/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2015 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/tmwa/charserverhandler.h" #include "client.h" #include "configuration.h" #include "settings.h" #include "gui/windows/charcreatedialog.h" #include "gui/windows/okdialog.h" #include "gui/widgets/createwidget.h" #include "net/character.h" #include "net/serverfeatures.h" #include "net/ea/token.h" #include "net/tmwa/gamehandler.h" #include "net/tmwa/loginhandler.h" #include "net/tmwa/messageout.h" #include "net/tmwa/network.h" #include "net/tmwa/protocol.h" #include "net/tmwa/sprite.h" #include "resources/iteminfo.h" #include "resources/db/chardb.h" #include "resources/db/itemdb.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "debug.h" extern Net::CharServerHandler *charServerHandler; namespace TmwAthena { extern ServerInfo mapServer; extern ServerInfo charServer; CharServerHandler::CharServerHandler() : MessageHandler(), Ea::CharServerHandler() { static const uint16_t _messages[] = { SMSG_CHAR_LOGIN, 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, 0 }; handledMessages = _messages; charServerHandler = this; } void CharServerHandler::handleMessage(Net::MessageIn &msg) { BLOCK_START("CharServerHandler::handleMessage") switch (msg.getId()) { case SMSG_CHAR_LOGIN: processCharLogin(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; default: break; } BLOCK_END("CharServerHandler::handleMessage") } void CharServerHandler::readPlayerData(Net::MessageIn &msg, Net::Character *const character, const bool withColors) const { if (!character) return; const Token &token = static_cast(loginHandler)->getToken(); LocalPlayer *const tempPlayer = new LocalPlayer( msg.readBeingId("account id"), BeingTypeId_zero); 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[Attributes::JOB]; jobStat.exp = msg.readInt32("job"); const int temp = msg.readInt32("job level"); jobStat.base = temp; jobStat.mod = temp; const int shoes = msg.readInt16("shoes"); const int gloves = msg.readInt16("gloves"); const int cape = msg.readInt16("cape"); const int misc1 = msg.readInt16("misc1"); msg.readInt32("option"); tempPlayer->setKarma(msg.readInt32("karma")); tempPlayer->setManner(msg.readInt32("manner")); msg.readInt16("character points left"); data.mAttributes[Attributes::HP] = msg.readInt16("hp"); data.mAttributes[Attributes::MAX_HP] = msg.readInt16("max hp"); data.mAttributes[Attributes::MP] = msg.readInt16("mp"); data.mAttributes[Attributes::MAX_MP] = msg.readInt16("max mp"); msg.readInt16("speed"); const uint16_t race = msg.readInt16("class"); const uint8_t hairStyle = msg.readUInt8("hair style"); const uint16_t look = msg.readUInt8("look"); tempPlayer->setSubtype(fromInt(race, BeingTypeId), look); const uint16_t weapon = msg.readInt16("weapon"); tempPlayer->setSprite(SPRITE_BODY, weapon, "", 1, true); data.mAttributes[Attributes::LEVEL] = msg.readInt16("level"); msg.readInt16("skill point"); const int bottomClothes = msg.readInt16("bottom clothes"); const int shield = msg.readInt16("shield"); const int hat = msg.readInt16("hat"); const int topClothes = msg.readInt16("top clothes"); const uint8_t hairColor = msg.readUInt8("hair color"); msg.readUInt8("unused"); tempPlayer->setSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); tempPlayer->setHairColor(static_cast(hairColor)); const int misc2 = msg.readInt16("misc2"); tempPlayer->setName(msg.readString(24, "name")); character->dummy = tempPlayer; character->data.mStats[Attributes::STR].base = msg.readUInt8("str"); character->data.mStats[Attributes::AGI].base = msg.readUInt8("agi"); character->data.mStats[Attributes::VIT].base = msg.readUInt8("vit"); character->data.mStats[Attributes::INT].base = msg.readUInt8("int"); character->data.mStats[Attributes::DEX].base = msg.readUInt8("dex"); character->data.mStats[Attributes::LUK].base = msg.readUInt8("luk"); if (withColors) { tempPlayer->setSprite(SPRITE_HAIR, shoes, "", msg.readUInt8("shoes color")); tempPlayer->setSprite(SPRITE_SHOES, gloves, "", msg.readUInt8("gloves color")); tempPlayer->setSprite(SPRITE_SHIELD, cape, "", msg.readUInt8("cape color")); tempPlayer->setSprite(SPRITE_HEAD_TOP, misc1, "", msg.readUInt8("misc1 color")); tempPlayer->setSprite(SPRITE_WEAPON, bottomClothes, "", msg.readUInt8("bottom clothes color")); tempPlayer->setSprite(SPRITE_FLOOR, shield, "", msg.readUInt8("shield color")); tempPlayer->setSprite(SPRITE_CLOTHES_COLOR, hat, "", msg.readUInt8("head option top color")); tempPlayer->setSprite(SPRITE_HEAD_BOTTOM, topClothes, "", msg.readUInt8("top clothes color")); tempPlayer->setSprite(SPRITE_HEAD_MID, misc2, "", msg.readUInt8("misc2 color")); msg.skip(5, "unused"); } else { tempPlayer->setSprite(SPRITE_HAIR, shoes); tempPlayer->setSprite(SPRITE_SHOES, gloves); tempPlayer->setSprite(SPRITE_SHIELD, cape); tempPlayer->setSprite(SPRITE_HEAD_TOP, misc1); tempPlayer->setSprite(SPRITE_WEAPON, bottomClothes); tempPlayer->setSprite(SPRITE_FLOOR, shield); tempPlayer->setSprite(SPRITE_CLOTHES_COLOR, hat); // head option top