/* * 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(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