/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 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 <http://www.gnu.org/licenses/>.
*/
#include "net/eathena/charserverhandler.h"
#include "client.h"
#include "configuration.h"
#include "gui/charcreatedialog.h"
#include "net/logindata.h"
#include "net/eathena/gamehandler.h"
#include "net/eathena/loginhandler.h"
#include "net/eathena/network.h"
#include "net/eathena/protocol.h"
#include "resources/colordb.h"
#include "resources/itemdb.h"
#include "resources/iteminfo.h"
#include "utils/dtor.h"
#include "debug.h"
extern Net::CharServerHandler *charServerHandler;
namespace EAthena
{
extern ServerInfo charServer;
extern ServerInfo mapServer;
CharServerHandler::CharServerHandler() :
MessageHandler(),
Ea::CharServerHandler()
{
static const uint16_t _messages[] =
{
SMSG_CHAR_LOGIN,
SMSG_CHAR_LOGIN_ERROR,
SMSG_CHAR_CREATE_SUCCEEDED,
SMSG_CHAR_CREATE_SUCCEEDED2,
SMSG_CHAR_CREATE_FAILED,
SMSG_CHAR_DELETE_SUCCEEDED,
SMSG_CHAR_DELETE_FAILED,
SMSG_CHAR_MAP_INFO,
SMSG_CHANGE_MAP_SERVER,
0
};
handledMessages = _messages;
charServerHandler = this;
}
void CharServerHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_CHAR_LOGIN:
processCharLogin(msg);
break;
case SMSG_CHAR_LOGIN_ERROR:
processCharLoginError(msg);
break;
case SMSG_CHAR_CREATE_SUCCEEDED:
processCharCreate(msg, false);
break;
case SMSG_CHAR_CREATE_SUCCEEDED2:
processCharCreate(msg, true);
break;
case SMSG_CHAR_CREATE_FAILED:
processCharCreateFailed(msg);
break;
case SMSG_CHAR_DELETE_SUCCEEDED:
processCharDelete(msg);
break;
case SMSG_CHAR_DELETE_FAILED:
processCharDeleteFailed(msg);
break;
case SMSG_CHAR_MAP_INFO:
processCharMapInfo(msg, mNetwork, mapServer);
break;
case SMSG_CHANGE_MAP_SERVER:
processChangeMapServer(msg, mNetwork, mapServer);
break;
default:
break;
}
}
void CharServerHandler::readPlayerData(Net::MessageIn &msg,
Net::Character *const character,
const bool) const
{
if (!character)
return;
const Token &token =
static_cast<LoginHandler*>(Net::getLoginHandler())->getToken();
LocalPlayer *const tempPlayer = new LocalPlayer(msg.readInt32(), 0);
tempPlayer->setGender(token.sex);
PlayerInfoBackend &data = character->data;
data.mAttributes[PlayerInfo::EXP] = msg.readInt32();
data.mAttributes[PlayerInfo::MONEY] = msg.readInt32();
Stat &jobStat = data.mStats[JOB];
jobStat.exp = msg.readInt32();
const int temp = msg.readInt32();
jobStat.base = temp;
jobStat.mod = temp;
const int shoes = msg.readInt16();
const int gloves = msg.readInt16();
const int cape = msg.readInt16();
const int misc1 = msg.readInt16();
msg.readInt32(); // option
msg.readInt32(); // karma
msg.readInt32(); // manner
msg.readInt16(); // character points left
data.mAttributes[PlayerInfo::HP] = msg.readInt16();
data.mAttributes[PlayerInfo::MAX_HP] = msg.readInt16();
data.mAttributes[PlayerInfo::MP] = msg.readInt16();
data.mAttributes[PlayerInfo::MAX_MP] = msg.readInt16();
msg.readInt16(); // speed
tempPlayer->setSubtype(msg.readInt16(), 0); // class (used for race)
const int hairStyle = msg.readInt16();
const uint16_t weapon = msg.readInt16();
tempPlayer->setSprite(SPRITE_WEAPON, weapon, "", 1, true);
data.mAttributes[PlayerInfo::LEVEL] = msg.readInt16();
