/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2016 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/tmwa/charserverrecv.h"
#include "client.h"
#include "configuration.h"
#include "settings.h"
#include "gui/windows/charcreatedialog.h"
#include "gui/windows/okdialog.h"
#include "gui/widgets/createwidget.h"
#include "net/character.h"
#include "net/charserverhandler.h"
#include "net/messagein.h"
#include "net/serverfeatures.h"
#include "net/ea/token.h"
#include "net/tmwa/gamehandler.h"
#include "net/tmwa/loginhandler.h"
#include "net/tmwa/network.h"
#include "net/tmwa/sprite.h"
#include "resources/iteminfo.h"
#include "resources/db/itemdb.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#include "debug.h"
extern Net::CharServerHandler *charServerHandler;
namespace TmwAthena
{
extern ServerInfo mapServer;
extern ServerInfo charServer;
void CharServerRecv::readPlayerData(Net::MessageIn &msg,
Net::Character *const character)
{
if (!character)
return;
const Token &token =
static_cast(loginHandler)->getToken();
LocalPlayer *const tempPlayer = new LocalPlayer(
msg.readBeingId("account id"), BeingTypeId_zero);
PlayerInfoBackend &data = character->data;
data.mAttributes[Attributes::EXP] = msg.readInt32("exp");
data.mAttributes[Attributes::MONEY] = msg.readInt32("money");
Stat &jobStat = data.mStats[Attributes::JOB];
jobStat.exp = msg.readInt32("job");
const int temp = msg.readInt32("job level");
jobStat.base = temp;
jobStat.mod = temp;
const int shoes = msg.readInt16("shoes");
const int gloves = msg.readInt16("gloves");
const int cape = msg.readInt16("cape");
const int misc1 = msg.readInt16("misc1");
msg.readInt32("option");
tempPlayer->setKarma(msg.readInt32("karma"));
tempPlayer->setManner(msg.readInt32("manner"));
msg.readInt16("character points left");
data.mAttributes[Attributes::HP] = msg.readInt16("hp");
data.mAttributes[Attributes::MAX_HP] = msg.readInt16("max hp");
data.mAttributes[Attributes::MP] = msg.readInt16("mp");
data.mAttributes[Attributes::MAX_MP] = msg.readInt16("max mp");
msg.readInt16("speed");
const uint16_t race = msg.readInt16("class");
const uint8_t hairStyle = msg.readUInt8("hair style");
const uint16_t look = msg.readUInt8("look");
tempPlayer->setSubtype(fromInt(race, BeingTypeId), look);
const uint16_t weapon = msg.readInt16("weapon");
tempPlayer->setSpriteId(SPRITE_BODY,
weapon);
tempPlayer->setWeaponId(weapon);
data.mAttributes[Attributes::LEVEL] = msg.readInt16("level");
msg.readInt16("skill point");
const int bottomClothes = msg.readInt16("bottom clothes");
const int shield = msg.readInt16("shield");
const int hat = msg.readInt16("hat");
const int topClothes = msg.readInt16("top clothes");
const ItemColor hairColor = fromInt(
msg.readUInt8("hair color"), ItemColor);
msg.readUInt8("unused");
if (hairStyle == 0)
{
tempPlayer->unSetSprite(SPRITE_HAIR_COLOR);
}
else
{
tempPlayer->setSpriteColor(SPRITE_HAIR_COLOR,
hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(hairColor));
}
tempPlayer->setHairColor(hairColor);
const int misc2 = msg.readInt16("misc2");
tempPlayer->setName(msg.readString(24, "name"));
character->dummy = tempPlayer;
character->data.mStats[Attributes::STR].base = msg.readUInt8("str");
character->data.mStats[Attributes::AGI].base = msg.readUInt8("agi");
character->data.mStats[Attributes::VIT].base = msg.readUInt8("vit");
character->data.mStats[Attributes::INT].base = msg.readUInt8("int");
character->data.mStats[Attributes::DEX].base = msg.readUInt8("dex");
character->data.mStats[Attributes::LUK].base = msg.readUInt8("luk");
tempPlayer->setSpriteId(SPRITE_HAIR,
shoes);
tempPlayer->setSpriteId(SPRITE_SHOES,
gloves);
tempPlayer->setSpriteId(SPRITE_SHIELD,
cape);
tempPlayer->setSpriteId(SPRITE_HEAD_TOP,
misc1);
tempPlayer->setSpriteId(SPRITE_WEAPON,
bottomClothes);
tempPlayer->setSpriteId(SPRITE_FLOOR,
shield);
tempPlayer->setSpriteId(SPRITE_CLOTHES_COLOR,
hat);
tempPlayer->setSpriteId(SPRITE_HEAD_BOTTOM,
topClothes);
tempPlayer->setSpriteId(SPRITE_HEAD_MID,
misc2);
