/*
* The Mana Client
* Copyright (C) 2009 The Mana World Development Team
* Copyright (C) 2009-2013 The Mana Developers
*
* This file is part of The Mana 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/generalhandler.h"
#include "client.h"
#include "configuration.h"
#include "log.h"
#include "gui/charselectdialog.h"
#include "gui/inventorywindow.h"
#include "gui/register.h"
#include "gui/skilldialog.h"
#include "gui/socialwindow.h"
#include "gui/statuswindow.h"
#include "net/serverinfo.h"
#include "net/tmwa/adminhandler.h"
#include "net/tmwa/beinghandler.h"
#include "net/tmwa/buysellhandler.h"
#include "net/tmwa/chathandler.h"
#include "net/tmwa/charserverhandler.h"
#include "net/tmwa/gamehandler.h"
#include "net/tmwa/guildhandler.h"
#include "net/tmwa/inventoryhandler.h"
#include "net/tmwa/itemhandler.h"
#include "net/tmwa/loginhandler.h"
#include "net/tmwa/messagein.h"
#include "net/tmwa/messageout.h"
#include "net/tmwa/network.h"
#include "net/tmwa/npchandler.h"
#include "net/tmwa/partyhandler.h"
#include "net/tmwa/playerhandler.h"
#include "net/tmwa/protocol.h"
#include "net/tmwa/tradehandler.h"
#include "net/tmwa/specialhandler.h"
#include "net/tmwa/gui/guildtab.h"
#include "net/tmwa/gui/partytab.h"
#include "resources/attributes.h"
#include "resources/itemdb.h"
#include "utils/gettext.h"
#include
extern Net::GeneralHandler *generalHandler;
namespace TmwAthena {
ServerInfo charServer;
ServerInfo mapServer;
extern Guild *taGuild;
extern Party *taParty;
GeneralHandler::GeneralHandler():
mAdminHandler(new AdminHandler),
mBeingHandler(new BeingHandler(config.getBoolValue("EnableSync"))),
mBuySellHandler(new BuySellHandler),
mCharHandler(new CharServerHandler),
mChatHandler(new ChatHandler),
mGameHandler(new GameHandler),
mGuildHandler(new GuildHandler),
mInventoryHandler(new InventoryHandler),
mItemHandler(new ItemHandler),
mLoginHandler(new LoginHandler),
mNpcHandler(new NpcHandler),
mPartyHandler(new PartyHandler),
mPlayerHandler(new PlayerHandler),
mSpecialHandler(new SpecialHandler),
mTradeHandler(new TradeHandler)
{
static const Uint16 _messages[] = {
SMSG_CONNECTION_PROBLEM,
0
};
handledMessages = _messages;
generalHandler = this;
std::list stats;
stats.push_back(ItemStat("str", _("Strength %+d")));
stats.push_back(ItemStat("agi", _("Agility %+d")));
stats.push_back(ItemStat("vit", _("Vitality %+d")));
stats.push_back(ItemStat("int", _("Intelligence %+d")));
stats.push_back(ItemStat("dex", _("Dexterity %+d")));
stats.push_back(ItemStat("luck", _("Luck %+d")));
setStatsList(stats);
listen(Event::ClientChannel);
listen(Event::GameChannel);
}
GeneralHandler::~GeneralHandler()
{
delete mNetwork;
}
void GeneralHandler::handleMessage(MessageIn &msg)
{
int code;
switch (msg.getId())
{
case SMSG_CONNECTION_PROBLEM:
code = msg.readInt8();
logger->log("Connection problem: %i", code);
switch (code)
{
case 0:
errorMessage = _("Authentication failed.");
break;
case 1:
errorMessage = _("No servers available.");
break;
case 2:
if (Client::getState() == STATE_GAME)
errorMessage = _("Someone else is trying to use this "
"account.");
else
errorMessage = _("This account is already logged in.");
break;
case 3:
errorMessage = _("Speed hack detected.");
break;
case 8:
