/* * The ManaPlus Client * Copyright (C) 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 <http://www.gnu.org/licenses/>. */ #include "net/tmwa/gamehandler.h" #include "client.h" #include "depricatedevent.h" #include "game.h" #include "localplayer.h" #include "logger.h" #include "net/messagein.h" #include "net/messageout.h" #include "net/tmwa/loginhandler.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() { 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) { 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; } } void GameHandler::mapLoadedEvent() { MessageOut outMsg(CMSG_MAP_LOADED); } void GameHandler::connect() { if (!mNetwork) return; 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 (player_node) { mCharID = player_node->getId(); player_node->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 (player_node) { // Change the player's ID to the account ID to match what eAthena uses player_node->setId(token.account_ID); } */ // We get 4 useless bytes before the real answer comes in (what are these?) mNetwork->skip(4); } bool GameHandler::isConnected() { if (!mNetwork) return false; return mNetwork->isConnected(); } void GameHandler::disconnect() { if (mNetwork) mNetwork->disconnect(); } void GameHandler::quit() { MessageOut outMsg(CMSG_CLIENT_QUIT); } void GameHandler::ping(int tick) { MessageOut msg(CMSG_CLIENT_PING); msg.writeInt32(tick); } void GameHandler::disconnect2() { MessageOut outMsg(CMSG_CLIENT_DISCONNECT); } } // namespace TmwAthena