/* * The ManaPlus Client * Copyright (C) 2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2015 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/gamehandler.h" #include "client.h" #include "being/localplayer.h" #include "net/serverfeatures.h" #include "net/eathena/loginhandler.h" #include "net/eathena/messageout.h" #include "net/eathena/network.h" #include "net/eathena/protocol.h" #include "debug.h" extern Net::GameHandler *gameHandler; namespace EAthena { extern ServerInfo mapServer; GameHandler::GameHandler() : MessageHandler(), Ea::GameHandler() { static const uint16_t _messages[] = { SMSG_MAP_LOGIN_SUCCESS, SMSG_SERVER_PING, SMSG_WHO_ANSWER, SMSG_CHAR_SWITCH_RESPONSE, SMSG_MAP_QUIT_RESPONSE, SMSG_MAP_ACCOUNT_ID, 0 }; handledMessages = _messages; gameHandler = this; } void GameHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_MAP_LOGIN_SUCCESS: processMapLogin(msg); break; case SMSG_SERVER_PING: processServerTick(msg); // We ignore this for now // int tick = msg.readInt32() break; case SMSG_WHO_ANSWER: processWhoAnswer(msg); break; case SMSG_CHAR_SWITCH_RESPONSE: processCharSwitchResponse(msg); break; case SMSG_MAP_QUIT_RESPONSE: processMapQuitResponse(msg); break; case SMSG_MAP_ACCOUNT_ID: processMapAccountId(msg); break; default: break; } } void GameHandler::mapLoadedEvent() const { createOutPacket(CMSG_MAP_LOADED); } void GameHandler::connect() { if (!mNetwork) return; mNetwork->connect(mapServer); const Token &token = static_cast<LoginHandler*>(loginHandler)->getToken(); if (client->getState() == STATE_CONNECT_GAME) { // Change the player's ID to the account ID to match what eAthena uses if (localPlayer) { mCharID = localPlayer->getId(); localPlayer->setId(token.account_ID); } else { mCharID = 0; } } // Send login infos createOutPacket(CMSG_MAP_SERVER_CONNECT); outMsg.writeInt32(token.account_ID, "account id"); outMsg.writeInt32(mCharID, "char id"); outMsg.writeInt32(token.session_ID1, "session key1"); outMsg.writeInt32(0, "tick"); outMsg.writeInt8(Being::genderToInt(token.sex), "sex"); if (serverFeatures->haveMapServerVersion()) loginHandler->sendVersion(); /* if (localPlayer) { // Change the player's ID to the account ID to match what eAthena uses localPlayer->setId(token.account_ID); } */ // We get 4 useless bytes before the real answer comes in (what are these?) // mNetwork->skip(4); } bool GameHandler::isConnected() const { if (!mNetwork) return false; return mNetwork->isConnected(); } void GameHandler::disconnect() { if (mNetwork) mNetwork->disconnect(); } void GameHandler::quit() const { createOutPacket(CMSG_CLIENT_QUIT); } void GameHandler::ping(const int tick) const { createOutPacket(CMSG_MAP_PING); outMsg.writeInt32(tick, "tick"); } void GameHandler::disconnect2() const { } void GameHandler::processMapAccountId(Net::MessageIn &msg) { // ignored, because we already know local player account id. msg.readInt32("account id"); } void GameHandler::processMapLogin(Net::MessageIn &msg) { unsigned char direction; uint16_t x, y; msg.readInt32("start time"); msg.readCoordinates(x, y, direction, "position"); msg.readInt8("x size"); msg.readInt8("y size"); logger->log("Protocol: Player start position: " "(%d, %d), Direction: %d", x, y, direction); msg.readInt16("font"); msg.readUInt8("sex"); mLastHost &= 0xffffff; GameHandler *const g = dynamic_cast<GameHandler*>(gameHandler); if (g) { Network *const network = g->mNetwork; if (network) network->pauseDispatch(); } // Switch now or we'll have problems client->setState(STATE_GAME); if (localPlayer) localPlayer->setTileCoords(x, y); } void GameHandler::processServerTick(Net::MessageIn &msg) { //ignoring msg.readInt32("tick"); } } // namespace EAthena