/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 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 "gui/charcreatedialog.h" #include "net/logindata.h" #include "net/eathena/gamehandler.h" #include "net/eathena/loginhandler.h" #include "net/eathena/network.h" #include "net/eathena/protocol.h" #include "resources/colordb.h" #include "resources/itemdb.h" #include "resources/iteminfo.h" #include "utils/dtor.h" #include "debug.h" extern Net::CharHandler *charHandler; namespace EAthena { extern ServerInfo charServer; extern ServerInfo mapServer; CharServerHandler::CharServerHandler() : MessageHandler(), Ea::CharServerHandler() { static const uint16_t _messages[] = { SMSG_CHAR_LOGIN, SMSG_CHAR_LOGIN_ERROR, SMSG_CHAR_CREATE_SUCCEEDED, SMSG_CHAR_CREATE_SUCCEEDED2, SMSG_CHAR_CREATE_FAILED, SMSG_CHAR_DELETE_SUCCEEDED, SMSG_CHAR_DELETE_FAILED, SMSG_CHAR_MAP_INFO, SMSG_CHANGE_MAP_SERVER, 0 }; handledMessages = _messages; charHandler = this; } void CharServerHandler::handleMessage(Net::MessageIn &msg) { 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, false); break; case SMSG_CHAR_CREATE_SUCCEEDED2: processCharCreate(msg, true); 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: { // msg.skip(4); // CharID, must be the same as player_node->charID PlayerInfo::setCharId(msg.readInt32()); GameHandler *const gh = static_cast( Net::getGameHandler()); gh->setMap(msg.readString(16)); if (config.getBoolValue("usePersistentIP")) { msg.readInt32(); mapServer.hostname = Client::getServerName(); } else { mapServer.hostname = ipToString(msg.readInt32()); } mapServer.port = msg.readInt16(); // Prevent the selected local player from being deleted player_node = mSelectedCharacter->dummy; PlayerInfo::setBackend(mSelectedCharacter->data); mSelectedCharacter->dummy = nullptr; delete_all(mCharacters); mCharacters.clear(); updateCharSelectDialog(); if (mNetwork) mNetwork->disconnect(); Client::setState(STATE_CONNECT_GAME); } break; case SMSG_CHANGE_MAP_SERVER: { GameHandler *const gh = static_cast( Net::getGameHandler()); if (!gh || !mNetwork) return; gh->setMap(msg.readString(16)); const int x = msg.readInt16(); const int y = msg.readInt16(); mapServer.hostname = ipToString(msg.readInt32()); mapServer.port = msg.readInt16(); mNetwork->disconnect(); Client::setState(STATE_CHANGE_MAP); if (player_node) { player_node->setTileCoords(x, y); player_node->setMap(nullptr); } } break; default: break; } } void CharServerHandler::readPlayerData(Net::MessageIn &msg, Net::Character *character, bool) { if (!character) return; const Token &token = static_cast(Net::getLoginHandler())->getToken(); LocalPlayer *const tempPlayer = new LocalPlayer(msg.readInt32(), 0); tempPlayer->setGender(token.sex); PlayerInfoBackend &data = character->data; data.mAttributes[PlayerInfo::EXP] = msg.readInt32(); data.mAttributes[PlayerInfo::MONEY] = msg.readInt32(); Stat &jobStat = data.mStats[JOB]; jobStat.exp = msg.readInt32(); const int temp = msg.readInt32(); jobStat.base = temp; jobStat.mod = temp; const int shoes = msg.readInt16(); const int gloves = msg.readInt16(); const int cape = msg.readInt16(); const int misc1 = msg.readInt16(); msg.readInt32(); // option msg.readInt32(); // karma msg.readInt32(); // manner msg.readInt16(); // character points left data.mAttributes[PlayerInfo::HP] = msg.readInt16(); data.mAttributes[PlayerInfo::MAX_HP] = msg.readInt16(); data.mAttributes[PlayerInfo::MP] = msg.readInt16(); data.mAttributes[PlayerInfo::MAX_MP] = msg.readInt16(); msg.readInt16(); // speed