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/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2012 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/tmwa/charserverhandler.h"
#include "client.h"
#include "game.h"
#include "log.h"
#include "gui/charcreatedialog.h"
#include "gui/okdialog.h"
#include "net/logindata.h"
#include "net/net.h"
#include "net/tmwa/gamehandler.h"
#include "net/tmwa/loginhandler.h"
#include "net/tmwa/messagein.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/network.h"
#include "net/tmwa/protocol.h"
#include "resources/attributes.h"
#include "resources/chardb.h"
#include "resources/hairdb.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#include "utils/stringutils.h"
extern Net::CharHandler *charHandler;
namespace TmwAthena {
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,
SMSG_CHANGE_MAP_SERVER,
0
};
handledMessages = _messages;
charHandler = this;
}
void CharServerHandler::handleMessage(MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_CHAR_LOGIN:
{
msg.skip(2); // Length word
msg.skip(20); // Unused
delete_all(mCharacters);
mCharacters.clear();
// Derive number of characters from message length
const int count = (msg.getLength() - 24) / 106;
for (int i = 0; i < count; ++i)
{
auto *character = new Net::Character;
readPlayerData(msg, character);
mCharacters.push_back(character);
logger->log("CharServer: Player: %s (%d)",
character->dummy->getName().c_str(), character->slot);
}
Client::setState(STATE_CHAR_SELECT);
}
break;
case SMSG_CHAR_LOGIN_ERROR:
switch (msg.readInt8())
{
case 0:
errorMessage = _("Access denied. Most likely, there are "
"too many players on this server.");
break;
case 1:
errorMessage = _("Cannot use this ID.");
break;
default:
errorMessage = _("Unknown char-server failure.");
break;
}
Client::setState(STATE_ERROR);
break;
case SMSG_CHAR_CREATE_SUCCEEDED:
{
auto *character = new Net::Character;
readPlayerData(msg, character);
mCharacters.push_back(character);
updateCharSelectDialog();
// Close the character create dialog
if (mCharCreateDialog)
{
mCharCreateDialog->scheduleDelete();
mCharCreateDialog = nullptr;
}
}
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 = nullptr;
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 local_player->charID
auto *gh = static_cast<GameHandler*>(Net::getGameHandler());
gh->setMap(msg.readString(16));
const auto ip = msg.readInt32();
if (charServer.persistentIp)
mapServer.hostname = charServer.hostname;
else
mapServer.hostname = ipToString(ip);
mapServer.port = msg.readInt16();
local_player = mSelectedCharacter->dummy;
PlayerInfo::setBackend(mSelectedCharacter->data);
// Prevent the selected local player from being deleted
mSelectedCharacter->dummy = nullptr;
delete_all(mCharacters);
mCharacters.clear();
updateCharSelectDialog();
mNetwork->disconnect();
Client::setState(STATE_CONNECT_GAME);
}
break;
case SMSG_CHANGE_MAP_SERVER:
{
auto *gh = static_cast<GameHandler*>(Net::getGameHandler());
gh->setMap(msg.readString(16));
int x = msg.readInt16();
int y = msg.readInt16();
mapServer.hostname = ipToString(msg.readInt32());
mapServer.port = msg.readInt16();
mNetwork->disconnect();
Client::setState(STATE_CHANGE_MAP);
Map *map = local_player->getMap();
const int tileWidth = map->getTileWidth();
const int tileHeight = map->getTileHeight();
local_player->setPosition(Vector(x * tileWidth + tileWidth / 2,
y * tileHeight + tileHeight / 2));
local_player->setMap(nullptr);
}
break;
}
}
void CharServerHandler::readPlayerData(MessageIn &msg, Net::Character *character)
{
const Token &token =
static_cast<LoginHandler*>(Net::getLoginHandler())->getToken();
