/* * 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 <http://www.gnu.org/licenses/>. */ #include "net/ea/charserverhandler.h" #include "client.h" #include "gui/dialogtype.h" #include "gui/windows/charcreatedialog.h" #include "gui/windows/okdialog.h" #include "net/ea/loginhandler.h" #include "net/ea/eaprotocol.h" #include "net/character.h" #include "net/messagein.h" #include "net/net.h" #include "utils/dtor.h" #include "utils/gettext.h" #include "resources/db/chardb.h" #include "debug.h" extern Net::CharServerHandler *charServerHandler; namespace Ea { extern ServerInfo mapServer; CharServerHandler::CharServerHandler() : Net::CharServerHandler() { } void CharServerHandler::setCharSelectDialog(CharSelectDialog *const window) { mCharSelectDialog = window; updateCharSelectDialog(); } void CharServerHandler::requestCharacters() { connect(); } unsigned int CharServerHandler::baseSprite() const { return EA_SPRITE_BASE; } unsigned int CharServerHandler::hairSprite() const { return EA_SPRITE_HAIR; } unsigned int CharServerHandler::maxSprite() const { return EA_SPRITE_VECTOREND; } void CharServerHandler::processCharLoginError(Net::MessageIn &msg) const { BLOCK_START("CharServerHandler::processCharLoginError") switch (msg.readUInt8("error")) { case 0: // TRANSLATORS: error message errorMessage = _("Access denied. Most likely, there are " "too many players on this server."); break; case 1: // TRANSLATORS: error message errorMessage = _("Cannot use this ID."); break; default: // TRANSLATORS: error message errorMessage = _("Unknown char-server failure."); break; } client->setState(STATE_ERROR); BLOCK_END("CharServerHandler::processCharLoginError") } void CharServerHandler::processCharCreateFailed(Net::MessageIn &msg) { BLOCK_START("CharServerHandler::processCharCreateFailed") switch (msg.readUInt8("error")) { case 1: case 0: default: // TRANSLATORS: error message errorMessage = _("Failed to create character. Most " "likely the name is already taken."); break; case 2: // TRANSLATORS: error message errorMessage = _("Wrong name."); break; case 3: // TRANSLATORS: error message errorMessage = _("Incorrect stats."); break; case 4: // TRANSLATORS: error message errorMessage = _("Incorrect hair."); break; case 5: // TRANSLATORS: error message errorMessage = _("Incorrect slot."); break; case 6: // TRANSLATORS: error message errorMessage = _("Incorrect race."); break; case 7: // TRANSLATORS: error message errorMessage = _("Incorrect look."); break; } // TRANSLATORS: error message header new OkDialog(_("Error"), errorMessage, // TRANSLATORS: ok dialog button _("OK"), DialogType::ERROR, true, true, nullptr, 260); if (mCharCreateDialog) mCharCreateDialog->unlock(); BLOCK_END("CharServerHandler::processCharCreateFailed") } void CharServerHandler::processCharDelete(Net::MessageIn &msg A_UNUSED) { BLOCK_START("CharServerHandler::processCharDelete") delete mSelectedCharacter; mCharacters.remove(mSelectedCharacter); mSelectedCharacter = nullptr; updateCharSelectDialog(); unlockCharSelectDialog(); // TRANSLATORS: info message new OkDialog(_("Info"), _("Character deleted."), // TRANSLATORS: ok dialog button _("OK"), DialogType::OK, true, true, nullptr, 260); BLOCK_END("CharServerHandler::processCharDelete") } void CharServerHandler::processCharDeleteFailed(Net::MessageIn &msg A_UNUSED) { BLOCK_START("CharServerHandler::processCharDeleteFailed") unlockCharSelectDialog(); // TRANSLATORS: error message new OkDialog(_("Error"), _("Failed to delete character."), // TRANSLATORS: ok dialog button _("OK"), DialogType::ERROR, true, true, nullptr, 260); BLOCK_END("CharServerHandler::processCharDeleteFailed") } void CharServerHandler::clear() { delete_all(mCharacters); mCharacters.clear(); } } // namespace Ea