/*
* The ManaPlus Client
* Copyright (C) 2004-2009 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 .
*/
#include "net/ea/charserverhandler.h"
#include "client.h"
#include "configuration.h"
#include "gui/windows/charcreatedialog.h"
#include "gui/windows/okdialog.h"
#include "net/ea/loginhandler.h"
#include "net/ea/eaprotocol.h"
#include "net/ea/gamehandler.h"
#include "net/ea/network.h"
#include "net/messagein.h"
#include "net/net.h"
#include "utils/dtor.h"
#include "utils/gettext.h"
#include "resources/db/chardb.h"
#include "debug.h"
extern Net::CharServerHandler *charServerHandler;
namespace Ea
{
extern ServerInfo mapServer;
CharServerHandler::CharServerHandler() :
Net::CharServerHandler()
{
}
void CharServerHandler::setCharSelectDialog(CharSelectDialog *const window)
{
mCharSelectDialog = window;
updateCharSelectDialog();
}
void CharServerHandler::setCharCreateDialog(CharCreateDialog *const window)
{
mCharCreateDialog = window;
if (!mCharCreateDialog)
return;
StringVect attributes;
// TRANSLATORS: playe stat
attributes.push_back(_("Strength:"));
// TRANSLATORS: playe stat
attributes.push_back(_("Agility:"));
// TRANSLATORS: playe stat
attributes.push_back(_("Vitality:"));
// TRANSLATORS: playe stat
attributes.push_back(_("Intelligence:"));
// TRANSLATORS: playe stat
attributes.push_back(_("Dexterity:"));
// TRANSLATORS: playe stat
attributes.push_back(_("Luck:"));
const Token &token =
static_cast(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) const
{
BLOCK_START("CharServerHandler::processCharLoginError")
switch (msg.readInt8())
{
case 0:
// TRANSLATORS: error message
errorMessage = _("Access denied. Most likely, there are "
"too many players on this server.");
break;
case 1:
// TRANSLATORS: error message
errorMessage = _("Cannot use this ID.");
break;
default:
// TRANSLATORS: error message
errorMessage = _("Unknown char-server failure.");
break;
}
client->setState(STATE_ERROR);
BLOCK_END("CharServerHandler::processCharLoginError")
}
void CharServerHandler::processCharCreate(Net::MessageIn &msg,
const bool withColors)
{
BLOCK_START("CharServerHandler::processCharCreate")
Net::Character *const character = new Net::Character;
readPlayerData(msg, character, withColors);
mCharacters.push_back(character);
updateCharSelectDialog();
// Close the character create dialog
if (mCharCreateDialog)
{
mCharCreateDialog->scheduleDelete();
mCharCreateDialog = nullptr;
}
BLOCK_END("CharServerHandler::processCharCreate")
}
void CharServerHandler::processCharCreateFailed(Net::MessageIn &msg)
{
BLOCK_START("CharServerHandler::processCharCreateFailed")
switch (msg.readInt8())
{
case 1:
case 0:
default:
// TRANSLATORS: error message
errorMessage = _("Failed to create character. Most "
"likely the name is already taken.");
break;
case 2:
// TRANSLATORS: error message
errorMessage = _("Wrong name.");
break;
case 3:
// TRANSLATORS: error message
errorMessage = _("Incorrect stats.");
break;
case 4:
// TRANSLATORS: error message
errorMessage = _("Incorrect hair.");
break;
case 5:
// TRANSLATORS: error message
errorMessage = _("Incorrect slot.");
break;
case 6:
// TRANSLATORS: error message
errorMessage = _("Incorrect race.");
break;
case 7:
// TRANSLATORS: error message
errorMessage = _("Incorrect look.");
break;
}
// TRANSLATORS: error message header
new OkDialog(_("Error"), errorMessage, DIALOG_ERROR);
if (mCharCreateDialog)
mCharCreateDialog->unlock();
BLOCK_END("CharServerHandler::processCharCreateFailed")
}
void CharServerHandler::processCharDelete(Net::MessageIn &msg A_UNUSED)
{
BLOCK_START("CharServerHandler::processCharDelete")
delete mSelectedCharacter;
mCharacters.remove(mSelectedCharacter);
mSelectedCharacter = nullptr;
updateCharSelectDialog();
unlockCharSelectDialog();
// TRANSLATORS: info message
new OkDialog(_("Info"), _("Character deleted."));
BLOCK_END("CharServerHandler::processCharDelete")
}
void CharServerHandler::processCharDeleteFailed(Net::MessageIn &msg A_UNUSED)
{
BLOCK_START("CharServerHandler::processCharDeleteFailed")
unlockCharSelectDialog();
// TRANSLATORS: error message
new OkDialog(_("Error"), _("Failed to delete character."), DIALOG_ERROR);
BLOCK_END("CharServerHandler::processCharDeleteFailed")
}
void CharServerHandler::clear()
{
delete_all(mCharacters);
mCharacters.clear();
}
void CharServerHandler::processCharMapInfo(Net::MessageIn &restrict msg,
Network *restrict const network,
ServerInfo &restrict server)
{
BLOCK_START("CharServerHandler::processCharMapInfo")
// msg.skip(4); // CharID, must be the same as player_node->charID
PlayerInfo::setCharId(msg.readInt32());
GameHandler *const gh = static_cast(Net::getGameHandler());
gh->setMap(msg.readString(16));
if (config.getBoolValue("usePersistentIP") || client->getPersistentIp())
{
msg.readInt32();
server.hostname = client->getServerName();
}
else
{
server.hostname = ipToString(msg.readInt32());
}
server.port = msg.readInt16();
// Prevent the selected local player from being deleted
player_node = mSelectedCharacter->dummy;
PlayerInfo::setBackend(mSelectedCharacter->data);
mSelectedCharacter->dummy = nullptr;
Net::getCharServerHandler()->clear();
updateCharSelectDialog();
if (network)
network->disconnect();
client->setState(STATE_CONNECT_GAME);
BLOCK_END("CharServerHandler::processCharMapInfo")
}
void CharServerHandler::processChangeMapServer(Net::MessageIn &restrict msg,
Network *restrict const network,
ServerInfo &restrict server)
const
{
BLOCK_START("CharServerHandler::processChangeMapServer")
GameHandler *const gh = static_cast(Net::getGameHandler());
if (!gh || !network)
{
BLOCK_END("CharServerHandler::processChangeMapServer")
return;
}
gh->setMap(msg.readString(16));
const int x = msg.readInt16();
const int y = msg.readInt16();
server.hostname = ipToString(msg.readInt32());
server.port = msg.readInt16();
network->disconnect();
client->setState(STATE_CHANGE_MAP);
if (player_node)
{
player_node->setTileCoords(x, y);
player_node->setMap(nullptr);
}
BLOCK_END("CharServerHandler::processChangeMapServer")
}
} // namespace Ea