/*
* 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 .
*/
#include "net/eathena/charserverhandler.h"
#include "client.h"
#include "configuration.h"
#include "settings.h"
#include "being/attributes.h"
#include "gui/windows/charcreatedialog.h"
#include "net/character.h"
#include "net/logindata.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(),
mPinSeed(0),
mPinAccountId(0),
mNeedCreatePin(false)
{
static const uint16_t _messages[] =
{
SMSG_CHAR_LOGIN,
SMSG_CHAR_LOGIN2,
SMSG_CHAR_LOGIN_ERROR,
SMSG_CHAR_CREATE_SUCCEEDED,
SMSG_CHAR_CREATE_FAILED,
SMSG_CHAR_DELETE_SUCCEEDED,
SMSG_CHAR_DELETE_FAILED,
SMSG_CHAR_MAP_INFO,
SMSG_CHANGE_MAP_SERVER,
SMSG_CHAR_PINCODE_STATUS,
0
};
handledMessages = _messages;
charServerHandler = this;
}
void CharServerHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_CHAR_LOGIN:
processCharLogin(msg);
break;
case SMSG_CHAR_LOGIN2:
processCharLogin2(msg);
break;
case SMSG_CHAR_LOGIN_ERROR:
processCharLoginError(msg);
break;
case SMSG_CHAR_CREATE_SUCCEEDED:
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;
case SMSG_CHAR_PINCODE_STATUS:
processPincodeStatus(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)->getToken();
LocalPlayer *const tempPlayer = new LocalPlayer(
msg.readInt32("player id"), 0);
tempPlayer->setGender(token.sex);
PlayerInfoBackend &data = character->data;
data.mAttributes[Attributes::EXP] = msg.readInt32("exp");
data.mAttributes[Attributes::MONEY] = msg.readInt32("money");
Stat &jobStat = data.mStats[JOB];
jobStat.exp = msg.readInt32("job");
const int temp = msg.readInt32("job level");
jobStat.base = temp;
jobStat.mod = temp;
const int shoes = msg.readInt16(); // look like unused
const int gloves = msg.readInt16(); // look like unused
const int cape = msg.readInt16(); // look like unused
const int misc1 = msg.readInt16(); // look like unused
msg.readInt32("option");
tempPlayer->setKarma(msg.readInt32("karma"));
msg.readInt32("manner");
msg.readInt16("left points");
data.mAttributes[Attributes::HP] = msg.readInt16("hp");
data.mAttributes[Attributes::MAX_HP] = msg.readInt16("max hp");
msg.skip(4, "unused");
data.mAttributes[Attributes::MP] = msg.readInt16("mp/sp");
data.mAttributes[Attributes::MAX_MP] = msg.readInt16("max mp/sp");
msg.readInt16("speed");
tempPlayer->setSubtype(msg.readInt16("class"), 0);
const int hairStyle = msg.readInt16("hair style");
const uint16_t weapon = msg.readInt16("weapon");
tempPlayer->setSprite(SPRITE_WEAPON, weapon, "", 1, true);
data.mAttributes[Attributes::LEVEL] = msg.readInt16("level");
msg.readInt16("skill points");
const int bottomClothes = msg.readInt16("head bottom");
const int shield = msg.readInt16("shild");
const int hat = msg.readInt16("head top");
const int topClothes = msg.readInt16("head mid");
tempPlayer->setSprite(SPRITE_HAIR, hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(
msg.readInt16("hair color")));
const int misc2 = msg.readInt16("clothes color");
tempPlayer->setName(msg.readString(24));
character->dummy = tempPlayer;
for (int i = 0; i < 6; i++)
character->data.mStats[i + STR].base = msg.readUInt8("stat");
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);
tempPlayer->setSprite(SPRITE_TOPCLOTHES, topClothes);
tempPlayer->setSprite(SPRITE_MISC2, misc2);
character->slot = msg.readInt16("character slot id");
msg.readInt16("rename");
msg.readString(16, "map name");
msg.readInt32("delete date");
msg.readInt32("robe");
msg.readInt32("slot change");
msg.readInt32("rename (inverse)");
}
void CharServerHandler::chooseCharacter(Net::Character *const character)
{
if (!character)
return;
mSelectedCharacter = character;
mCharSelectDialog = nullptr;
createOutPacket(CMSG_CHAR_SELECT);
outMsg.writeInt8(static_cast(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 &stats A_UNUSED)
const
{
createOutPacket(CMSG_CHAR_CREATE);
outMsg.writeString(name, 24, "login");
outMsg.writeInt8(static_cast(slot), "slot");
outMsg.writeInt16(static_cast(hairColor), "hair color");
outMsg.writeInt16(static_cast(hairstyle), "hair style");
}
void CharServerHandler::deleteCharacter(Net::Character *const character)
{
if (!character)
return;
mSelectedCharacter = character;
createOutPacket(CMSG_CHAR_DELETE);
outMsg.writeInt32(mSelectedCharacter->dummy->getId(), "id?");
outMsg.writeString("a@a.com", 40, "email");
}
void CharServerHandler::switchCharacter() const
{
// This is really a map-server packet
createOutPacket(CMSG_PLAYER_RESTART);
outMsg.writeInt8(1, "flag");
}
void CharServerHandler::connect()
{
const Token &token =
static_cast(loginHandler)->getToken();
if (!mNetwork)
return;
mNetwork->disconnect();
mNetwork->connect(charServer);
createOutPacket(CMSG_CHAR_SERVER_CONNECT);
outMsg.writeInt32(token.account_ID, "account id");
outMsg.writeInt32(token.session_ID1, "session id1");
outMsg.writeInt32(token.session_ID2, "session id2");
outMsg.writeInt16(CLIENT_PROTOCOL_VERSION, "client protocol version");
outMsg.writeInt8(Being::genderToInt(token.sex), "gender");
// We get 4 useless bytes before the real answer comes in (what are these?)
