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/*
* The ManaPlus Client
* Copyright (C) 2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2015 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 <http://www.gnu.org/licenses/>.
*/
#include "net/ea/gamehandler.h"
#include "client.h"
#include "game.h"
#include "notifymanager.h"
#include "enums/gui/dialogtype.h"
#include "gui/windows/okdialog.h"
#include "net/messagein.h"
#include "resources/notifytypes.h"
#include "utils/gettext.h"
#include "debug.h"
namespace Ea
{
std::string GameHandler::mMap;
int GameHandler::mCharID = 0;
GameHandler::GameHandler() :
Net::GameHandler()
{
mMap.clear();
mCharID = 0;
}
void GameHandler::who() const
{
}
void GameHandler::setMap(const std::string &map)
{
mMap = map.substr(0, map.rfind("."));
}
void GameHandler::processWhoAnswer(Net::MessageIn &msg)
{
NotifyManager::notify(NotifyTypes::ONLINE_USERS,
msg.readInt32("users count"));
}
void GameHandler::processCharSwitchResponse(Net::MessageIn &msg)
{
if (msg.readUInt8("response"))
client->setState(STATE_SWITCH_CHARACTER);
}
void GameHandler::processMapQuitResponse(Net::MessageIn &msg)
{
if (msg.readUInt8("response"))
{
(new OkDialog(_("Game"),
// TRANSLATORS: error message
_("Request to quit denied!"),
// TRANSLATORS: ok dialog button
_("OK"),
DialogType::ERROR,
Modal_true,
ShowCenter_true,
nullptr,
260))->postInit();
}
}
void GameHandler::clear()
{
mMap.clear();
mCharID = 0;
}
void GameHandler::initEngines() const
{
if (!mMap.empty())
Game::instance()->changeMap(mMap);
}
} // namespace Ea
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