/*
* The Mana World
* Copyright (C) 2009 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "net/ea/gamehandler.h"
#include "net/ea/loginhandler.h"
#include "net/ea/network.h"
#include "net/ea/protocol.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "main.h"
#include "gui/widgets/chattab.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
Net::GameHandler *gameHandler;
extern Game *game;
namespace EAthena {
extern ServerInfo mapServer;
GameHandler::GameHandler()
{
static const Uint16 _messages[] = {
SMSG_MAP_LOGIN_SUCCESS,
SMSG_SERVER_PING,
SMSG_WHO_ANSWER,
0
};
handledMessages = _messages;
gameHandler = this;
}
void GameHandler::handleMessage(MessageIn &msg)
{
unsigned char direction;
switch (msg.getId())
{
case SMSG_MAP_LOGIN_SUCCESS:
{
Uint16 x, y;
msg.readInt32(); // server tick
msg.readCoordinates(x, y, direction);
msg.skip(2); // unknown
logger->log("Protocol: Player start position: (%d, %d), Direction: %d",
x, y, direction);
// Switch now or we'll have problems
// state = STATE_GAME;
player_node->setTileCoords(x, y);
} break;
case SMSG_SERVER_PING:
// We ignore this for now
// int tick = msg.readInt32()
break;
case SMSG_WHO_ANSWER:
localChatTab->chatLog(strprintf(_("Online users: %d"),
msg.readInt32()), BY_SERVER);
break;
}
}
void GameHandler::connect()
{
mNetwork->connect(mapServer);
const Token &token =
static_cast<LoginHandler*>(Net::getLoginHandler())->getToken();
// Send login infos
MessageOut outMsg(CMSG_MAP_SERVER_CONNECT);
outMsg.writeInt32(token.account_ID);
outMsg.writeInt32(player_node->getId());
outMsg.writeInt32(token.session_ID1);
outMsg.writeInt32(token.session_ID2);
outMsg.writeInt8((token.sex == GENDER_MALE) ? 1 : 0);
// 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()
{
return mNetwork->isConnected();
}
void GameHandler::disconnect()
{
mNetwork->disconnect();
}
void GameHandler::inGame()
{
// TODO
}
void GameHandler::mapLoaded(const std::string &mapName)
{
MessageOut outMsg(CMSG_MAP_LOADED);
}
void GameHandler::who()
{
}
void GameHandler::quit()
{
MessageOut outMsg(CMSG_CLIENT_QUIT);
}
void GameHandler::ping(int tick)
{
MessageOut msg(CMSG_CLIENT_PING);
msg.writeInt32(tick);
}
void GameHandler::clear()
{
disconnect();
}
} // namespace EAthena