tempPlayer->setSubtype(msg.readInt16()); // class (used for race) const int hairStyle = msg.readInt16(); const uint16_t weapon = msg.readInt16(); tempPlayer->setSprite(SPRITE_WEAPON, weapon, "", 1, true); data.mAttributes[PlayerInfo::LEVEL] = msg.readInt16(); msg.readInt16(); // skill point const int bottomClothes = msg.readInt16(); const int shield = msg.readInt16(); const int hat = msg.readInt16(); // head option top const int topClothes = msg.readInt16(); tempPlayer->setSprite(SPRITE_HAIR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(msg.readInt16())); const int misc2 = msg.readInt16(); tempPlayer->setName(msg.readString(24)); character->dummy = tempPlayer; for (int i = 0; i < 6; i++) character->data.mStats[i + STR].base = msg.readInt8(); 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); // head option top tempPlayer->setSprite(SPRITE_TOPCLOTHES, topClothes); tempPlayer->setSprite(SPRITE_MISC2, misc2); character->slot = msg.readInt8(); // character slot msg.readInt8(); // unknown } void CharServerHandler::chooseCharacter(Net::Character *character) { if (!character) return; mSelectedCharacter = character; mCharSelectDialog = nullptr; MessageOut outMsg(CMSG_CHAR_SELECT); outMsg.writeInt8(static_cast(mSelectedCharacter->slot)); } void CharServerHandler::newCharacter(const std::string &name, int slot, bool gender A_UNUSED, int hairstyle, int hairColor, unsigned char race A_UNUSED, const std::vector &stats) { MessageOut outMsg(CMSG_CHAR_CREATE); outMsg.writeString(name, 24); for (int i = 0; i < 6; i++) outMsg.writeInt8(static_cast(stats[i])); outMsg.writeInt8(static_cast(slot)); outMsg.writeInt16(static_cast(hairColor)); outMsg.writeInt16(static_cast(hairstyle)); } void CharServerHandler::deleteCharacter(Net::Character *character) { if (!character) return; mSelectedCharacter = character; MessageOut outMsg(CMSG_CHAR_DELETE); outMsg.writeInt32(mSelectedCharacter->dummy->getId()); outMsg.writeString("a@a.com", 40); } void CharServerHandler::switchCharacter() { // This is really a map-server packet MessageOut outMsg(CMSG_PLAYER_RESTART); outMsg.writeInt8(1); } void CharServerHandler::connect() { const Token &token = static_cast(Net::getLoginHandler())->getToken(); if (!mNetwork) return; mNetwork->disconnect(); mNetwork->connect(charServer); MessageOut outMsg(CMSG_CHAR_SERVER_CONNECT); outMsg.writeInt32(token.account_ID); outMsg.writeInt32(token.session_ID1); outMsg.writeInt32(token.session_ID2); outMsg.writeInt16(CLIENT_PROTOCOL_VERSION); outMsg.writeInt8(Being::genderToInt(token.sex)); // We get 4 useless bytes before the real answer comes in (what are these?) mNetwork->skip(4); } void CharServerHandler::processCharLogin(Net::MessageIn &msg) { msg.skip(2); // Length word const int slots = msg.readInt16(); if (slots > 0 && slots < 30) loginData.characterSlots = static_cast(slots); msg.skip(18); // 0 Unused delete_all(mCharacters); mCharacters.clear(); // Derive number of characters from message length const int count = (msg.getLength() - 24) / 106; for (int i = 0; i < count; ++i) { Net::Character *const character = new Net::Character; readPlayerData(msg, character, false); mCharacters.push_back(character); if (character && character->dummy) { logger->log("CharServer: Player: %s (%d)", character->dummy->getName().c_str(), character->slot); } } Client::setState(STATE_CHAR_SELECT); } } // namespace EAthena