/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "net/ea/charserverhandler.h" #include "game.h" #include "log.h" #include "main.h" #include "gui/charcreatedialog.h" #include "gui/okdialog.h" #include "net/logindata.h" #include "net/messagein.h" #include "net/messageout.h" #include "net/net.h" #include "net/ea/loginhandler.h" #include "net/ea/network.h" #include "net/ea/protocol.h" #include "resources/colordb.h" #include "utils/gettext.h" #include "utils/stringutils.h" extern Net::CharHandler *charHandler; namespace EAthena { extern ServerInfo charServer; extern ServerInfo mapServer; CharServerHandler::CharServerHandler(): mCharSelectDialog(0), mCharCreateDialog(0) { 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, 0 }; handledMessages = _messages; charHandler = this; } void CharServerHandler::handleMessage(Net::MessageIn &msg) { int count, slot; LocalPlayer *tempPlayer; logger->log("CharServerHandler: Packet ID: %x, Length: %d", msg.getId(), msg.getLength()); switch (msg.getId()) { case SMSG_CHAR_LOGIN: msg.skip(2); // Length word msg.skip(20); // Unused // Derive number of characters from message length count = (msg.getLength() - 24) / 106; for (int i = 0; i < count; i++) { tempPlayer = readPlayerData(msg, slot); mCharInfo->select(slot); mCharInfo->setEntry(tempPlayer); logger->log("CharServer: Player: %s (%d)", tempPlayer->getName().c_str(), slot); } state = STATE_CHAR_SELECT; break; case SMSG_CHAR_LOGIN_ERROR: switch (msg.readInt8()) { case 0: errorMessage = _("Access denied."); break; case 1: errorMessage = _("Cannot use this ID."); break; default: errorMessage = _("Unknown failure to select character."); break; } mCharInfo->unlock(); break; case SMSG_CHAR_CREATE_SUCCEEDED: tempPlayer = readPlayerData(msg, slot); mCharInfo->unlock(); mCharInfo->select(slot); mCharInfo->setEntry(tempPlayer); // Close the character create dialog if (mCharCreateDialog) { mCharCreateDialog->success(); mCharCreateDialog->scheduleDelete(); mCharCreateDialog = 0; } 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: tempPlayer = mCharInfo->getEntry(); mCharInfo->setEntry(0); mCharInfo->unlock(); if (mCharSelectDialog) mCharSelectDialog->update(mCharInfo->getPos()); new OkDialog(_("Info"), _("Character deleted.")); delete tempPlayer; break; case SMSG_CHAR_DELETE_FAILED: mCharInfo->unlock(); new OkDialog(_("Error"), _("Failed to delete character.")); break; case SMSG_CHAR_MAP_INFO: player_node = mCharInfo->getEntry(); slot = mCharInfo->getPos(); msg.skip(4); // CharID, must be the same as player_node->charID map_path = msg.readString(16); mapServer.hostname = ipToString(msg.readInt32()); mapServer.port = msg.readInt16(); mCharInfo->unlock(); mCharInfo->select(0); // Clear unselected players infos do { LocalPlayer *tmp = mCharInfo->getEntry(); if (tmp != player_node) { delete tmp; mCharInfo->setEntry(0); } mCharInfo->next(); } while (mCharInfo->getPos()); mCharInfo->select(slot); mNetwork->disconnect(); state = STATE_CONNECT_GAME; break; } } LocalPlayer *CharServerHandler::readPlayerData(Net::MessageIn &msg, int &slot) { const Token &token = static_cast(Net::getLoginHandler())->getToken(); LocalPlayer *tempPlayer = new LocalPlayer(msg.readInt32(), 0, NULL); tempPlayer->setGender(token.sex); tempPlayer->setExp(msg.readInt32()); tempPlayer->setMoney(msg.readInt32()); tempPlayer->setExperience(JOB, msg.readInt32(), 1); int temp = msg.readInt32(); tempPlayer->setAttributeBase(JOB, temp, false); tempPlayer->setAttributeEffective(JOB, temp); tempPlayer->setSprite(Player::SHOE_SPRITE, msg.readInt16()); tempPlayer->setSprite(Player::GLOVES_SPRITE, msg.readInt16()); tempPlayer->setSprite(Player::CAPE_SPRITE, msg.readInt16()); tempPlayer->setSprite(Player::MISC1_SPRITE, msg.readInt16()); msg.readInt32(); // option msg.readInt32(); // karma msg.readInt32(); // manner msg.skip(2); // unknown tempPlayer->setHp(msg.readInt16()); tempPlayer->setMaxHp(msg.readInt16()); tempPlayer->setMP(msg.readInt16()); tempPlayer->setMaxMP(msg.readInt16()); msg.readInt16(); // speed msg.readInt16(); // class int hairStyle = msg.readInt16(); Uint16 weapon = msg.readInt16(); tempPlayer->setSprite(Player::WEAPON_SPRITE, weapon); tempPlayer->setLevel(msg.readInt16()); msg.readInt16(); // skill point tempPlayer->setSprite(Player::BOTTOMCLOTHES_SPRITE, msg.readInt16()); // head bottom tempPlayer->setSprite(Player::SHIELD_SPRITE, msg.readInt16()); tempPlayer->setSprite(Player::HAT_SPRITE, msg.readInt16()); // head option top tempPlayer->setSprite(Player::TOPCLOTHES_SPRITE, msg.readInt16()); // head option mid tempPlayer->setSprite(Player::HAIR_SPRITE, hairStyle * -1, ColorDB::get(msg.readInt16())); tempPlayer->setSprite(Player::MISC2_SPRITE, msg.readInt16()); tempPlayer->setName(msg.readString(24)); for (int i = 0; i < 6; i++) tempPlayer->setAttributeBase(i + STR, msg.readInt8(), false); slot = msg.readInt8(); // character slot msg.readInt8(); // unknown return tempPlayer; } void CharServerHandler::setCharSelectDialog(CharSelectDialog *window) { mCharSelectDialog = window; } void CharServerHandler::setCharCreateDialog(CharCreateDialog *window) { mCharCreateDialog = window; if (!mCharCreateDialog) return; std::vector attributes; attributes.push_back(_("Strength:")); attributes.push_back(_("Agility:")); attributes.push_back(_("Vitality:")); attributes.push_back(_("Intelligence:")); attributes.push_back(_("Dexterity:")); attributes.push_back(_("Luck:")); const Token &token = static_cast(Net::getLoginHandler())->getToken(); mCharCreateDialog->setAttributes(attributes, 30, 1, 9); mCharCreateDialog->setFixedGender(true, token.sex); } void CharServerHandler::getCharacters() { connect(); } void CharServerHandler::chooseCharacter(int slot, LocalPlayer *) { MessageOut outMsg(CMSG_CHAR_SELECT); outMsg.writeInt8(slot); } void CharServerHandler::newCharacter(const std::string &name, int slot, bool gender, int hairstyle, int hairColor, std::vector 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(int slot, LocalPlayer *character) { MessageOut outMsg(CMSG_CHAR_DELETE); outMsg.writeInt32(character->getId()); outMsg.writeString("a@a.com", 40); } void CharServerHandler::switchCharacter() { // This is really a map-server packet MessageOut outMsg(CMSG_PLAYER_RESTART); outMsg.writeInt8(1); } void CharServerHandler::connect() { const Token &token = static_cast(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 EAthena