auto *tempPlayer = new LocalPlayer(msg.readInt32(), 0);
tempPlayer->setGender(token.sex);
character->data.mAttributes[EXP] = msg.readInt32();
character->data.mAttributes[MONEY] = msg.readInt32();
character->data.mStats[JOB].exp = msg.readInt32();
int temp = msg.readInt32();
character->data.mStats[JOB].base = temp;
character->data.mStats[JOB].mod = 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.readInt16(); // character points left
character->data.mAttributes[HP] = msg.readInt16();
character->data.mAttributes[MAX_HP] = msg.readInt16();
character->data.mAttributes[MP] = msg.readInt16();
character->data.mAttributes[MAX_MP] = msg.readInt16();
msg.readInt16(); // speed
const uint16_t race = msg.readInt16(); // class (used for race)
int hairStyle = msg.readInt8();
msg.readInt8(); // look
tempPlayer->setSubtype(race);
Uint16 weapon = msg.readInt16();
tempPlayer->setSprite(SPRITE_WEAPON, weapon, "", true);
character->data.mAttributes[LEVEL] = 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,
hairDB.getHairColor(msg.readInt16()));
tempPlayer->setSprite(SPRITE_MISC2, msg.readInt16());
tempPlayer->setName(msg.readString(24));
character->dummy = tempPlayer;
for (int i = 0; i < 6; i++)
character->data.mStats[i + STRENGTH].base = msg.readInt8();
character->slot = msg.readInt8(); // character slot
const uint8_t sex = msg.readInt8();
tempPlayer->setGender(sex ? Gender::MALE : Gender::FEMALE);
}
void CharServerHandler::setCharSelectDialog(CharSelectDialog *window)
{
mCharSelectDialog = window;
updateCharSelectDialog();
}
void CharServerHandler::setCharCreateDialog(CharCreateDialog *window)
{
mCharCreateDialog = window;
if (!mCharCreateDialog)
return;
std::vector<std::string> attributes;
attributes.emplace_back(_("Strength:"));
attributes.emplace_back(_("Agility:"));
attributes.emplace_back(_("Vitality:"));
attributes.emplace_back(_("Intelligence:"));
attributes.emplace_back(_("Dexterity:"));
attributes.emplace_back(_("Luck:"));
const Token &token =
static_cast<LoginHandler*>(Net::getLoginHandler())->getToken();
unsigned minStat = CharDB::getMinStat();
if (minStat == 0)
minStat = Attributes::getAttributeMinimum();
unsigned maxStat = CharDB::getMaxStat();
if (maxStat == 0)
maxStat = Attributes::getAttributeMaximum();
unsigned sumStat = CharDB::getSumStat();
if (sumStat == 0)
sumStat = Attributes::getCreationPoints();
mCharCreateDialog->setAttributes(attributes, sumStat, minStat, maxStat);
mCharCreateDialog->setDefaultGender(token.sex);
}
void CharServerHandler::requestCharacters()
{
connect();
}
void CharServerHandler::chooseCharacter(Net::Character *character)
{
mSelectedCharacter = character;
mCharSelectDialog = nullptr;
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<int> &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_REBOOT);
outMsg.writeInt8(1);
}
unsigned int CharServerHandler::baseSprite() const
{
return SPRITE_BASE;
}
unsigned int CharServerHandler::hairSprite() const
{
return SPRITE_HAIR;
}
unsigned int CharServerHandler::maxSprite() const
{
return SPRITE_VECTOREND;
}
int CharServerHandler::getCharCreateMinHairColorId() const
{
return CharDB::getMinHairColor();
}
int CharServerHandler::getCharCreateMaxHairColorId() const
{
const int max = CharDB::getMaxHairColor();
return max ? max : 11; // default maximum
}
int CharServerHandler::getCharCreateMaxHairStyleId() const
{
const int max = CharDB::getMaxHairStyle();
return max ? max : 19; // default maximum
}
void CharServerHandler::connect()
{
const Token &token =
static_cast<LoginHandler*>(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 TmwAthena
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