/*
* The ManaPlus Client
* Copyright (C) 2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 The ManaPlus Developers
*
* This file is part of The ManaPlus 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/eathena/gamehandler.h"
#include "client.h"
#include "logger.h"
#include "being/localplayer.h"
#include "net/serverfeatures.h"
#include "net/eathena/loginhandler.h"
#include "net/eathena/messageout.h"
#include "net/eathena/network.h"
#include "net/eathena/protocol.h"
#include "debug.h"
extern Net::GameHandler *gameHandler;
namespace EAthena
{
extern ServerInfo mapServer;
GameHandler::GameHandler() :
MessageHandler(),
Ea::GameHandler()
{
static const uint16_t _messages[] =
{
SMSG_MAP_LOGIN_SUCCESS,
SMSG_SERVER_PING,
SMSG_WHO_ANSWER,
SMSG_CHAR_SWITCH_RESPONSE,
SMSG_MAP_QUIT_RESPONSE,
SMSG_MAP_ACCOUNT_ID,
SMSG_MAP_AUTH_REFUSE,
0
};
handledMessages = _messages;
gameHandler = this;
}
void GameHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_MAP_LOGIN_SUCCESS:
processMapLogin(msg);
break;
case SMSG_SERVER_PING:
processServerTick(msg);
// We ignore this for now
// int tick = msg.readInt32()
break;
case SMSG_WHO_ANSWER:
processWhoAnswer(msg);
break;
case SMSG_CHAR_SWITCH_RESPONSE:
processCharSwitchResponse(msg);
break;
case SMSG_MAP_QUIT_RESPONSE:
processMapQuitResponse(msg);
break;
case SMSG_MAP_ACCOUNT_ID:
processMapAccountId(msg);
break;
case SMSG_MAP_AUTH_REFUSE:
processMapAuthRefuse(msg);
break;
default:
break;
}
}
void GameHandler::mapLoadedEvent() const
{
createOutPacket(CMSG_MAP_LOADED);
}
void GameHandler::connect()
{
if (!mNetwork)
return;
mNetwork->connect(mapServer);
const Token &token = static_cast(loginHandler)->getToken();
if (client->getState() == STATE_CONNECT_GAME)
{
// Change the player's ID to the account ID to match what eAthena uses
if (localPlayer)
{
mCharID = localPlayer->getId();
localPlayer->setId(token.account_ID);
}
else
{
mCharID = BeingId_zero;
}
}
// Send login infos
createOutPacket(CMSG_MAP_SERVER_CONNECT);
outMsg.writeBeingId(token.account_ID, "account id");
outMsg.writeBeingId(mCharID, "char id");
outMsg.writeInt32(token.session_ID1, "session key1");
outMsg.writeInt32(0, "tick");
outMsg.writeInt8(Being::genderToInt(token.sex), "sex");
if (serverFeatures->haveMapServerVersion())
loginHandler->sendVersion();
/*
if (localPlayer)
{
// Change the player's ID to the account ID to match what eAthena uses
localPlayer->setId(token.account_ID);
}
*/
// We get 4 useless bytes before the real answer comes in (what are these?)
// mNetwork->skip(4);
}
bool GameHandler::isConnected() const
{
if (!mNetwork)
return false;
return mNetwork->isConnected();
}
void GameHandler::disconnect()
{
if (mNetwork)
mNetwork->disconnect();
}
void GameHandler::quit() const
{
createOutPacket(CMSG_CLIENT_QUIT);
}
void GameHandler::ping(const int tick) const
{
createOutPacket(CMSG_MAP_PING);
outMsg.writeInt32(tick, "tick");
}
void GameHandler::disconnect2() const
{
}
void GameHandler::processMapAccountId(Net::MessageIn &msg)
{
// ignored, because we already know local player account id.
msg.readBeingId("account id");
}
void GameHandler::processMapLogin(Net::MessageIn &msg)
{
unsigned char direction;
uint16_t x, y;
msg.readInt32("start time");
msg.readCoordinates(x, y, direction, "position");
msg.readInt8("x size");
msg.readInt8("y size");
logger->log("Protocol: Player start position: "
"(%d, %d), Direction: %d",
x, y, direction);
msg.readInt16("font");
msg.readUInt8("sex");
mLastHost &= 0xffffff;
GameHandler *const g = static_cast(gameHandler);
if (g)
{
Network *const network = g->mNetwork;
if (network)
network->pauseDispatch();
}
// Switch now or we'll have problems
client->setState(STATE_GAME);
if (localPlayer)
localPlayer->setTileCoords(x, y);
}
void GameHandler::processServerTick(Net::MessageIn &msg)
{
// ignoring
msg.readInt32("tick");
}
void GameHandler::processMapAuthRefuse(Net::MessageIn &msg)
{
UNIMPLIMENTEDPACKET;
msg.readUInt8("error");
}
} // namespace EAthena