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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 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 "logger.h"
#include "gui/charcreatedialog.h"
#include "gui/okdialog.h"
#include "net/net.h"
#include "net/ea/loginhandler.h"
#include "net/ea/eaprotocol.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#include "resources/chardb.h"
#include "debug.h"
extern Net::CharHandler *charHandler;
namespace Ea
{
CharServerHandler::CharServerHandler()
{
}
void CharServerHandler::setCharSelectDialog(CharSelectDialog *window)
{
mCharSelectDialog = window;
updateCharSelectDialog();
}
void CharServerHandler::setCharCreateDialog(CharCreateDialog *window)
{
mCharCreateDialog = window;
if (!mCharCreateDialog)
return;
std::vector<std::string> attributes;
attributes.push_back(_("Strength:"));
attributes.push_back(_("Agility:"));
attributes.push_back(_("Vitality:"));
attributes.push_back(_("Intelligence:"));
attributes.push_back(_("Dexterity:"));
attributes.push_back(_("Luck:"));
const Token &token =
static_cast<LoginHandler*>(Net::getLoginHandler())->getToken();
int minStat = CharDB::getMinStat();
if (!minStat)
minStat = 1;
int maxStat = CharDB::getMaxStat();
if (!maxStat)
maxStat = 9;
int sumStat = CharDB::getSumStat();
if (!sumStat)
sumStat = 30;
mCharCreateDialog->setAttributes(attributes, sumStat, minStat, maxStat);
mCharCreateDialog->setFixedGender(true, token.sex);
}
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)
{
switch (msg.readInt8())
{
case 0:
errorMessage = _("Access denied. Most likely, there are "
"too many players on this server.");
break;
case 1:
errorMessage = _("Cannot use this ID.");
break;
default:
errorMessage = _("Unknown char-server failure.");
break;
}
Client::setState(STATE_ERROR);
}
void CharServerHandler::processCharCreate(Net::MessageIn &msg, bool withColors)
{
Net::Character *character = new Net::Character;
readPlayerData(msg, character, withColors);
mCharacters.push_back(character);
updateCharSelectDialog();
// Close the character create dialog
if (mCharCreateDialog)
{
mCharCreateDialog->scheduleDelete();
mCharCreateDialog = nullptr;
}
}
void CharServerHandler::processCharCreateFailed(Net::MessageIn &msg)
{
switch (msg.readInt8())
{
case 1:
case 0:
default:
errorMessage = _("Failed to create character. Most "
"likely the name is already taken.");
break;
case 2:
errorMessage = _("Wrong name.");
break;
case 3:
errorMessage = _("Incorrect stats.");
break;
case 4:
errorMessage = _("Incorrect hair.");
break;
case 5:
errorMessage = _("Incorrect slot.");
break;
case 6:
errorMessage = _("Incorrect race.");
break;
}
new OkDialog(_("Error"), errorMessage);
if (mCharCreateDialog)
mCharCreateDialog->unlock();
}
void CharServerHandler::processCharDelete(Net::MessageIn &msg A_UNUSED)
{
delete mSelectedCharacter;
mCharacters.remove(mSelectedCharacter);
mSelectedCharacter = nullptr;
updateCharSelectDialog();
unlockCharSelectDialog();
new OkDialog(_("Info"), _("Character deleted."));
}
void CharServerHandler::processCharDeleteFailed(Net::MessageIn &msg A_UNUSED)
{
unlockCharSelectDialog();
new OkDialog(_("Error"), _("Failed to delete character."));
}
void CharServerHandler::clear()
{
delete_all(mCharacters);
mCharacters.clear();
}
} // namespace Ea
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