/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2013 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/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 &msg, Network *const network, ServerInfo &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")) { 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 &msg, Network *const network, ServerInfo &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