/* * The ManaPlus Client * Copyright (C) 2004-2009 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 . */ #include "net/tmwa/charserverrecv.h" #include "client.h" #include "configuration.h" #include "settings.h" #include "gui/windows/charcreatedialog.h" #include "gui/windows/okdialog.h" #include "gui/widgets/createwidget.h" #include "net/character.h" #include "net/charserverhandler.h" #include "net/messagein.h" #include "net/ea/token.h" #include "net/tmwa/gamehandler.h" #include "net/tmwa/loginhandler.h" #include "net/tmwa/network.h" #include "net/tmwa/sprite.h" #include "resources/iteminfo.h" #include "resources/db/itemdb.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "debug.h" extern Net::CharServerHandler *charServerHandler; namespace TmwAthena { extern ServerInfo mapServer; extern ServerInfo charServer; void CharServerRecv::readPlayerData(Net::MessageIn &msg, Net::Character *const character) { if (!character) return; const Token &token = static_cast(loginHandler)->getToken(); LocalPlayer *const tempPlayer = new LocalPlayer( msg.readBeingId("account id"), BeingTypeId_zero); 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[Attributes::JOB]; jobStat.exp = msg.readInt32("job"); const int temp = msg.readInt32("job level"); jobStat.base = temp; jobStat.mod = temp; const int shoes = msg.readInt16("shoes"); const int gloves = msg.readInt16("gloves"); const int cape = msg.readInt16("cape"); const int misc1 = msg.readInt16("misc1"); msg.readInt32("option"); tempPlayer->setKarma(msg.readInt32("karma")); tempPlayer->setManner(msg.readInt32("manner")); msg.readInt16("character points left"); data.mAttributes[Attributes::HP] = msg.readInt16("hp"); data.mAttributes[Attributes::MAX_HP] = msg.readInt16("max hp"); data.mAttributes[Attributes::MP] = msg.readInt16("mp"); data.mAttributes[Attributes::MAX_MP] = msg.readInt16("max mp"); msg.readInt16("speed"); const uint16_t race = msg.readInt16("class"); const uint8_t hairStyle = msg.readUInt8("hair style"); const uint16_t look = msg.readUInt8("look"); tempPlayer->setSubtype(fromInt(race, BeingTypeId), look); const uint16_t weapon = msg.readInt16("weapon"); tempPlayer->setSprite(SPRITE_BODY, weapon, "", ItemColor_one, true); data.mAttributes[Attributes::LEVEL] = msg.readInt16("level"); msg.readInt16("skill point"); const int bottomClothes = msg.readInt16("bottom clothes"); const int shield = msg.readInt16("shield"); const int hat = msg.readInt16("hat"); const int topClothes = msg.readInt16("top clothes"); const ItemColor hairColor = fromInt( msg.readUInt8("hair color"), ItemColor); msg.readUInt8("unused"); tempPlayer->setSprite(SPRITE_HAIR_COLOR, hairStyle * -1, ItemDB::get(-hairStyle).getDyeColorsString(hairColor)); tempPlayer->setHairColor(hairColor); const int misc2 = msg.readInt16("misc2"); tempPlayer->setName(msg.readString(24, "name")); character->dummy = tempPlayer; character->data.mStats[Attributes::STR].base = msg.readUInt8("str"); character->data.mStats[Attributes::AGI].base = msg.readUInt8("agi"); character->data.mStats[Attributes::VIT].base = msg.readUInt8("vit"); character->data.mStats[Attributes::INT].base = msg.readUInt8("int"); character->data.mStats[Attributes::DEX].base = msg.readUInt8("dex"); character->data.mStats[Attributes::LUK].base = msg.readUInt8("luk"); tempPlayer->setSprite(SPRITE_HAIR, shoes); tempPlayer->setSprite(SPRITE_SHOES, gloves); tempPlayer->setSprite(SPRITE_SHIELD, cape); tempPlayer->setSprite(SPRITE_HEAD_TOP, misc1); tempPlayer->setSprite(SPRITE_WEAPON, bottomClothes); tempPlayer->setSprite(SPRITE_FLOOR, shield); tempPlayer->setSprite(SPRITE_CLOTHES_COLOR, hat); // head option top