mNetwork->skip(4);
}
void CharServerHandler::setCharCreateDialog(CharCreateDialog *const window)
{
mCharCreateDialog = window;
if (!mCharCreateDialog)
return;
StringVect attributes;
const Token &token = static_cast(loginHandler)->getToken();
mCharCreateDialog->setAttributes(attributes, 0, 0, 0);
mCharCreateDialog->setFixedGender(true, token.sex);
}
void CharServerHandler::processCharLogin(Net::MessageIn &msg)
{
msg.skip(2, "packet len");
const int slots = msg.readInt8("MAX_CHARS");
msg.readInt8("sd->char_slots");
msg.readInt8("MAX_CHARS");
loginData.characterSlots = static_cast(slots);
msg.skip(20, "unused 0");
delete_all(mCharacters);
mCharacters.clear();
// Derive number of characters from message length
const int count = (msg.getLength() - 27)
/ (106 + 4 + 2 + 16 + 4 + 4 + 4 + 4);
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::processCharLogin2(Net::MessageIn &msg)
{
msg.readInt16("len");
msg.readUInt8("char slots");
msg.readUInt8("left slots");
msg.readUInt8("left slots");
msg.readUInt8("char slots");
msg.readUInt8("char slots");
msg.skip(20, "unused");
}
void CharServerHandler::processCharMapInfo(Net::MessageIn &restrict msg)
{
Network *const network = mNetwork;
ServerInfo &server = mapServer;
BLOCK_START("CharServerHandler::processCharMapInfo")
PlayerInfo::setCharId(msg.readInt32("char id"));
GameHandler *const gh = static_cast(gameHandler);
gh->setMap(msg.readString(16, "map name"));
if (config.getBoolValue("usePersistentIP") || settings.persistentIp)
{
msg.readInt32("map ip address");
server.hostname = settings.serverName;
}
else
{
server.hostname = ipToString(msg.readInt32("map ip address"));
}
server.port = msg.readInt16("map ip port");
// Prevent the selected local player from being deleted
localPlayer = mSelectedCharacter->dummy;
PlayerInfo::setBackend(mSelectedCharacter->data);
mSelectedCharacter->dummy = nullptr;
charServerHandler->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);
if (!gh || !network)
{
BLOCK_END("CharServerHandler::processChangeMapServer")
return;
}
gh->setMap(msg.readString(16, "map name"));
const int x = msg.readInt16("x");
const int y = msg.readInt16("y");
server.hostname = ipToString(msg.readInt32("host"));
server.port = msg.readInt16("port");
network->disconnect();
client->setState(STATE_CHANGE_MAP);
if (localPlayer)
{
localPlayer->setTileCoords(x, y);
localPlayer->setMap(nullptr);
}
BLOCK_END("CharServerHandler::processChangeMapServer")
}
void CharServerHandler::processPincodeStatus(Net::MessageIn &msg)
{
mPinSeed = msg.readInt32("pincode seed");
mPinAccountId = msg.readInt32("account id");
const uint16_t state = static_cast(msg.readInt16("state"));
switch (state)
{
case 0: // pin ok
break;
case 1: // ask for pin
break;
case 2: // create new pin
case 4: // create new pin?
{
mNeedCreatePin = true;
break;
}
case 3: // pin must be changed
break;
case 5: // client show error?
break;
case 6: // Unable to use your KSSN number
break;
case 7: // char select window shows a button
break;
case 8: // pincode was incorrect
break;
default:
logger->log("processPincodeStatus: unknown pin state: %d",
static_cast(state));
break;
}
}
void CharServerHandler::setNewPincode(const std::string &pin A_UNUSED)
{
// here need ecript pin with mPinSeed and pin values.
// createOutPacket(CMSG_CHAR_CREATE_PIN);
// outMsg.writeInt32(mPinAccountId, "account id");
// outMsg.writeString(pin, 4, "encrypted pin");
}
void CharServerHandler::processCharCreate(Net::MessageIn &msg)
{
BLOCK_START("CharServerHandler::processCharCreate")
Net::Character *const character = new Net::Character;
readPlayerData(msg, character, false);
mCharacters.push_back(character);
updateCharSelectDialog();
// Close the character create dialog
if (mCharCreateDialog)
{
mCharCreateDialog->scheduleDelete();
mCharCreateDialog = nullptr;
}
BLOCK_END("CharServerHandler::processCharCreate")
}
} // namespace EAthena