/*
* 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 .
*/
#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/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 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 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(mLoginHandler.get())->clearWorlds();
CharServerHandler *const charHandler = static_cast(
mCharServerHandler.get());
charHandler->setCharCreateDialog(nullptr);
charHandler->setCharSelectDialog(nullptr);
static_cast(mPartyHandler.get())->reload();
}
void GeneralHandler::reloadPartially() const
{
static_cast(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