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path: root/src/net/tmwa/generalhandler.cpp
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/*
 *  The ManaPlus Client
 *  Copyright (C) 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/tmwa/generalhandler.h"

#include "client.h"
#include "configuration.h"
#include "logger.h"

#include "being/attributes.h"

#include "gui/windows/inventorywindow.h"
#include "gui/windows/skilldialog.h"
#include "gui/windows/socialwindow.h"
#include "gui/windows/statuswindow.h"

#include "net/ea/guildhandler.h"

#include "gui/widgets/tabs/chat/guildtab.h"
#include "gui/widgets/tabs/chat/partytab.h"

#include "net/tmwa/adminhandler.h"
#include "net/tmwa/auctionhandler.h"
#include "net/tmwa/bankhandler.h"
#include "net/tmwa/beinghandler.h"
#include "net/tmwa/buyingstorehandler.h"
#include "net/tmwa/buysellhandler.h"
#include "net/tmwa/cashshophandler.h"
#include "net/tmwa/chathandler.h"
#include "net/tmwa/charserverhandler.h"
#include "net/tmwa/elementalhandler.h"
#include "net/tmwa/familyhandler.h"
#include "net/tmwa/friendshandler.h"
#include "net/tmwa/gamehandler.h"
#include "net/tmwa/guildhandler.h"
#include "net/tmwa/homunculushandler.h"
#include "net/tmwa/inventoryhandler.h"
#include "net/tmwa/itemhandler.h"
#include "net/tmwa/loginhandler.h"
#include "net/tmwa/mailhandler.h"
#include "net/tmwa/mercenaryhandler.h"
#include "net/tmwa/network.h"
#include "net/tmwa/npchandler.h"
#include "net/tmwa/partyhandler.h"
#include "net/tmwa/pethandler.h"
#include "net/tmwa/playerhandler.h"
#include "net/tmwa/protocol.h"
#include "net/tmwa/serverfeatures.h"
#include "net/tmwa/tradehandler.h"
#include "net/tmwa/skillhandler.h"
#include "net/tmwa/questhandler.h"

#include "resources/db/itemdbstat.h"

#include "utils/delete2.h"
#include "utils/gettext.h"

#include "debug.h"

extern Net::GeneralHandler *generalHandler;

namespace TmwAthena
{

ServerInfo charServer;
ServerInfo mapServer;

GeneralHandler::GeneralHandler() :
    MessageHandler(),
    mAdminHandler(new AdminHandler),
    mBeingHandler(new BeingHandler(config.getBoolValue("EnableSync"))),
    mBuySellHandler(new BuySellHandler),
    mCharServerHandler(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),
    mPetHandler(new PetHandler),
    mPlayerHandler(new PlayerHandler),
    mSkillHandler(new SkillHandler),
    mTradeHandler(new TradeHandler),
    mQuestHandler(new QuestHandler),
    mServerFeatures(new ServerFeatures),
    mMailHandler(new MailHandler),
    mAuctionHandler(new AuctionHandler),
    mCashShopHandler(new CashShopHandler),
    mFamilyHandler(new FamilyHandler),
    mBankHandler(new BankHandler),
    mMercenaryHandler(new MercenaryHandler),
    mBuyingStoreHandler(new BuyingStoreHandler),
    mHomunculusHandler(new HomunculusHandler),
    mFriendsHandler(new FriendsHandler),
    mElementalHandler(new ElementalHandler)
{
    static const uint16_t _messages[] =
    {
        SMSG_CONNECTION_PROBLEM,
        0
    };
    handledMessages = _messages;
    generalHandler = this;

    std::vector<ItemDB::Stat> stats;
    // TRANSLATORS: player stat
    stats.push_back(ItemDB::Stat("str", _("Strength %s")));
    // TRANSLATORS: player stat
    stats.push_back(ItemDB::Stat("agi", _("Agility %s")));
    // TRANSLATORS: player stat
    stats.push_back(ItemDB::Stat("vit", _("Vitality %s")));
    // TRANSLATORS: player stat
    stats.push_back(ItemDB::Stat("int", _("Intelligence %s")));
    // TRANSLATORS: player stat
    stats.push_back(ItemDB::Stat("dex", _("Dexterity %s")));
    // TRANSLATORS: player stat
    stats.push_back(ItemDB::Stat("luck", _("Luck %s")));

    ItemDB::setStatsList(stats);
}

GeneralHandler::~GeneralHandler()
{
    delete2(mNetwork);
}

void GeneralHandler::handleMessage(Net::MessageIn &msg)
{
    BLOCK_START("GeneralHandler::handleMessage")

    switch (msg.getId())
    {
        case SMSG_CONNECTION_PROBLEM:
            processConnectionProblem(msg);
            break;

        default:
            break;
    }
    BLOCK_END("GeneralHandler::handleMessage")
}

void GeneralHandler::processConnectionProblem(Net::MessageIn &msg)
{
    const uint8_t code = msg.readUInt8();
    logger->log("Connection problem: %u", static_cast<unsigned int>(code));

