/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2013 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 .
*/
#include "net/manaserv/charhandler.h"
#include "client.h"
#include "localplayer.h"
#include "log.h"
#include "gui/charcreatedialog.h"
#include "gui/okdialog.h"
#include "net/inventoryhandler.h"
#include "net/loginhandler.h"
#include "net/net.h"
#include "net/manaserv/connection.h"
#include "net/manaserv/gamehandler.h"
#include "net/manaserv/beinghandler.h"
#include "net/manaserv/messagein.h"
#include "net/manaserv/messageout.h"
#include "net/manaserv/manaserv_protocol.h"
#include "resources/attributes.h"
#include "resources/hairdb.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;
}
CharHandler::~CharHandler()
{
clear();
}
void CharHandler::handleMessage(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(MessageIn &msg)
{
CachedCharacterInfo info;
info.slot = msg.readInt8();
info.name = msg.readString();
info.gender = msg.readInt8() == ManaServ::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();
while (msg.getUnreadLength() > 0)
{
int id = msg.readInt32();
CachedAttrbiute &attr = info.attributes[id];
attr.base = msg.readInt32() / 256.0;
attr.mod = msg.readInt32() / 256.0;
}
mCachedCharacterInfos.push_back(info);
updateCharacters();
}
void CharHandler::handleCharacterCreateResponse(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_ATTRIBUTES_TOO_HIGH:
errorMessage = _("Character's stats are too high.");
break;
case CREATE_ATTRIBUTES_TOO_LOW:
errorMessage = _("Character's stats are too low.");
break;
case CREATE_ATTRIBUTES_OUT_OF_RANGE:
errorMessage = strprintf( _("At least one stat"
"is out of the permitted range: (%u - %u)."),
Attributes::getAttributeMinimum(),
Attributes::getAttributeMaximum());
break;
case CREATE_INVALID_SLOT:
errorMessage = _("Invalid slot number.");
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 = nullptr;
}
}
}
void CharHandler::handleCharacterDeleteResponse(MessageIn &msg)
{
int errMsg = msg.readInt8();
if (errMsg == ERRMSG_OK)
{
// Character deletion successful
for (unsigned i = 0; i < mCachedCharacterInfos.size(); ++i)
{
if (mCachedCharacterInfos[i].slot == mSelectedCharacter->slot)
{
mCachedCharacterInfos.erase(mCachedCharacterInfos.begin() + i);
break;
}
}
delete mSelectedCharacter;
mCharacters.remove(mSelectedCharacter);
updateCharSelectDialog();
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 = nullptr;
unlockCharSelectDialog();
}
void CharHandler::handleCharacterSelectResponse(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);
// Prevent the selected local player from being deleted
local_player = mSelectedCharacter->dummy;
PlayerInfo::setBackend(mSelectedCharacter->data);
mSelectedCharacter->dummy = nullptr;
Client::setState(STATE_CONNECT_GAME);
}
else
{
switch (errMsg)
{
case ERRMSG_FAILURE:
errorMessage = _("No gameservers are available.");
break;
case ERRMSG_INVALID_ARGUMENT:
errorMessage = _("Invalid character slot selected.");
break;
default:
errorMessage = strprintf(_("Unhandled character select "
"error message %i."), errMsg);
}
delete_all(mCharacters);
mCharacters.clear();
Client::setState(STATE_ERROR);
}
}
void CharHandler::setCharSelectDialog(CharSelectDialog *window)
{
mCharSelectDialog = window;
updateCharacters();
}
void CharHandler::setCharCreateDialog(CharCreateDialog *window)
{
mCharCreateDialog = window;
if (!mCharCreateDialog)
return;
mCharCreateDialog->setAttributes(Attributes::getLabels(),
Attributes::getCreationPoints(),
Attributes::getAttributeMinimum(),
Attributes::getAttributeMaximum());
}
void CharHandler::requestCharacters()
{
if (!accountServerConnection->isConnected())
{
Net::getLoginHandler()->connect();
}
else
{
// The characters are already there, continue to character selection
Client::setState(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 &stats)
{
MessageOut msg(PAMSG_CHAR_CREATE);
msg.writeString(name);
msg.writeInt8(hairstyle);
msg.writeInt8(hairColor);
msg.writeInt8(gender);
msg.writeInt8(slot);
for (int stat : stats)
msg.writeInt16(stat);
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);
}
unsigned int CharHandler::baseSprite() const
{
return SPRITE_LAYER_BASE;
}
unsigned int CharHandler::hairSprite() const
{
return SPRITE_LAYER_HAIR;
}
unsigned int CharHandler::maxSprite() const
{
static unsigned int visibleSlots = FIXED_SPRITE_LAYER_SIZE
+ Net::getInventoryHandler()->getVisibleSlotsNumber();
return visibleSlots;
}
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 (const auto &info : mCachedCharacterInfos)
{
auto *character = new Net::Character;
character->slot = info.slot;
LocalPlayer *player = character->dummy = new LocalPlayer;
player->setName(info.name);
player->setGender(info.gender);
player->setSprite(SPRITE_LAYER_HAIR, info.hairStyle * -1,
hairDB.getHairColor(info.hairColor));
character->data.mAttributes[LEVEL] = info.level;
character->data.mAttributes[CHAR_POINTS] = info.characterPoints;
character->data.mAttributes[CORR_POINTS] = info.correctionPoints;
for (const auto &[id, attr] : info.attributes)
{
character->data.mStats[id].base = attr.base;
character->data.mStats[id].mod = attr.mod;
}
mCharacters.push_back(character);
}
updateCharSelectDialog();
}
void CharHandler::clear()
{
setCharCreateDialog(nullptr);
setCharSelectDialog(nullptr);
mCachedCharacterInfos.clear();
updateCharacters();
}
} // namespace ManaServ