/*
* The Mana Client
* Copyright (C) 2004-2010 The Mana World Development Team
*
* 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 .
*/
#include "net/ea/charserverhandler.h"
#include "game.h"
#include "log.h"
#include "main.h"
#include "gui/charcreatedialog.h"
#include "gui/okdialog.h"
#include "net/logindata.h"
#include "net/messagein.h"
#include "net/messageout.h"
#include "net/net.h"
#include "net/ea/loginhandler.h"
#include "net/ea/network.h"
#include "net/ea/protocol.h"
#include "resources/colordb.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
extern Net::CharHandler *charHandler;
namespace EAthena {
extern ServerInfo charServer;
extern ServerInfo mapServer;
CharServerHandler::CharServerHandler()
{
static const Uint16 _messages[] = {
SMSG_CHAR_LOGIN,
SMSG_CHAR_LOGIN_ERROR,
SMSG_CHAR_CREATE_SUCCEEDED,
SMSG_CHAR_CREATE_FAILED,
SMSG_CHAR_DELETE_SUCCEEDED,
SMSG_CHAR_DELETE_FAILED,
SMSG_CHAR_MAP_INFO,
0
};
handledMessages = _messages;
charHandler = this;
}
void CharServerHandler::handleMessage(Net::MessageIn &msg)
{
logger->log("CharServerHandler: Packet ID: %x, Length: %d",
msg.getId(), msg.getLength());
switch (msg.getId())
{
case SMSG_CHAR_LOGIN:
{
msg.skip(2); // Length word
msg.skip(20); // Unused
// Derive number of characters from message length
const int count = (msg.getLength() - 24) / 106;
for (int i = 0; i < count; ++i)
{
Net::Character *character = new Net::Character;
int slot;
character->dummy = readPlayerData(msg, &slot);
character->slot = slot;
mCharacters.push_back(character);
logger->log("CharServer: Player: %s (%d)",
character->dummy->getName().c_str(), slot);
}
state = STATE_CHAR_SELECT;
}
break;
case SMSG_CHAR_LOGIN_ERROR:
switch (msg.readInt8())
{
case 0:
errorMessage = _("Access denied.");
break;
case 1:
errorMessage = _("Cannot use this ID.");
break;
default:
errorMessage = _("Unknown failure to select character.");
break;
}
unlockCharSelectDialog();
break;
case SMSG_CHAR_CREATE_SUCCEEDED:
{
Net::Character *character = new Net::Character;
int slot;
character->dummy = readPlayerData(msg, &slot);
character->slot = slot;
mCharacters.push_back(character);
updateCharSelectDialog();
// Close the character create dialog
if (mCharCreateDialog)
{
mCharCreateDialog->scheduleDelete();
mCharCreateDialog = 0;
}
}
break;
case SMSG_CHAR_CREATE_FAILED:
new OkDialog(_("Error"), _("Failed to create character. Most "
"likely the name is already taken."));
if (mCharCreateDialog)
mCharCreateDialog->unlock();
break;
case SMSG_CHAR_DELETE_SUCCEEDED:
delete mSelectedCharacter;
mCharacters.remove(mSelectedCharacter);
mSelectedCharacter = 0;
updateCharSelectDialog();
unlockCharSelectDialog();
new OkDialog(_("Info"), _("Character deleted."));
break;
case SMSG_CHAR_DELETE_FAILED:
unlockCharSelectDialog();
new OkDialog(_("Error"), _("Failed to delete character."));
break;
case SMSG_CHAR_MAP_INFO:
msg.skip(4); // CharID, must be the same as player_node->charID
map_path = msg.readString(16);
mapServer.hostname = ipToString(msg.readInt32());
mapServer.port = msg.readInt16();
// Prevent the selected local player from being deleted
player_node = mSelectedCharacter->dummy;
mSelectedCharacter->dummy = 0;
delete_all(mCharacters);
mCharacters.clear();
updateCharSelectDialog();
mNetwork->disconnect();
state = STATE_CONNECT_GAME;
break;
}
}
LocalPlayer *CharServerHandler::readPlayerData(Net::MessageIn &msg, int *slot)
{
const Token &token =
static_cast(Net::getLoginHandler())->getToken();
LocalPlayer *tempPlayer = new LocalPlayer(msg.readInt32(), 0);
tempPlayer->setGender(token.sex);
tempPlayer->setExp(msg.readInt32());
tempPlayer->setMoney(msg.readInt32());
