/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
*
* This file is part of The Mana 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/manaserv/charhandler.h"
#include "game.h"
#include "localplayer.h"
#include "log.h"
#include "main.h"
#include "gui/charcreatedialog.h"
#include "gui/okdialog.h"
#include "net/logindata.h"
#include "net/loginhandler.h"
#include "net/net.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/gamehandler.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/protocol.h"
#include "resources/colordb.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
extern Net::CharHandler *charHandler;
extern ManaServ::GameHandler *gameHandler;
namespace ManaServ {
extern Connection *accountServerConnection;
extern Connection *gameServerConnection;
extern Connection *chatServerConnection;
extern std::string netToken;
extern ServerInfo gameServer;
extern ServerInfo chatServer;
CharHandler::CharHandler()
{
static const Uint16 _messages[] = {
APMSG_CHAR_CREATE_RESPONSE,
APMSG_CHAR_DELETE_RESPONSE,
APMSG_CHAR_INFO,
APMSG_CHAR_SELECT_RESPONSE,
0
};
handledMessages = _messages;
charHandler = this;
}
void CharHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case APMSG_CHAR_CREATE_RESPONSE:
handleCharacterCreateResponse(msg);
break;
case APMSG_CHAR_DELETE_RESPONSE:
handleCharacterDeleteResponse(msg);
break;
case APMSG_CHAR_INFO:
handleCharacterInfo(msg);
break;
case APMSG_CHAR_SELECT_RESPONSE:
handleCharacterSelectResponse(msg);
break;
}
}
void CharHandler::handleCharacterInfo(Net::MessageIn &msg)
{
CachedCharacterInfo info;
info.slot = msg.readInt8();
info.name = msg.readString();
info.gender = msg.readInt8() == GENDER_MALE ? GENDER_MALE :
GENDER_FEMALE;
info.hairStyle = msg.readInt8();
info.hairColor = msg.readInt8();
info.level = msg.readInt16();
info.characterPoints = msg.readInt16();
info.correctionPoints = msg.readInt16();
info.money = msg.readInt32();
for (int i = 0; i < 7; i++)
{
info.attribute[i] = msg.readInt8();
}
mCachedCharacterInfos.push_back(info);
updateCharacters();
}
void CharHandler::handleCharacterCreateResponse(Net::MessageIn &msg)
{
const int errMsg = msg.readInt8();
if (errMsg != ERRMSG_OK)
{
// Character creation failed
std::string errorMessage = "";
switch (errMsg)
{
case ERRMSG_NO_LOGIN:
errorMessage = _("Not logged in.");
break;
case CREATE_TOO_MUCH_CHARACTERS:
errorMessage = _("No empty slot.");
break;
case ERRMSG_INVALID_ARGUMENT:
errorMessage = _("Invalid name.");
break;
case CREATE_EXISTS_NAME:
errorMessage = _("Character's name already exists.");
break;
case CREATE_INVALID_HAIRSTYLE:
errorMessage = _("Invalid hairstyle.");
break;
case CREATE_INVALID_HAIRCOLOR:
errorMessage = _("Invalid hair color.");
break;
case CREATE_INVALID_GENDER:
errorMessage = _("Invalid gender.");
break;
case CREATE_RAW_STATS_TOO_HIGH:
errorMessage = _("Character's stats are too high.");
break;
case CREATE_RAW_STATS_TOO_LOW:
errorMessage = _("Character's stats are too low.");
break;
case CREATE_RAW_STATS_EQUAL_TO_ZERO:
errorMessage = _("One stat is zero.");
break;
default:
errorMessage = _("Unknown error.");
break;
}
new OkDialog(_("Error"), errorMessage);
if (mCharCreateDialog)
mCharCreateDialog->unlock();
}
else
{
// Close the character create dialog
if (mCharCreateDialog)
{
mCharCreateDialog->scheduleDelete();
mCharCreateDialog = 0;
}
}
}
void CharHandler::handleCharacterDeleteResponse(Net::MessageIn &msg)
{
int errMsg = msg.readInt8();
if (errMsg == ERRMSG_OK)
{
// Character deletion successful
delete mSelectedCharacter;
mCharacters.remove(mSelectedCharacter);
updateCharSelectDialog();
unlockCharSelectDialog();
new OkDialog(_("Info"), _("Player deleted."));
}
else
{
// Character deletion failed
std::string errorMessage = "";
switch (errMsg)
{
case ERRMSG_NO_LOGIN:
errorMessage = _("Not logged in.");
break;
case ERRMSG_INVALID_ARGUMENT:
errorMessage = _("Selection out of range.");
break;
default:
errorMessage = strprintf(_("Unknown error (%d)."), errMsg);
