/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 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 . */ #include "net/eathena/charserverhandler.h" #include "client.h" #include "configuration.h" #include "settings.h" #include "being/attributes.h" #include "gui/windows/charcreatedialog.h" #include "net/character.h" #include "net/logindata.h" #include "net/net.h" #include "net/eathena/attrs.h" #include "net/eathena/gamehandler.h" #include "net/eathena/loginhandler.h" #include "net/eathena/messageout.h" #include "net/eathena/network.h" #include "net/eathena/protocol.h" #include "net/eathena/sprite.h" #include "resources/iteminfo.h" #include "resources/db/chardb.h" #include "resources/db/itemdb.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "debug.h" extern Net::CharServerHandler *charServerHandler; namespace EAthena { extern ServerInfo charServer; extern ServerInfo mapServer; CharServerHandler::CharServerHandler() : MessageHandler(), Ea::CharServerHandler(), mPinSeed(0), mPinAccountId(0), mNeedCreatePin(false) { static const uint16_t _messages[] = { SMSG_CHAR_LOGIN, SMSG_CHAR_LOGIN2, 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, SMSG_CHAR_PINCODE_STATUS, 0 }; handledMessages = _messages; charServerHandler = this; } void CharServerHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_CHAR_LOGIN: processCharLogin(msg); break; case SMSG_CHAR_LOGIN2: processCharLogin2(msg); break; case SMSG_CHAR_LOGIN_ERROR: processCharLoginError(msg); break; case SMSG_CHAR_CREATE_SUCCEEDED: processCharCreate(msg); 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); break; case SMSG_CHANGE_MAP_SERVER: processChangeMapServer(msg); break; case SMSG_CHAR_PINCODE_STATUS: processPincodeStatus(msg); break; default: break; } } void CharServerHandler::readPlayerData(Net::MessageIn &msg, Net::Character *const character, const bool) const { if (!character) return; const Token &token = static_cast(Net::getLoginHandler())->getToken(); LocalPlayer *const tempPlayer = new LocalPlayer( msg.readInt32("player id"), 0); tempPlayer->setGender(token.sex); PlayerInfoBackend &data = character->data; data.mAttributes[Attributes::EXP] = msg.readInt32("exp"); data.mAttributes[Attributes::MONEY] = msg.readInt32("money"); Stat &jobStat = data.mStats[JOB]; jobStat.exp = msg.readInt32("job"); const int temp = msg.readInt32("job level"); jobStat.base = temp; jobStat.mod = temp; const int shoes = msg.readInt16(); // look like unused const int gloves = msg.readInt16(); // look like unused const int cape = msg.readInt16(); // look like unused const int misc1 = msg.readInt16(); // look like unused msg.readInt32("option"); msg.readInt32("karma"); msg.readInt32("manner"); msg.readInt16("left points"); data.mAttributes[Attributes::HP] = msg.readInt16("hp"); data.mAttributes[Attributes::MAX_HP] = msg.readInt16("max hp"); msg.skip(4, "unused"); data.mAttributes[Attributes::MP] = msg.readInt16("mp/sp"); data.mAttributes[Attributes::MAX_MP] = msg.readInt16("max mp/sp"); msg.readInt16("speed"); tempPlayer->setSubtype(msg.readInt16("class"), 0); const int hairStyle = msg.readInt16("hair style"); const uint16_t weapon = msg.readInt16("weapon"); tempPlayer->setSprite(SPRITE_WEAPON, weapon, "", 1, true); data.mAttributes[Attributes::LEVEL] = msg.readInt16("level"); msg.readInt16("skill points"); const int bottomClothes = msg.readInt16("head bottom"); const int shield = msg.readInt16("shild"); const int hat = msg.readInt16("head top"); const int topClothes = msg.readInt16("head mid"); tempPlayer->setSprite(SPRITE_HAIR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString( msg.readInt16("hair color"))); const int misc2 = msg.readInt16("clothes color"); tempPlayer->setName(msg.readString(24)); character->dummy = tempPlayer; for (int i = 0; i < 6; i++) character->data.mStats[i + STR].base = msg.readUInt8("stat"); 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); tempPlayer->setSprite(SPRITE_TOPCLOTHES, topClothes); tempPlayer->setSprite(SPRITE_MISC2, misc2); character->slot = msg.readInt16("character slot id"); msg.readInt16("rename"); msg.readString(16, "map name"); msg.readInt32("delete date"); msg.readInt32("robe"); msg.readInt32("slot change"); msg.readInt32("rename (inverse)"); } void CharServerHandler::chooseCharacter(Net::Character *const character) { if (!character) return; mSelectedCharacter = character; mCharSelectDialog = nullptr; MessageOut outMsg(CMSG_CHAR_SELECT); outMsg.writeInt8(static_cast(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 &stats A_UNUSED) const { MessageOut outMsg(CMSG_CHAR_CREATE); outMsg.writeString(name, 24, "login"); outMsg.writeInt8(static_cast(slot), "slot"); outMsg.writeInt16(static_cast(hairColor), "hair color"); outMsg.writeInt16(static_cast(hairstyle), "hair style"); } void CharServerHandler::deleteCharacter(Net::Character *const character) { if (!character) return; mSelectedCharacter = character; MessageOut outMsg(CMSG_CHAR_DELETE); outMsg.writeInt32(mSelectedCharacter->dummy->getId(), "id?"); outMsg.writeString("a@a.com", 