/*
* 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/eathena/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 "net/ea/gui/guildtab.h"
#include "net/ea/gui/partytab.h"
#include "net/eathena/adminhandler.h"
#include "net/eathena/attrs.h"
#include "net/eathena/beinghandler.h"
#include "net/eathena/buysellhandler.h"
#include "net/eathena/chathandler.h"
#include "net/eathena/charserverhandler.h"
#include "net/eathena/gamehandler.h"
#include "net/eathena/guildhandler.h"
#include "net/eathena/inventoryhandler.h"
#include "net/eathena/itemhandler.h"
#include "net/eathena/loginhandler.h"
#include "net/eathena/network.h"
#include "net/eathena/npchandler.h"
#include "net/eathena/partyhandler.h"
#include "net/eathena/playerhandler.h"
#include "net/eathena/protocol.h"
#include "net/eathena/tradehandler.h"
#include "net/eathena/skillhandler.h"
#include "net/eathena/questhandler.h"
#include "resources/db/itemdbstat.h"
#include "utils/delete2.h"
#include "utils/gettext.h"
#include "debug.h"
extern Net::GeneralHandler *generalHandler;
namespace EAthena
{
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),
mPlayerHandler(new PlayerHandler),
mSkillHandler(new SkillHandler),
mTradeHandler(new TradeHandler),
mQuestHandler(new QuestHandler)
{
static const uint16_t _messages[] =
{
SMSG_CONNECTION_PROBLEM,
0
};
handledMessages = _messages;
generalHandler = this;
std::vector<ItemDB::Stat> stats;
stats.push_back(ItemDB::Stat("str", _("Strength %s")));
stats.push_back(ItemDB::Stat("agi", _("Agility %s")));
stats.push_back(ItemDB::Stat("vit", _("Vitality %s")));
stats.push_back(ItemDB::Stat("int", _("Intelligence %s")));
stats.push_back(ItemDB::Stat("dex", _("Dexterity %s")));
stats.push_back(ItemDB::Stat("luck", _("Luck %s")));
ItemDB::setStatsList(stats);
}
GeneralHandler::~GeneralHandler()
{
delete2(mNetwork);
}
void GeneralHandler::handleMessage(Net::MessageIn &msg)
{
switch (msg.getId())
{
case SMSG_CONNECTION_PROBLEM:
{
const uint8_t code = msg.readUInt8();
logger->log("Connection problem: %u",
static_cast<unsigned int>(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;
}
default:
break;
}
}
void GeneralHandler::load()
{
(new Network)->registerHandler(this);
if (!mNetwork)
return;
mNetwork->registerHandler(mAdminHandler.get());
mNetwork->registerHandler(mBeingHandler.get());
mNetwork->registerHandler(mBuySellHandler.get());
mNetwork->registerHandler(mChatHandler.get());
mNetwork->registerHandler(mCharServerHandler.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(mSkillHandler.get());
mNetwork->registerHandler(mTradeHandler.get());
mNetwork->registerHandler(mPartyHandler.get());
mNetwork->registerHandler(mQuestHandler.get());
}
void GeneralHandler::reload()
{
if (mNetwork)
mNetwork->disconnect();
static_cast<LoginHandler*>(mLoginHandler.get())->clearWorlds();
CharServerHandler *const charHandler = static_cast<CharServerHandler*>(
mCharServerHandler.get());
charHandler->setCharCreateDialog(nullptr);
charHandler->setCharSelectDialog(nullptr);
static_cast<PartyHandler*>(mPartyHandler.get())->reload();
}
void GeneralHandler::reloadPartially() const
{
static_cast<PartyHandler*>(mPartyHandler.get())->reload();
}
void GeneralHandler::unload()
{
clearHandlers();
}
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()
{
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();
statusWindow->addAttribute(STR, _("Strength"), "str", true);
statusWindow->addAttribute(AGI, _("Agility"), "agi", true);
statusWindow->addAttribute(VIT, _("Vitality"), "vit", true);
statusWindow->addAttribute(INT, _("Intelligence"), "int", true);
statusWindow->addAttribute(DEX, _("Dexterity"), "dex", true);
statusWindow->addAttribute(LUK, _("Luck"), "luk", true);
statusWindow->addAttribute(ATK, _("Attack"));
statusWindow->addAttribute(DEF, _("Defense"));
statusWindow->addAttribute(MATK, _("M.Attack"));
statusWindow->addAttribute(MDEF, _("M.Defense"));
// xgettext:no-c-format
statusWindow->addAttribute(HIT, _("% Accuracy"));
// xgettext:no-c-format
statusWindow->addAttribute(FLEE, _("% Evade"));
// xgettext:no-c-format
statusWindow->addAttribute(CRIT, _("% Critical"));
statusWindow->addAttribute(Attributes::ATTACK_DELAY, _("Attack Delay"));
statusWindow->addAttribute(Attributes::WALK_SPEED, _("Walk Delay"));
statusWindow->addAttribute(Attributes::ATTACK_RANGE, _("Attack Range"));
statusWindow->addAttribute(Attributes::ATTACK_SPEED, _("Damage per sec."));
}
void GeneralHandler::gameEnded() const
{
if (socialWindow)
{
socialWindow->removeTab(Ea::taGuild);
socialWindow->removeTab(Ea::taParty);
}
delete2(Ea::guildTab);
delete2(Ea::partyTab);
}
} // namespace EAthena