/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * $Id$ */ #include "charserverhandler.h" #include "messagein.h" #include "network.h" #include "protocol.h" #include "../game.h" #include "../localplayer.h" #include "../log.h" #include "../logindata.h" #include "../main.h" #include "../gui/ok_dialog.h" CharServerHandler::CharServerHandler() { static const Uint16 _messages[] = { APMSG_CHAR_CREATE_RESPONSE, APMSG_CHAR_DELETE_RESPONSE, APMSG_CHAR_INFO, APMSG_CHAR_SELECT_RESPONSE, 0 }; handledMessages = _messages; } void CharServerHandler::handleMessage(MessageIn &msg) { int slot; LocalPlayer *tempPlayer; switch (msg.getId()) { case APMSG_CHAR_CREATE_RESPONSE: handleCharCreateResponse(msg); break; case APMSG_CHAR_DELETE_RESPONSE: { int errMsg = msg.readByte(); // Character deletion successful if (errMsg == ERRMSG_OK) { delete mCharInfo->getEntry(); mCharInfo->setEntry(0); mCharInfo->unlock(); n_character--; new OkDialog("Info", "Player deleted"); } // Character deletion failed else { std::string message = ""; switch (errMsg) { case ERRMSG_NO_LOGIN: message = "Not logged in"; break; case ERRMSG_INVALID_ARGUMENT: message = "Selection out of range"; break; default: message = "Unknown error"; } mCharInfo->unlock(); new OkDialog("Error", message); } } break; case APMSG_CHAR_INFO: tempPlayer = readPlayerData(msg, slot); mCharInfo->unlock(); mCharInfo->select(slot); mCharInfo->setEntry(tempPlayer); n_character++; break; case APMSG_CHAR_SELECT_RESPONSE: handleCharSelectResponse(msg); break; } } void CharServerHandler::handleCharCreateResponse(MessageIn &msg) { int errMsg = msg.readByte(); // Character creation failed if (errMsg != ERRMSG_OK) { std::string message = ""; switch (errMsg) { case ERRMSG_NO_LOGIN: message = "Not logged in"; break; case CREATE_TOO_MUCH_CHARACTERS: message = "No empty slot"; break; case ERRMSG_INVALID_ARGUMENT: message = "Invalid name"; break; case CREATE_EXISTS_NAME: message = "Character's name already exists"; break; case CREATE_INVALID_HAIRSTYLE: message = "Invalid hairstyle"; break; case CREATE_INVALID_HAIRCOLOR: message = "Invalid hair color"; break; case CREATE_INVALID_GENDER: message = "Invalid gender"; break; case CREATE_RAW_STATS_TOO_HIGH: message = "Character's stats are too high"; break; case CREATE_RAW_STATS_TOO_LOW: message = "Character's stats are too low"; break; case CREATE_RAW_STATS_INVALID_DIFF: message = "Character's stats difference is too high"; break; case CREATE_RAW_STATS_EQUAL_TO_ZERO: message = "One stat is zero"; break; default: message = "Unknown error"; break; } new OkDialog("Error", message); } } void CharServerHandler::handleCharSelectResponse(MessageIn &msg) { int errMsg = msg.readByte(); if (errMsg == ERRMSG_OK) { token = msg.readString(32); std::string gameServer = msg.readString(); unsigned short gameServerPort = msg.readShort(); std::string chatServer = msg.readString(); unsigned short chatServerPort = msg.readShort(); logger->log("Game server: %s:%d", gameServer.c_str(), gameServerPort); logger->log("Chat server: %s:%d", chatServer.c_str(), chatServerPort); Network::connect(Network::GAME, gameServer, gameServerPort); Network::connect(Network::CHAT, chatServer, chatServerPort); // Keep the selected character and delete the others player_node = mCharInfo->getEntry(); mCharInfo->unlock(); mCharInfo->select(0); do { LocalPlayer *tmp = mCharInfo->getEntry(); if (tmp != player_node) delete tmp; mCharInfo->next(); } while (mCharInfo->getPos()); state = STATE_CONNECT_GAME; } } LocalPlayer* CharServerHandler::readPlayerData(MessageIn &msg, int &slot) { LocalPlayer *tempPlayer = new LocalPlayer; slot = msg.readByte(); // character slot tempPlayer->mName = msg.readString(); tempPlayer->setSex(msg.readByte()); tempPlayer->setHairStyle(msg.readByte()); tempPlayer->setHairColor(msg.readByte()); tempPlayer->mLevel = msg.readByte(); tempPlayer->mMoney = msg.readShort(); for (int i = 0; i < 6; i++) { tempPlayer->mAttr[i] = msg.readByte(); } return tempPlayer; }