tempPlayer->setExperience(JOB, msg.readInt32(), 1);
int temp = msg.readInt32();
tempPlayer->setAttributeBase(JOB, temp, false);
tempPlayer->setAttributeEffective(JOB, temp);
tempPlayer->setSprite(SPRITE_SHOE, msg.readInt16());
tempPlayer->setSprite(SPRITE_GLOVES, msg.readInt16());
tempPlayer->setSprite(SPRITE_CAPE, msg.readInt16());
tempPlayer->setSprite(SPRITE_MISC1, msg.readInt16());
msg.readInt32(); // option
msg.readInt32(); // karma
msg.readInt32(); // manner
msg.skip(2); // unknown
tempPlayer->setHp(msg.readInt16());
tempPlayer->setMaxHp(msg.readInt16());
tempPlayer->setMP(msg.readInt16());
tempPlayer->setMaxMP(msg.readInt16());
msg.readInt16(); // speed
msg.readInt16(); // class
int hairStyle = msg.readInt16();
Uint16 weapon = msg.readInt16();
tempPlayer->setSprite(SPRITE_WEAPON, weapon, "", true);
tempPlayer->setLevel(msg.readInt16());
msg.readInt16(); // skill point
tempPlayer->setSprite(SPRITE_BOTTOMCLOTHES, msg.readInt16()); // head bottom
tempPlayer->setSprite(SPRITE_SHIELD, msg.readInt16());
tempPlayer->setSprite(SPRITE_HAT, msg.readInt16()); // head option top
tempPlayer->setSprite(SPRITE_TOPCLOTHES, msg.readInt16()); // head option mid
tempPlayer->setSprite(SPRITE_HAIR, hairStyle * -1, ColorDB::get(msg.readInt16()));
tempPlayer->setSprite(SPRITE_MISC2, msg.readInt16());
tempPlayer->setName(msg.readString(24));
for (int i = 0; i < 6; i++)
tempPlayer->setAttributeBase(i + STR, msg.readInt8(), false);
*slot = msg.readInt8(); // character slot
msg.readInt8(); // unknown
return tempPlayer;
}
void CharServerHandler::setCharSelectDialog(CharSelectDialog *window)
{
mCharSelectDialog = window;
updateCharSelectDialog();
}
void CharServerHandler::setCharCreateDialog(CharCreateDialog *window)
{
mCharCreateDialog = window;
if (!mCharCreateDialog)
return;
std::vector attributes;
attributes.push_back(_("Strength:"));
attributes.push_back(_("Agility:"));
attributes.push_back(_("Vitality:"));
attributes.push_back(_("Intelligence:"));
attributes.push_back(_("Dexterity:"));
attributes.push_back(_("Luck:"));
const Token &token =
static_cast(Net::getLoginHandler())->getToken();
mCharCreateDialog->setAttributes(attributes, 30, 1, 9);
mCharCreateDialog->setFixedGender(true, token.sex);
}
void CharServerHandler::requestCharacters()
{
connect();
}
void CharServerHandler::chooseCharacter(Net::Character *character)
{
mSelectedCharacter = character;
MessageOut outMsg(CMSG_CHAR_SELECT);
outMsg.writeInt8(mSelectedCharacter->slot);
}
void CharServerHandler::newCharacter(const std::string &name, int slot,
bool gender, int hairstyle, int hairColor,
const std::vector &stats)
{
MessageOut outMsg(CMSG_CHAR_CREATE);
outMsg.writeString(name, 24);
for (int i = 0; i < 6; i++)
{
outMsg.writeInt8(stats[i]);
}
outMsg.writeInt8(slot);
outMsg.writeInt16(hairColor);
outMsg.writeInt16(hairstyle);
}
void CharServerHandler::deleteCharacter(Net::Character *character)
{
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);
}
int CharServerHandler::baseSprite() const
{
return SPRITE_BASE;
}
int CharServerHandler::hairSprite() const
{
return SPRITE_HAIR;
}
int CharServerHandler::maxSprite() const
{
return SPRITE_VECTOREND;
}
void CharServerHandler::connect()
{
const Token &token =
static_cast(Net::getLoginHandler())->getToken();
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);
// [Fate] The next word is unused by the old char server, so we squeeze in
// mana client version information
outMsg.writeInt16(CLIENT_PROTOCOL_VERSION);
outMsg.writeInt8((token.sex == GENDER_MALE) ? 1 : 0);
// We get 4 useless bytes before the real answer comes in (what are these?)
mNetwork->skip(4);
}
} // namespace EAthena