/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 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 . */ #include "net/manaserv/gamehandler.h" #include "client.h" #include "localplayer.h" #include "net/manaserv/chathandler.h" #include "net/manaserv/connection.h" #include "net/manaserv/messageout.h" #include "net/manaserv/manaserv_protocol.h" extern Net::GameHandler *gameHandler; extern ManaServ::ChatHandler *chatHandler; namespace ManaServ { extern Connection *chatServerConnection; extern Connection *gameServerConnection; extern std::string netToken; extern ServerInfo gameServer; extern ServerInfo chatServer; GameHandler::GameHandler() { static const Uint16 _messages[] = { GPMSG_DISCONNECT_RESPONSE, 0 }; handledMessages = _messages; gameHandler = this; } void GameHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case GPMSG_DISCONNECT_RESPONSE: { int errMsg = msg.readInt8(); // Successful logout if (errMsg == ERRMSG_OK) { netToken = msg.readString(32); if (!netToken.empty()) { Client::setState(STATE_SWITCH_CHARACTER); } else { // TODO: Handle logout } } // Logout failed else { switch (errMsg) { case ERRMSG_NO_LOGIN: errorMessage = "Gameserver: Not logged in"; break; default: errorMessage = "Gameserver: Unknown error"; break; } Client::setState(STATE_ERROR); } } break; } } void GameHandler::connect() { gameServerConnection->connect(gameServer.hostname, gameServer.port); // Will already be connected if we just changed gameservers if (!chatServerConnection->isConnected()) chatServerConnection->connect(chatServer.hostname, chatServer.port); } bool GameHandler::isConnected() { return gameServerConnection->isConnected() && chatHandler->isConnected(); } void GameHandler::disconnect() { gameServerConnection->disconnect(); // No need if we're just changing gameservers if (Client::getState() != STATE_CHANGE_MAP) chatHandler->disconnect(); } void GameHandler::who() { // TODO } void GameHandler::quit(bool reconnectAccount) { MessageOut msg(PGMSG_DISCONNECT); msg.writeInt8((unsigned char) reconnectAccount); gameServerConnection->send(msg); } void GameHandler::gameLoading() { MessageOut msg(PGMSG_CONNECT); msg.writeString(netToken, 32); gameServerConnection->send(msg); chatHandler->connect(); // Attack range from item DB // TODO: Deharcode it through equipment handling player_node->setAttackRange(48); } } // namespace ManaServ