
// We get 4 useless bytes before the real answer comes in (what are these?)
mNetwork->skip(4);
BLOCK_END("GameHandler::connect")
}
bool GameHandler::isConnected() const
{
if (!mNetwork)
return false;
return mNetwork->isConnected();
}
void GameHandler::disconnect()
{
BLOCK_START("GameHandler::disconnect")
if (mNetwork)
mNetwork->disconnect();
BLOCK_END("GameHandler::disconnect")
}
void GameHandler::quit() const
{
MessageOut outMsg(CMSG_CLIENT_QUIT);
}
void GameHandler::ping(const int tick) const
{
MessageOut msg(CMSG_CLIENT_PING);
msg.writeInt32(tick);
}
void GameHandler::disconnect2() const
{
MessageOut outMsg(CMSG_CLIENT_DISCONNECT);
}
void GameHandler::processMapLogin(Net::MessageIn &msg) const
{
unsigned char direction;
uint16_t x, y;
msg.readInt32(); // server tick
msg.readCoordinates(x, y, direction);
msg.skip(2); // 0x0505
logger->log("Protocol: Player start position: (%d, %d),"
" Direction: %d", x, y, direction);
mLastHost &= 0xffffff;
// Switch now or we'll have problems
client->setState(STATE_GAME);
if (localPlayer)
localPlayer->setTileCoords(x, y);
}
} // namespace TmwAthena