tempPlayer->setSprite(SPRITE_HEAD_BOTTOM, topClothes); tempPlayer->setSprite(SPRITE_HEAD_MID, misc2); character->slot = msg.readUInt8("slot"); msg.readUInt8("unused"); } void CharServerRecv::processCharLogin(Net::MessageIn &msg) { BLOCK_START("CharServerRecv::processCharLogin") msg.readInt16("len"); const int slots = msg.readInt16("slots"); if (slots > 0 && slots < 30) loginData.characterSlots = static_cast(slots); msg.skip(18, "unused"); delete_all(charServerHandler->mCharacters); charServerHandler->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); charServerHandler->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); BLOCK_END("CharServerRecv::processCharLogin") } void CharServerRecv::processCharMapInfo(Net::MessageIn &restrict msg) { Network *const network = Network::mInstance; ServerInfo &server = mapServer; BLOCK_START("CharServerRecv::processCharMapInfo") PlayerInfo::setCharId(msg.readInt32("char id?")); GameHandler *const gh = static_cast(gameHandler); gh->setMap(msg.readString(16, "map name")); if (config.getBoolValue("usePersistentIP") || settings.persistentIp) { msg.readInt32("ip address"); server.hostname = settings.serverName; } else { server.hostname = ipToString(msg.readInt32("ip address")); } server.port = msg.readInt16("port"); // Prevent the selected local player from being deleted localPlayer = charServerHandler->mSelectedCharacter->dummy; PlayerInfo::setBackend(charServerHandler->mSelectedCharacter->data); charServerHandler->mSelectedCharacter->dummy = nullptr; charServerHandler->clear(); charServerHandler->updateCharSelectDialog(); if (network) network->disconnect(); client->setState(STATE_CONNECT_GAME); BLOCK_END("CharServerRecv::processCharMapInfo") } void CharServerRecv::processChangeMapServer(Net::MessageIn &msg) { Network *const network = Network::mInstance; ServerInfo &server = mapServer; BLOCK_START("CharServerRecv::processChangeMapServer") GameHandler *const gh = static_cast(gameHandler); if (!gh || !network) { BLOCK_END("CharServerRecv::processChangeMapServer") return; } gh->setMap(msg.readString(16, "map name")); const int x = msg.readInt16("x"); const int y = msg.readInt16("y"); if (config.getBoolValue("usePersistentIP") || settings.persistentIp) { msg.readInt32("ip address"); server.hostname = settings.serverName; } else { server.hostname = ipToString(msg.readInt32("ip address")); } server.port = msg.readInt16("port"); network->disconnect(); client->setState(STATE_CHANGE_MAP); if (localPlayer) { localPlayer->setTileCoords(x, y); localPlayer->setMap(nullptr); } BLOCK_END("CharServerRecv::processChangeMapServer") } void CharServerRecv::processCharCreate(Net::MessageIn &msg) { BLOCK_START("CharServerRecv::processCharCreate") Net::Character *const character = new Net::Character; readPlayerData(msg, character); charServerHandler->mCharacters.push_back(character); charServerHandler->updateCharSelectDialog(); // Close the character create dialog if (charServerHandler->mCharCreateDialog) { charServerHandler->mCharCreateDialog->scheduleDelete(); charServerHandler->mCharCreateDialog = nullptr; } BLOCK_END("CharServerRecv::processCharCreate") } void CharServerRecv::processCharDeleteFailed(Net::MessageIn &msg) { BLOCK_START("CharServerRecv::processCharDeleteFailed") charServerHandler->unlockCharSelectDialog(); msg.readUInt8("error"); CREATEWIDGET(OkDialog, // TRANSLATORS: error header _("Error"), // TRANSLATORS: error message _("Failed to delete character."), // TRANSLATORS: ok dialog button _("OK"), DialogType::ERROR, Modal_true, ShowCenter_true, nullptr, 260); BLOCK_END("CharServerRecv::processCharDeleteFailed") } } // namespace TmwAthena