}
new OkDialog(_("Error"), errorMessage);
}
mSelectedCharacter = 0;
}
void CharHandler::handleCharacterSelectResponse(Net::MessageIn &msg)
{
int errMsg = msg.readInt8();
if (errMsg == ERRMSG_OK)
{
netToken = msg.readString(32);
gameServer.hostname.assign(msg.readString());
gameServer.port = msg.readInt16();
chatServer.hostname.assign(msg.readString());
chatServer.port = msg.readInt16();
logger->log("Game server: %s:%d", gameServer.hostname.c_str(),
gameServer.port);
logger->log("Chat server: %s:%d", chatServer.hostname.c_str(),
chatServer.port);
gameServerConnection->connect(gameServer.hostname, gameServer.port);
chatServerConnection->connect(chatServer.hostname, chatServer.port);
// Prevent the selected local player from being deleted
player_node = mSelectedCharacter->dummy;
mSelectedCharacter->dummy = 0;
mCachedCharacterInfos.clear();
updateCharacters();
state = STATE_CONNECT_GAME;
}
else if (errMsg == ERRMSG_FAILURE)
{
errorMessage = _("No gameservers are available.");
delete_all(mCharacters);
mCharacters.clear();
state = STATE_ERROR;
}
}
void CharHandler::setCharSelectDialog(CharSelectDialog *window)
{
mCharSelectDialog = window;
updateCharacters();
}
void CharHandler::setCharCreateDialog(CharCreateDialog *window)
{
mCharCreateDialog = window;
if (!mCharCreateDialog)
return;
std::vector<std::string> attributes;
attributes.push_back(_("Strength:"));
attributes.push_back(_("Agility:"));
attributes.push_back(_("Dexterity:"));
attributes.push_back(_("Vitality:"));
attributes.push_back(_("Intelligence:"));
attributes.push_back(_("Willpower:"));
mCharCreateDialog->setAttributes(attributes, 60, 1, 20);
}
void CharHandler::requestCharacters()
{
if (!accountServerConnection->isConnected())
{
Net::getLoginHandler()->connect();
}
else
{
// The characters are already there, continue to character selection
state = STATE_CHAR_SELECT;
}
}
void CharHandler::chooseCharacter(Net::Character *character)
{
mSelectedCharacter = character;
MessageOut msg(PAMSG_CHAR_SELECT);
msg.writeInt8(mSelectedCharacter->slot);
accountServerConnection->send(msg);
}
void CharHandler::newCharacter(const std::string &name,
int /* slot */,
bool gender,
int hairstyle,
int hairColor,
const std::vector<int> &stats)
{
MessageOut msg(PAMSG_CHAR_CREATE);
msg.writeString(name);
msg.writeInt8(hairstyle);
msg.writeInt8(hairColor);
msg.writeInt8(gender);
msg.writeInt16(stats[0]);
msg.writeInt16(stats[1]);
msg.writeInt16(stats[2]);
msg.writeInt16(stats[3]);
msg.writeInt16(stats[4]);
msg.writeInt16(stats[5]);
accountServerConnection->send(msg);
}
void CharHandler::deleteCharacter(Net::Character *character)
{
mSelectedCharacter = character;
MessageOut msg(PAMSG_CHAR_DELETE);
msg.writeInt8(mSelectedCharacter->slot);
accountServerConnection->send(msg);
}
void CharHandler::switchCharacter()
{
gameHandler->quit(true);
}
int CharHandler::baseSprite() const
{
return SPRITE_BASE;
}
int CharHandler::hairSprite() const
{
return SPRITE_HAIR;
}
int CharHandler::maxSprite() const
{
return SPRITE_VECTOREND;
}
void CharHandler::updateCharacters()
{
// Delete previous characters
delete_all(mCharacters);
mCharacters.clear();
if (!mCharSelectDialog)
return;
// Create new characters and initialize them from the cached infos
for (unsigned i = 0; i < mCachedCharacterInfos.size(); ++i)
{
const CachedCharacterInfo &info = mCachedCharacterInfos.at(i);
Net::Character *character = new Net::Character;
character->slot = info.slot;
LocalPlayer *player = character->dummy;
player->setName(info.name);
player->setGender(info.gender);
player->setSprite(SPRITE_HAIR, info.hairStyle * -1,
ColorDB::get(info.hairColor));
player->setLevel(info.level);
player->setCharacterPoints(info.characterPoints);
player->setCorrectionPoints(info.correctionPoints);
player->setMoney(info.money);
for (int i = 0; i < 7; i++)
{
player->setAttributeBase(i, info.attribute[i], false);
}
mCharacters.push_back(character);
}
updateCharSelectDialog();
}
} // namespace ManaServ