blob: 8e1c8970d3dc222076ef4cbd16f6138909bd113b (
plain) (
blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
|
/*
* The ManaPlus Client
* Copyright (C) 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 <http://www.gnu.org/licenses/>.
*/
#include "net/tmwa/gamehandler.h"
#include "client.h"
#include "being/localplayer.h"
#include "net/ea/token.h"
#include "net/ea/gamerecv.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() :
Ea::GameHandler()
{
gameHandler = this;
}
void GameHandler::mapLoadedEvent() const
{
createOutPacket(CMSG_MAP_LOADED);
}
void GameHandler::connect()
{
if (!Network::mInstance)
return;
BLOCK_START("GameHandler::connect")
Network::mInstance->connect(mapServer);
const Token &token = static_cast<LoginHandler*>(loginHandler)->getToken();
if (client->getState() == STATE_CONNECT_GAME)
{
// Change the player's ID to the account ID to match what eAthena uses
if (localPlayer)
{
Ea::GameRecv::mCharID = localPlayer->getId();
localPlayer->setId(token.account_ID);
}
else
{
Ea::GameRecv::mCharID = BeingId_zero;
}
}
// Send login infos
createOutPacket(CMSG_MAP_SERVER_CONNECT);
outMsg.writeBeingId(token.account_ID, "account id");
outMsg.writeBeingId(Ea::GameRecv::mCharID, "char id");
outMsg.writeInt32(token.session_ID1, "session id1");
outMsg.writeInt32(token.session_ID2, "session id2");
outMsg.writeInt8(Being::genderToInt(token.sex), "gender");
/*
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?)
Network::mInstance->skip(4);
BLOCK_END("GameHandler::connect")
}
bool GameHandler::isConnected() const
{
if (!Network::mInstance)
return false;
return Network::mInstance->isConnected();
}
void GameHandler::disconnect()
{
BLOCK_START("GameHandler::disconnect")
if (Network::mInstance)
Network::mInstance->disconnect();
BLOCK_END("GameHandler::disconnect")
}
void GameHandler::quit() const
{
createOutPacket(CMSG_CLIENT_QUIT);
}
void GameHandler::ping(const int tick) const
{
createOutPacket(CMSG_MAP_PING);
outMsg.writeInt32(tick, "tick");
}
void GameHandler::disconnect2() const
{
createOutPacket(CMSG_CLIENT_DISCONNECT);
}
} // namespace TmwAthena
|