msg.readInt16(); // skill point
const int bottomClothes = msg.readInt16();
const int shield = msg.readInt16();
const int hat = msg.readInt16(); // head option top
const int topClothes = msg.readInt16();
tempPlayer->setSprite(SPRITE_HAIR, hairStyle * -1,
ItemDB::get(-hairStyle).getDyeColorsString(msg.readInt16()));
const int misc2 = msg.readInt16();
tempPlayer->setName(msg.readString(24));
character->dummy = tempPlayer;
for (int i = 0; i < 6; i++)
character->data.mStats[i + STR].base = msg.readInt8();
tempPlayer->setSprite(SPRITE_SHOE, shoes);
tempPlayer->setSprite(SPRITE_GLOVES, gloves);
tempPlayer->setSprite(SPRITE_CAPE, cape);
tempPlayer->setSprite(SPRITE_MISC1, misc1);
tempPlayer->setSprite(SPRITE_BOTTOMCLOTHES, bottomClothes);
// to avoid show error (error.xml) need remove this sprite
if (!config.getBoolValue("hideShield"))
tempPlayer->setSprite(SPRITE_SHIELD, shield);
tempPlayer->setSprite(SPRITE_HAT, hat); // head option top
tempPlayer->setSprite(SPRITE_TOPCLOTHES, topClothes);
tempPlayer->setSprite(SPRITE_MISC2, misc2);
character->slot = msg.readInt8(); // character slot
msg.readInt8(); // unknown
}
void CharServerHandler::chooseCharacter(Net::Character *const character)
{
if (!character)
return;
mSelectedCharacter = character;
mCharSelectDialog = nullptr;
MessageOut outMsg(CMSG_CHAR_SELECT);
outMsg.writeInt8(static_cast<unsigned char>(mSelectedCharacter->slot));
}
void CharServerHandler::newCharacter(const std::string &name, const int slot,
const bool gender A_UNUSED,
const int hairstyle, const int hairColor,
const unsigned char race A_UNUSED,
const unsigned char look A_UNUSED,
const std::vector<int> &stats) const
{
MessageOut outMsg(CMSG_CHAR_CREATE);
outMsg.writeString(name, 24);
for (int i = 0; i < 6; i++)
outMsg.writeInt8(static_cast<unsigned char>(stats[i]));
outMsg.writeInt8(static_cast<unsigned char>(slot));
outMsg.writeInt16(static_cast<int16_t>(hairColor));
outMsg.writeInt16(static_cast<int16_t>(hairstyle));
}
void CharServerHandler::deleteCharacter(Net::Character *const character)
{
if (!character)
return;
mSelectedCharacter = character;
MessageOut outMsg(CMSG_CHAR_DELETE);
outMsg.writeInt32(mSelectedCharacter->dummy->getId());
outMsg.writeString("a@a.com", 40);
}
void CharServerHandler::switchCharacter() const
{
// This is really a map-server packet
MessageOut outMsg(CMSG_PLAYER_RESTART);
outMsg.writeInt8(1);
}
void CharServerHandler::connect()
{
const Token &token =
static_cast<LoginHandler*>(Net::getLoginHandler())->getToken();
if (!mNetwork)
return;
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);
outMsg.writeInt16(CLIENT_PROTOCOL_VERSION);
outMsg.writeInt8(Being::genderToInt(token.sex));
// We get 4 useless bytes before the real answer comes in (what are these?)
mNetwork->skip(4);
}
void CharServerHandler::processCharLogin(Net::MessageIn &msg)
{
msg.skip(2); // Length word
const int slots = msg.readInt16();
if (slots > 0 && slots < 30)
loginData.characterSlots = static_cast<uint16_t>(slots);
msg.skip(18); // 0 Unused
delete_all(mCharacters);
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, false);
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);
}
} // namespace EAthena