    switch (code)
    {
        case 0:
            // TRANSLATORS: error message
            errorMessage = _("Authentication failed.");
            break;
        case 1:
            // TRANSLATORS: error message
            errorMessage = _("No servers available.");
            break;
        case 2:
            if (client->getState() == STATE_GAME)
            {
                // TRANSLATORS: error message
                errorMessage = _("Someone else is trying to use this "
                         "account.");
            }
            else
            {
                // TRANSLATORS: error message
                errorMessage = _("This account is already logged in.");
            }
            break;
        case 3:
            // TRANSLATORS: error message
            errorMessage = _("Speed hack detected.");
            break;
        case 8:
            // TRANSLATORS: error message
            errorMessage = _("Duplicated login.");
            break;
        default:
            // TRANSLATORS: error message
            errorMessage = _("Unknown connection error.");
            break;
    }
    client->setState(STATE_ERROR);
}

void GeneralHandler::load()
{
    (new Network)->registerHandler(this);

    if (!mNetwork)
        return;

    mNetwork->registerHandler(mAdminHandler);
    mNetwork->registerHandler(mBeingHandler);
    mNetwork->registerHandler(mBuySellHandler);
    mNetwork->registerHandler(mChatHandler);
    mNetwork->registerHandler(mCharServerHandler);
    mNetwork->registerHandler(mGameHandler);
    mNetwork->registerHandler(mGuildHandler);
    mNetwork->registerHandler(mInventoryHandler);
    mNetwork->registerHandler(mItemHandler);
    mNetwork->registerHandler(mLoginHandler);
    mNetwork->registerHandler(mNpcHandler);
    mNetwork->registerHandler(mPlayerHandler);
    mNetwork->registerHandler(mSkillHandler);
    mNetwork->registerHandler(mTradeHandler);
    mNetwork->registerHandler(mPartyHandler);
    mNetwork->registerHandler(mPetHandler);
    mNetwork->registerHandler(mQuestHandler);
    mNetwork->registerHandler(mMailHandler);
    mNetwork->registerHandler(mAuctionHandler);
    mNetwork->registerHandler(mCashShopHandler);
    mNetwork->registerHandler(mFamilyHandler);
    mNetwork->registerHandler(mBankHandler);
    mNetwork->registerHandler(mMercenaryHandler);
    mNetwork->registerHandler(mBuyingStoreHandler);
    mNetwork->registerHandler(mHomunculusHandler);
    mNetwork->registerHandler(mFriendsHandler);
    mNetwork->registerHandler(mElementalHandler);
}

void GeneralHandler::reload()
{
    if (mNetwork)
        mNetwork->disconnect();

    static_cast<LoginHandler*>(mLoginHandler)->clearWorlds();
    CharServerHandler *const charHandler = static_cast<CharServerHandler*>(
        mCharServerHandler);
    charHandler->setCharCreateDialog(nullptr);
    charHandler->setCharSelectDialog(nullptr);
    static_cast<PartyHandler*>(mPartyHandler)->reload();
}

void GeneralHandler::reloadPartially() const
{
    static_cast<PartyHandler*>(mPartyHandler)->reload();
}

void GeneralHandler::unload()
{
    clearHandlers();
}

void GeneralHandler::flushNetwork()
{
    if (!mNetwork)
        return;

    BLOCK_START("GeneralHandler::flushNetwork 1")
    mNetwork->flush();
    BLOCK_END("GeneralHandler::flushNetwork 1")
    mNetwork->dispatchMessages();

    BLOCK_START("GeneralHandler::flushNetwork 3")
    if (mNetwork->getState() == Network::NET_ERROR)
    {
        if (!mNetwork->getError().empty())
        {
            errorMessage = mNetwork->getError();
        }
        else
        {
            // TRANSLATORS: error message
            errorMessage = _("Got disconnected from server!");
        }

        client->setState(STATE_ERROR);
    }
    BLOCK_END("GeneralHandler::flushNetwork 3")
}

void GeneralHandler::clearHandlers()
{
    if (mNetwork)
        mNetwork->clearHandlers();
}

void GeneralHandler::gameStarted() const
{
    if (inventoryWindow)
        inventoryWindow->setSplitAllowed(false);
    if (skillDialog)
        skillDialog->loadSkills();

    if (!statusWindow)
        return;

    // protection against double addition attributes.
    statusWindow->clearAttributes();

    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::STR, _("Strength"), "str", true);
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::AGI, _("Agility"), "agi", true);
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::VIT, _("Vitality"), "vit", true);
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::INT,
        _("Intelligence"), "int", true);
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::DEX, _("Dexterity"), "dex", true);
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::LUK, _("Luck"), "luk", true);
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::ATK, _("Attack"));
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::DEF, _("Defense"));
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::MATK, _("M.Attack"));
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::MDEF, _("M.Defense"));
    // TRANSLATORS: player stat
    // xgettext:no-c-format
    statusWindow->addAttribute(Attributes::HIT, _("% Accuracy"));
    // TRANSLATORS: player stat
    // xgettext:no-c-format
    statusWindow->addAttribute(Attributes::FLEE, _("% Evade"));
    // TRANSLATORS: player stat
    // xgettext:no-c-format
    statusWindow->addAttribute(Attributes::CRIT, _("% Critical"));
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::ATTACK_DELAY, _("Attack Delay"));
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::WALK_SPEED, _("Walk Delay"));
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::ATTACK_RANGE, _("Attack Range"));
    // TRANSLATORS: player stat
    statusWindow->addAttribute(Attributes::ATTACK_SPEED, _("Damage per sec."));
}

void GeneralHandler::gameEnded() const
{
    if (socialWindow)
    {
        socialWindow->removeTab(Ea::taGuild);
        socialWindow->removeTab(Ea::taParty);
    }

    delete2(guildTab);
    delete2(partyTab);
}

}  // namespace TmwAthena