/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "charserverhandler.h"
#include "messagein.h"
#include "network.h"
#include "protocol.h"
#include "../game.h"
#include "../localplayer.h"
#include "../log.h"
#include "../logindata.h"
#include "../main.h"
#include "../gui/ok_dialog.h"
CharServerHandler::CharServerHandler()
{
static const Uint16 _messages[] = {
APMSG_CHAR_CREATE_RESPONSE,
APMSG_CHAR_DELETE_RESPONSE,
APMSG_CHAR_INFO,
APMSG_CHAR_SELECT_RESPONSE,
0
};
handledMessages = _messages;
}
void
CharServerHandler::handleMessage(MessageIn &msg)
{
int slot;
LocalPlayer *tempPlayer;
switch (msg.getId())
{
case APMSG_CHAR_CREATE_RESPONSE:
handleCharCreateResponse(msg);
break;
case APMSG_CHAR_DELETE_RESPONSE:
{
int errMsg = msg.readByte();
// Character deletion successful
if (errMsg == ERRMSG_OK)
{
delete mCharInfo->getEntry();
mCharInfo->setEntry(0);
mCharInfo->unlock();
n_character--;
new OkDialog("Info", "Player deleted");
}
// Character deletion failed
else
{
std::string message = "";
switch (errMsg)
{
case ERRMSG_NO_LOGIN:
message = "Not logged in";
break;
case ERRMSG_INVALID_ARGUMENT:
message = "Selection out of range";
break;
default:
message = "Unknown error";
}
mCharInfo->unlock();
new OkDialog("Error", message);
}
}
break;
case APMSG_CHAR_INFO:
tempPlayer = readPlayerData(msg, slot);
mCharInfo->unlock();
mCharInfo->select(slot);
mCharInfo->setEntry(tempPlayer);
n_character++;
break;
case APMSG_CHAR_SELECT_RESPONSE:
handleCharSelectResponse(msg);
break;
}
}
void
CharServerHandler::handleCharCreateResponse(MessageIn &msg)
{
int errMsg = msg.readByte();
// Character creation failed
if (errMsg != ERRMSG_OK)
{
std::string message = "";
switch (errMsg)
{
case ERRMSG_NO_LOGIN:
message = "Not logged in";
break;
case CREATE_TOO_MUCH_CHARACTERS:
message = "No empty slot";
break;
case ERRMSG_INVALID_ARGUMENT:
message = "Invalid name";
break;
case CREATE_EXISTS_NAME:
message = "Character's name already exists";
break;
case CREATE_INVALID_HAIRSTYLE:
message = "Invalid hairstyle";
break;
case CREATE_INVALID_HAIRCOLOR:
message = "Invalid hair color";
break;
case CREATE_INVALID_GENDER:
message = "Invalid gender";
break;
case CREATE_RAW_STATS_TOO_HIGH:
message = "Character's stats are too high";
break;
case CREATE_RAW_STATS_TOO_LOW:
message = "Character's stats are too low";
break;
case CREATE_RAW_STATS_INVALID_DIFF:
message = "Character's stats difference is too high";
break;
case CREATE_RAW_STATS_EQUAL_TO_ZERO:
message = "One stat is zero";
break;
default:
message = "Unknown error";
break;
}
new OkDialog("Error", message);
}
}
void
CharServerHandler::handleCharSelectResponse(MessageIn &msg)
{
int errMsg = msg.readByte();
if (errMsg == ERRMSG_OK)
{
token = msg.readString(32);
std::string gameServer = msg.readString();
unsigned short gameServerPort = msg.readShort();
std::string chatServer = msg.readString();
unsigned short chatServerPort = msg.readShort();
logger->log("Game server: %s:%d", gameServer.c_str(), gameServerPort);
logger->log("Chat server: %s:%d", chatServer.c_str(), chatServerPort);
Network::connect(Network::GAME, gameServer, gameServerPort);
Network::connect(Network::CHAT, chatServer, chatServerPort);
// Keep the selected character and delete the others
player_node = mCharInfo->getEntry();
mCharInfo->unlock();
mCharInfo->select(0);
do {
LocalPlayer *tmp = mCharInfo->getEntry();
if (tmp != player_node)
delete tmp;
mCharInfo->next();
} while (mCharInfo->getPos());
state = STATE_CONNECT_GAME;
}
}
LocalPlayer*
CharServerHandler::readPlayerData(MessageIn &msg, int &slot)
{
LocalPlayer *tempPlayer = new LocalPlayer;
slot = msg.readByte(); // character slot
tempPlayer->mName = msg.readString();
tempPlayer->setSex(msg.readByte());
tempPlayer->setHairStyle(msg.readByte());
tempPlayer->setHairColor(msg.readByte());
tempPlayer->mLevel = msg.readByte();
tempPlayer->mMoney = msg.readShort();
for (int i = 0; i < 6; i++) {
tempPlayer->mAttr[i] = msg.readByte();
}
return tempPlayer;
}