tempPlayer->setSprite(SPRITE_HEAD_BOTTOM, topClothes); tempPlayer->setSprite(SPRITE_HEAD_MID, misc2); } character->slot = msg.readUInt8("slot"); msg.readUInt8("unused"); } void CharServerHandler::chooseCharacter(Net::Character *const character) { if (!character) return; mSelectedCharacter = character; mCharSelectDialog = nullptr; createOutPacket(CMSG_CHAR_SELECT); outMsg.writeInt8(static_cast(mSelectedCharacter->slot), "slot"); } void CharServerHandler::newCharacter(const std::string &name, const int slot, const GenderT gender A_UNUSED, const int hairstyle, const int hairColor, const unsigned char race, const uint16_t look, const std::vector &stats) const { createOutPacket(CMSG_CHAR_CREATE); outMsg.writeString(name, 24, "name"); for (int i = 0; i < 6; i++) outMsg.writeInt8(static_cast(stats[i]), "stat"); outMsg.writeInt8(static_cast(slot), "slot"); outMsg.writeInt8(static_cast(hairColor), "hair color"); outMsg.writeInt8(0, "unused"); outMsg.writeInt8(static_cast(hairstyle), "hair style"); outMsg.writeInt8(0, "unused"); } void CharServerHandler::deleteCharacter(Net::Character *const character, const std::string &email A_UNUSED) { if (!character) return; mSelectedCharacter = character; createOutPacket(CMSG_CHAR_DELETE); outMsg.writeBeingId(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.writeBeingId(token.account_ID, "account id"); outMsg.writeInt32(token.session_ID1, "session id1"); outMsg.writeInt32(token.session_ID2, "session id2"); // [Fate] The next word is unused by the old char server, so we squeeze in // mana client version information if (serverVersion > 0) { outMsg.writeInt16(CLIENT_PROTOCOL_VERSION, "client protocol version"); } else { outMsg.writeInt16(CLIENT_TMW_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; // TRANSLATORS: playe stat attributes.push_back(_("Strength:")); // TRANSLATORS: playe stat attributes.push_back(_("Agility:")); // TRANSLATORS: playe stat attributes.push_back(_("Vitality:")); // TRANSLATORS: playe stat attributes.push_back(_("Intelligence:")); // TRANSLATORS: playe stat attributes.push_back(_("Dexterity:")); // TRANSLATORS: playe stat attributes.push_back(_("Luck:")); const Token &token = static_cast(loginHandler)->getToken(); int minStat = CharDB::getMinStat(); if (!minStat) minStat = 1; int maxStat = CharDB::getMaxStat(); if (!maxStat) maxStat = 9; int sumStat = CharDB::getSumStat(); if (!sumStat) sumStat = 30; mCharCreateDialog->setAttributes(attributes, sumStat, minStat, maxStat); mCharCreateDialog->setDefaultGender(token.sex); } void CharServerHandler::processCharLogin(Net::MessageIn &msg) { BLOCK_START("CharServerHandler::processCharLogin") msg.readInt16("len"); const int slots = msg.readInt16("slots"); if (slots > 0 && slots < 30) loginData.characterSlots = static_cast(slots); const bool version = msg.readUInt8("version") == 1 && serverVersion > 0; msg.skip(17, "unused"); delete_all(mCharacters); mCharacters.clear(); // Derive number of characters from message length int count = (msg.getLength() - 24); if (version) count /= 120; else count /= 106; for (int i = 0; i < count; ++i) { Net::Character *const character = new Net::Character; readPlayerData(msg, character, version); 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); BLOCK_END("CharServerHandler::processCharLogin") } 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("ip address"); server.hostname = settings.serverName; } else { server.hostname = ipToString(msg.readInt32("ip address")); } server.port = msg.readInt16("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"); if (config.getBoolValue("usePersistentIP") || settings.persistentIp) { msg.readInt32("ip address"); server.hostname = settings.serverName; } else { server.hostname = ipToString(msg.readInt32("ip address")); } 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::processCharCreate(Net::MessageIn &msg) { BLOCK_START("CharServerHandler::processCharCreate") Net::Character *const character = new Net::Character; charServerHandler->readPlayerData(msg, character, false); mCharacters.push_back(character); updateCharSelectDialog(); // Close the character create dialog if (mCharCreateDialog) { mCharCreateDialog->scheduleDelete(); mCharCreateDialog = nullptr; } BLOCK_END("CharServerHandler::processCharCreate") } void CharServerHandler::renameCharacter(const BeingId id A_UNUSED, const std::string &newName A_UNUSED) { } void CharServerHandler::changeSlot(const int oldSlot A_UNUSED, const int newSlot A_UNUSED) { } void CharServerHandler::processCharDeleteFailed(Net::MessageIn &msg) { BLOCK_START("CharServerHandler::processCharDeleteFailed") unlockCharSelectDialog(); msg.readUInt8("error"); CREATEWIDGET(OkDialog, // TRANSLATORS: error header _("Error"), // TRANSLATORS: error message _("Failed to delete character."), // TRANSLATORS: ok dialog button _("OK"), DialogType::ERROR, Modal_true, ShowCenter_true, nullptr, 260); BLOCK_END("CharServerHandler::processCharDeleteFailed") } void CharServerHandler::ping() const { } unsigned int CharServerHandler::hatSprite() const { return 7; } } // namespace TmwAthena