errorMessage = _("Duplicated login.");
break;
default:
errorMessage = _("Unknown connection error.");
break;
}
Client::setState(STATE_ERROR);
break;
}
}
void GeneralHandler::load()
{
(new Network)->registerHandler(this);
mNetwork->registerHandler(mAdminHandler.get());
mNetwork->registerHandler(mBeingHandler.get());
mNetwork->registerHandler(mBuySellHandler.get());
mNetwork->registerHandler(mChatHandler.get());
mNetwork->registerHandler(mCharHandler.get());
mNetwork->registerHandler(mGameHandler.get());
mNetwork->registerHandler(mGuildHandler.get());
mNetwork->registerHandler(mInventoryHandler.get());
mNetwork->registerHandler(mItemHandler.get());
mNetwork->registerHandler(mLoginHandler.get());
mNetwork->registerHandler(mNpcHandler.get());
mNetwork->registerHandler(mPlayerHandler.get());
mNetwork->registerHandler(mSpecialHandler.get());
mNetwork->registerHandler(mTradeHandler.get());
mNetwork->registerHandler(mPartyHandler.get());
}
void GeneralHandler::reload()
{
if (mNetwork)
mNetwork->disconnect();
static_cast(mLoginHandler.get())->clearWorlds();
static_cast(mCharHandler.get())->setCharCreateDialog(0);
static_cast(mCharHandler.get())->setCharSelectDialog(0);
Attributes::unload();
Attributes::load();
}
void GeneralHandler::unload()
{
if (mNetwork)
mNetwork->clearHandlers();
Attributes::unload();
}
void GeneralHandler::flushNetwork()
{
if (!mNetwork)
return;
mNetwork->flush();
mNetwork->dispatchMessages();
if (mNetwork->getState() == Network::NET_ERROR)
{
if (!mNetwork->getError().empty())
errorMessage = mNetwork->getError();
else
errorMessage = _("Got disconnected from server!");
Client::setState(STATE_ERROR);
}
}
void GeneralHandler::clearHandlers()
{
mNetwork->clearHandlers();
}
void GeneralHandler::event(Event::Channel channel,
const Event &event)
{
if (channel == Event::ClientChannel)
{
if (event.getType() == Event::LoadingDatabases)
{
Attributes::load();
}
}
else if (channel == Event::GameChannel)
{
if (event.getType() == Event::GuiWindowsLoaded)
{
inventoryWindow->setSplitAllowed(false);
skillDialog->loadSkills();
statusWindow->addAttribute(STRENGTH, _("Strength"), true, "");
statusWindow->addAttribute(AGILITY, _("Agility"), true, "");
statusWindow->addAttribute(VITALITY, _("Vitality"), true, "");
statusWindow->addAttribute(INTELLIGENCE, _("Intelligence"),
true, "");
statusWindow->addAttribute(DEXTERITY, _("Dexterity"), true, "");
statusWindow->addAttribute(LUCK, _("Luck"), true, "");
statusWindow->addAttribute(ATK, _("Attack"), false, "");
statusWindow->addAttribute(DEF, _("Defense"), false, "");
statusWindow->addAttribute(MATK, _("M.Attack"), false, "");
statusWindow->addAttribute(MDEF, _("M.Defense"), false, "");
// NOTE: Don't remove the gettext comments as they are used
// by the xgettext invocation.
//xgettext:no-c-format
statusWindow->addAttribute(HIT, _("% Accuracy"), false, "");
//xgettext:no-c-format
statusWindow->addAttribute(FLEE, _("% Evade"), false, "");
//xgettext:no-c-format
statusWindow->addAttribute(CRIT, _("% Critical"), false, "");
}
else if (event.getType() == Event::GuiWindowsUnloading)
{
socialWindow->removeTab(taGuild);
socialWindow->removeTab(taParty);
delete guildTab;
guildTab = 0;
delete partyTab;
partyTab = 0;
}
}
}
} // namespace TmwAthena