40, "email"); } void CharServerHandler::switchCharacter() const { // This is really a map-server packet MessageOut outMsg(CMSG_PLAYER_RESTART); outMsg.writeInt8(1, "flag"); } void CharServerHandler::connect() { const Token &token = static_cast(Net::getLoginHandler())->getToken(); if (!mNetwork) return; mNetwork->disconnect(); mNetwork->connect(charServer); MessageOut outMsg(CMSG_CHAR_SERVER_CONNECT); outMsg.writeInt32(token.account_ID, "account id"); outMsg.writeInt32(token.session_ID1, "session id1"); outMsg.writeInt32(token.session_ID2, "session id2"); outMsg.writeInt16(CLIENT_PROTOCOL_VERSION, "client protocol version"); outMsg.writeInt8(Being::genderToInt(token.sex), "gender"); // We get 4 useless bytes before the real answer comes in (what are these?) mNetwork->skip(4); } void CharServerHandler::setCharCreateDialog(CharCreateDialog *const window) { mCharCreateDialog = window; if (!mCharCreateDialog) return; StringVect attributes; const Token &token = static_cast(Net::getLoginHandler())->getToken(); mCharCreateDialog->setAttributes(attributes, 0, 0, 0); mCharCreateDialog->setFixedGender(true, token.sex); } void CharServerHandler::processCharLogin(Net::MessageIn &msg) { msg.skip(2, "packet len"); const int slots = msg.readInt8("MAX_CHARS"); msg.readInt8("sd->char_slots"); msg.readInt8("MAX_CHARS"); loginData.characterSlots = static_cast(slots); msg.skip(20, "unused 0"); delete_all(mCharacters); mCharacters.clear(); // Derive number of characters from message length const int count = (msg.getLength() - 27) / (106 + 4 + 2 + 16 + 4 + 4 + 4 + 4); 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); } void CharServerHandler::processCharLogin2(Net::MessageIn &msg) { msg.readInt16("len"); msg.readUInt8("char slots"); msg.readUInt8("left slots"); msg.readUInt8("left slots"); msg.readUInt8("char slots"); msg.readUInt8("char slots"); msg.skip(20, "unused"); } void CharServerHandler::processCharMapInfo(Net::MessageIn &restrict msg) { Network *const network = mNetwork; ServerInfo &server = mapServer; BLOCK_START("CharServerHandler::processCharMapInfo") PlayerInfo::setCharId(msg.readInt32("char id")); GameHandler *const gh = static_cast(Net::getGameHandler()); gh->setMap(msg.readString(16, "map name")); if (config.getBoolValue("usePersistentIP") || settings.persistentIp) { msg.readInt32("map ip address"); server.hostname = settings.serverName; } else { server.hostname = ipToString(msg.readInt32("map ip address")); } server.port = msg.readInt16("map ip port"); // Prevent the selected local player from being deleted localPlayer = mSelectedCharacter->dummy; PlayerInfo::setBackend(mSelectedCharacter->data); mSelectedCharacter->dummy = nullptr; Net::getCharServerHandler()->clear(); updateCharSelectDialog(); if (network) network->disconnect(); client->setState(STATE_CONNECT_GAME); BLOCK_END("CharServerHandler::processCharMapInfo") } void CharServerHandler::processChangeMapServer(Net::MessageIn &msg) { Network *const network = mNetwork; ServerInfo &server = mapServer; BLOCK_START("CharServerHandler::processChangeMapServer") GameHandler *const gh = static_cast(Net::getGameHandler()); if (!gh || !network) { BLOCK_END("CharServerHandler::processChangeMapServer") return; } gh->setMap(msg.readString(16, "map name")); const int x = msg.readInt16("x"); const int y = msg.readInt16("y"); server.hostname = ipToString(msg.readInt32("host")); server.port = msg.readInt16("port"); network->disconnect(); client->setState(STATE_CHANGE_MAP); if (localPlayer) { localPlayer->setTileCoords(x, y); localPlayer->setMap(nullptr); } BLOCK_END("CharServerHandler::processChangeMapServer") } void CharServerHandler::processPincodeStatus(Net::MessageIn &msg) { mPinSeed = msg.readInt32("pincode seed"); mPinAccountId = msg.readInt32("account id"); const uint16_t state = static_cast(msg.readInt16("state")); switch (state) { case 0: // pin ok break; case 1: // ask for pin break; case 2: // create new pin case 4: // create new pin? { mNeedCreatePin = true; break; } case 3: // pin must be changed break; case 5: // client show error? break; case 6: // Unable to use your KSSN number break; case 7: // char select window shows a button break; case 8: // pincode was incorrect break; default: logger->log("processPincodeStatus: unknown pin state: %d", static_cast(state)); break; } } void CharServerHandler::setNewPincode(const std::string &pin A_UNUSED) { // here need ecript pin with mPinSeed and pin values. // MessageOut outMsg(CMSG_CHAR_CREATE_PIN); // outMsg.writeInt32(mPinAccountId, "account id"); // outMsg.writeString(pin, 4, "encrypted pin"); } void CharServerHandler::processCharCreate(Net::MessageIn &msg) { BLOCK_START("CharServerHandler::processCharCreate") Net::Character *const character = new Net::Character; readPlayerData(msg, character, false); mCharacters.push_back(character); updateCharSelectDialog(); // Close the character create dialog if (mCharCreateDialog) { mCharCreateDialog->scheduleDelete(); mCharCreateDialog = nullptr; } BLOCK_END("CharServerHandler::processCharCreate") } } // namespace EAthena