/* * 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 "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/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 "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) { 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() { delete mNetwork; mNetwork = nullptr; } void GeneralHandler::handleMessage(Net::MessageIn &msg) { switch (msg.getId()) { case SMSG_CONNECTION_PROBLEM: { const int code = msg.readInt8(); logger->log("Connection problem: %i", 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()); } 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(PlayerInfo::ATTACK_DELAY, _("Attack Delay")); statusWindow->addAttribute(PlayerInfo::WALK_SPEED, _("Walk Delay")); statusWindow->addAttribute(PlayerInfo::ATTACK_RANGE, _("Attack Range")); statusWindow->addAttribute(PlayerInfo::ATTACK_SPEED, _("Damage per sec.")); } void GeneralHandler::gameEnded() const { if (socialWindow) { socialWindow->removeTab(Ea::taGuild); socialWindow->removeTab(Ea::taParty); } delete Ea::guildTab; Ea::guildTab = nullptr; delete Ea::partyTab; Ea::partyTab = nullptr; } } // namespace EAthena