summaryrefslogtreecommitdiff
path: root/src/gamehandler.cpp
blob: 6305f410ac6d7da862c7c1c7d2debe0d8caa366a (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
/*
 *  The Mana World Server
 *  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 "gamehandler.h"

#include <iostream>
#include <map>

#include "gameclient.h"
#include "map.h"
#include "messagein.h"
#include "messageout.h"
#include "netcomputer.h"
#include "state.h"
#include "utils/logger.h"

struct GamePendingLogin
{
    PlayerPtr character;
    int timeout;
};

typedef std::map< std::string, GamePendingLogin > GamePendingLogins;
typedef std::map< std::string, GameClient * > GamePendingClients;

/**
 * The pending logins represent clients who were given a magic token by the
 * account server but who have not yet logged in to the game server.
 */
static GamePendingLogins pendingLogins;

/**
 * The pending clients represent clients who tried to login to the game server,
 * but for which no magic token is available yet. This can happen when the
 * communication between the account server and client went faster than the
 * communication between the account server and the game server.
 */
static GamePendingClients pendingClients;

/**
 * Notification that a particular token has been given to allow a certain
 * player to enter the game.
 *
 * This method is currently called directly from the account server. Later on
 * it should be a message sent from the account server to the game server.
 */
void registerGameClient(std::string const &token, PlayerPtr ch)
{
    GamePendingClients::iterator i = pendingClients.find(token);
    if (i != pendingClients.end())
    {
        GameClient *computer = i->second;
        computer->setCharacter(ch);
        pendingClients.erase(i);
        MessageOut result;
        result.writeShort(GPMSG_CONNECT_RESPONSE);
        result.writeByte(ERRMSG_OK);
        computer->send(result);
    }
    else
    {
        GamePendingLogin p;
        p.character = ch;
        p.timeout = 300; // world ticks
        pendingLogins.insert(std::make_pair(token, p));
    }
}

void GameHandler::removeOutdatedPending()
{
    GamePendingLogins::iterator i = pendingLogins.begin();
    GamePendingLogins::iterator next;

    while (i != pendingLogins.end())
    {
        next = i;
        ++next;
        if (--i->second.timeout <= 0)
        {
            pendingLogins.erase(i);
        }
        i = next;
    }
}

NetComputer *GameHandler::computerConnected(ENetPeer *peer)
{
    return new GameClient(peer);
}

void GameHandler::computerDisconnected(NetComputer *computer)
{
    GamePendingClients::iterator i;
    for (i = pendingClients.begin(); i != pendingClients.end(); ++i)
    {
        if (i->second == computer)
        {
            pendingClients.erase(i);
            break;
        }
    }
    delete computer;
}

void GameHandler::process()
{
    ConnectionHandler::process();
    removeOutdatedPending();
}

void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
{
    GameClient &computer = *static_cast< GameClient * >(comp);
    MessageOut result;

    if (computer.getCharacter().get() == NULL) {
        if (message.getId() != PGMSG_CONNECT) return;
        std::string magic_token = message.readString(32);
        GamePendingLogins::iterator i = pendingLogins.find(magic_token);
        if (i == pendingLogins.end())
        {
            GamePendingClients::iterator i;
            for (i = pendingClients.begin(); i != pendingClients.end(); ++i)
            {
                if (i->second == &computer) return;
            }
            pendingClients.insert(std::make_pair(magic_token, &computer));
            return;
        }
        computer.setCharacter(i->second.character);
        pendingLogins.erase(i);
        result.writeShort(GPMSG_CONNECT_RESPONSE);
        result.writeByte(ERRMSG_OK);
        computer.send(result);
        return;
    }

    switch (message.getId())
    {
        case PGMSG_SAY:
            {
                std::string say = message.readString();
                sayAround(computer, say);
            } break;

        case PGMSG_PICKUP:
            {
                // add item to inventory (this is too simplistic atm)
                unsigned int itemId = message.readLong();

                // remove the item from world map

                // send feedback
                computer.getCharacter()->addInventory(itemId);
                result.writeShort(GPMSG_PICKUP_RESPONSE);
                result.writeByte(ERRMSG_OK);
            } break;

        case PGMSG_USE_ITEM:
            {
                unsigned int itemId = message.readLong();

                result.writeShort(GPMSG_USE_RESPONSE);

                if (computer.getCharacter()->hasItem(itemId)) {
                    // use item
                    // this should execute a script which will do the appropriate action
                    // (the script will determine if the item is 1 use only)
                    result.writeByte(ERRMSG_OK);
                } else {
                    result.writeByte(ERRMSG_FAILURE);
                }
            } break;

        case PGMSG_WALK:
            {
                unsigned x = message.readShort();
                unsigned y = message.readShort();

                computer.getCharacter()->setDestination(x, y);

                // no response should be required
            } break;

        case PGMSG_EQUIP:
            {
                int itemId = message.readLong();
                char slot = message.readByte();

                result.writeShort(GPMSG_EQUIP_RESPONSE);
                result.writeByte(computer.getCharacter()->equip(itemId, slot) ?
                                 ERRMSG_OK : ERRMSG_FAILURE);
            } break;

        default:
            LOG_WARN("Invalid message type", 0);
            result.writeShort(XXMSG_INVALID);
            break;
    }

    if (result.getLength() > 0)
        computer.send(result);
}

void GameHandler::sayAround(GameClient &computer, std::string const &text)
{
    PlayerPtr beingPtr = computer.getCharacter();

    MessageOut msg(GPMSG_SAY);
    msg.writeLong(beingPtr->getID());
    msg.writeString(text);

    unsigned speakerMapId = beingPtr->getMapId();
    std::pair<unsigned, unsigned> speakerXY = beingPtr->getXY();

    for (NetComputers::iterator i = clients.begin(), i_end = clients.end();
         i != i_end; ++i)
    {
        // See if the other being is near enough, then send the message
        Player const *listener =
            static_cast<GameClient *>(*i)->getCharacter().get();

        if (!listener || listener->getMapId() != speakerMapId) {
            continue;
        }

        std::pair<unsigned, unsigned> listenerXY = listener->getXY();

        if (areAround(listenerXY.first, listenerXY.second,
                      speakerXY.first, speakerXY.second))
        {
            (*i)->send(msg);
        }
    }
}

void
GameHandler::sendTo(PlayerPtr beingPtr, MessageOut &msg)
{
    /* TODO: This implementation is very inefficient. An alternative would be
     * store the NetComputer reference with the player class, so that it can
     * be directly accessed.
     */
    for (NetComputers::iterator i = clients.begin(); i != clients.end(); ++i)
    {
        PlayerPtr clientChar = static_cast<GameClient *>(*i)->getCharacter();
        if (clientChar.get() == beingPtr.get())
        {
            (*i)->send(msg);
            break;
        }
    }
}