character->slot = msg.readUInt8("slot");
const uint8_t sex = CAST_U8(msg.readUInt8("gender"));
if (serverFeatures->haveCreateCharGender())
tempPlayer->setGender(Being::intToGender(sex));
else
tempPlayer->setGender(token.sex);
}
void CharServerRecv::processCharLogin(Net::MessageIn &msg)
{
BLOCK_START("CharServerRecv::processCharLogin")
msg.readInt16("len");
const int slots = msg.readInt16("slots");
if (slots > 0 && slots < 30)
loginData.characterSlots = CAST_U16(slots);
msg.skip(18, "unused");
delete_all(charServerHandler->mCharacters);
charServerHandler->mCharacters.clear();
// Derive number of characters from message length
const int count = (msg.getLength() - 24) / 106;
for (int i = 0; i < count; ++i)
{
Net::Character *const character = new Net::Character;
readPlayerData(msg, character);
charServerHandler->mCharacters.push_back(character);
if (character->dummy)
{
logger->log("CharServer: Player: %s (%d)",
character->dummy->getName().c_str(), character->slot);
}
}
client->setState(State::CHAR_SELECT);
BLOCK_END("CharServerRecv::processCharLogin")
}
void CharServerRecv::processCharMapInfo(Net::MessageIn &restrict msg)
{
Network *const network = Network::mInstance;
ServerInfo &server = mapServer;
BLOCK_START("CharServerRecv::processCharMapInfo")
PlayerInfo::setCharId(msg.readInt32("char id?"));
GameHandler *const gh = static_cast(gameHandler);
gh->setMap(msg.readString(16, "map name"));
if (config.getBoolValue("usePersistentIP") || settings.persistentIp)
{
msg.readInt32("ip address");
server.hostname = settings.serverName;
}
else
{
server.hostname = ipToString(msg.readInt32("ip address"));
}
server.port = msg.readInt16("port");
// Prevent the selected local player from being deleted
localPlayer = charServerHandler->mSelectedCharacter->dummy;
PlayerInfo::setBackend(charServerHandler->mSelectedCharacter->data);
charServerHandler->mSelectedCharacter->dummy = nullptr;
charServerHandler->clear();
charServerHandler->updateCharSelectDialog();
if (network)
network->disconnect();
client->setState(State::CONNECT_GAME);
BLOCK_END("CharServerRecv::processCharMapInfo")
}
void CharServerRecv::processChangeMapServer(Net::MessageIn &msg)
{
Network *const network = Network::mInstance;
ServerInfo &server = mapServer;
BLOCK_START("CharServerRecv::processChangeMapServer")
GameHandler *const gh = static_cast(gameHandler);
if (!gh || !network)
{
BLOCK_END("CharServerRecv::processChangeMapServer")
return;
}
gh->setMap(msg.readString(16, "map name"));
const int x = msg.readInt16("x");
const int y = msg.readInt16("y");
if (config.getBoolValue("usePersistentIP") || settings.persistentIp)
{
msg.readInt32("ip address");
server.hostname = settings.serverName;
}
else
{
server.hostname = ipToString(msg.readInt32("ip address"));
}
server.port = msg.readInt16("port");
network->disconnect();
client->setState(State::CHANGE_MAP);
if (localPlayer)
{
localPlayer->setTileCoords(x, y);
localPlayer->setMap(nullptr);
}
BLOCK_END("CharServerRecv::processChangeMapServer")
}
void CharServerRecv::processCharCreate(Net::MessageIn &msg)
{
BLOCK_START("CharServerRecv::processCharCreate")
Net::Character *const character = new Net::Character;
readPlayerData(msg, character);
charServerHandler->mCharacters.push_back(character);
charServerHandler->updateCharSelectDialog();
// Close the character create dialog
if (charServerHandler->mCharCreateDialog)
{
charServerHandler->mCharCreateDialog->scheduleDelete();
charServerHandler->mCharCreateDialog = nullptr;
}
BLOCK_END("CharServerRecv::processCharCreate")
}
void CharServerRecv::processCharDeleteFailed(Net::MessageIn &msg)
{
BLOCK_START("CharServerRecv::processCharDeleteFailed")
charServerHandler->unlockCharSelectDialog();
msg.readUInt8("error");
CREATEWIDGET(OkDialog,
// TRANSLATORS: error header
_("Error"),
// TRANSLATORS: error message
_("Failed to delete character."),
// TRANSLATORS: ok dialog button
_("OK"),
DialogType::ERROR,
Modal_true,
ShowCenter_true,
nullptr,
260);
BLOCK_END("CharServerRecv::processCharDeleteFailed")
}
} // namespace TmwAthena