/* * The Mana Client * Copyright (C) 2009 The Mana World Development Team * Copyright (C) 2009-2013 The Mana Developers * * This file is part of The Mana 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/tmwa/generalhandler.h" #include "client.h" #include "configuration.h" #include "log.h" #include "gui/charselectdialog.h" #include "gui/inventorywindow.h" #include "gui/register.h" #include "gui/skilldialog.h" #include "gui/socialwindow.h" #include "gui/statuswindow.h" #include "net/serverinfo.h" #include "net/tmwa/adminhandler.h" #include "net/tmwa/beinghandler.h" #include "net/tmwa/buysellhandler.h" #include "net/tmwa/chathandler.h" #include "net/tmwa/charserverhandler.h" #include "net/tmwa/gamehandler.h" #include "net/tmwa/guildhandler.h" #include "net/tmwa/inventoryhandler.h" #include "net/tmwa/itemhandler.h" #include "net/tmwa/loginhandler.h" #include "net/tmwa/messagein.h" #include "net/tmwa/messageout.h" #include "net/tmwa/network.h" #include "net/tmwa/npchandler.h" #include "net/tmwa/partyhandler.h" #include "net/tmwa/playerhandler.h" #include "net/tmwa/protocol.h" #include "net/tmwa/tradehandler.h" #include "net/tmwa/specialhandler.h" #include "net/tmwa/gui/guildtab.h" #include "net/tmwa/gui/partytab.h" #include "resources/attributes.h" #include "resources/itemdb.h" #include "utils/gettext.h" #include extern Net::GeneralHandler *generalHandler; namespace TmwAthena { ServerInfo charServer; ServerInfo mapServer; extern Guild *taGuild; extern Party *taParty; GeneralHandler::GeneralHandler(): mAdminHandler(new AdminHandler), mBeingHandler(new BeingHandler(config.getBoolValue("EnableSync"))), mBuySellHandler(new BuySellHandler), mCharHandler(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), mSpecialHandler(new SpecialHandler), mTradeHandler(new TradeHandler) { static const Uint16 _messages[] = { SMSG_CONNECTION_PROBLEM, 0 }; handledMessages = _messages; generalHandler = this; std::list stats; stats.push_back(ItemStat("str", _("Strength %+d"))); stats.push_back(ItemStat("agi", _("Agility %+d"))); stats.push_back(ItemStat("vit", _("Vitality %+d"))); stats.push_back(ItemStat("int", _("Intelligence %+d"))); stats.push_back(ItemStat("dex", _("Dexterity %+d"))); stats.push_back(ItemStat("luck", _("Luck %+d"))); setStatsList(stats); listen(Event::ClientChannel); listen(Event::GameChannel); } GeneralHandler::~GeneralHandler() { delete mNetwork; } void GeneralHandler::handleMessage(MessageIn &msg) { int code; switch (msg.getId()) { case SMSG_CONNECTION_PROBLEM: 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; } } void GeneralHandler::load() { (new Network)->registerHandler(this); mNetwork->registerHandler(mAdminHandler.get()); mNetwork->registerHandler(mBeingHandler.get()); mNetwork->registerHandler(mBuySellHandler.get()); mNetwork->registerHandler(mChatHandler.get()); mNetwork->registerHandler(mCharHandler.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(mSpecialHandler.get()); mNetwork->registerHandler(mTradeHandler.get()); mNetwork->registerHandler(mPartyHandler.get()); } void GeneralHandler::reload() { if (mNetwork) mNetwork->disconnect(); static_cast(mLoginHandler.get())->clearWorlds(); static_cast(mCharHandler.get())->setCharCreateDialog(0); static_cast(mCharHandler.get())->setCharSelectDialog(0); Attributes::unload(); Attributes::load(); } void GeneralHandler::unload() { if (mNetwork) mNetwork->clearHandlers(); Attributes::unload(); } 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() { mNetwork->clearHandlers(); } void GeneralHandler::event(Event::Channel channel, const Event &event) { if (channel == Event::ClientChannel) { if (event.getType() == Event::LoadingDatabases) { Attributes::load(); } } else if (channel == Event::GameChannel) { if (event.getType() == Event::GuiWindowsLoaded) { inventoryWindow->setSplitAllowed(false); skillDialog->loadSkills(); statusWindow->addAttribute(STRENGTH, _("Strength"), true, ""); statusWindow->addAttribute(AGILITY, _("Agility"), true, ""); statusWindow->addAttribute(VITALITY, _("Vitality"), true, ""); statusWindow->addAttribute(INTELLIGENCE, _("Intelligence"), true, ""); statusWindow->addAttribute(DEXTERITY, _("Dexterity"), true, ""); statusWindow->addAttribute(LUCK, _("Luck"), true, ""); statusWindow->addAttribute(ATK, _("Attack"), false, ""); statusWindow->addAttribute(DEF, _("Defense"), false, ""); statusWindow->addAttribute(MATK, _("M.Attack"), false, ""); statusWindow->addAttribute(MDEF, _("M.Defense"), false, ""); // NOTE: Don't remove the gettext comments as they are used // by the xgettext invocation. //xgettext:no-c-format statusWindow->addAttribute(HIT, _("% Accuracy"), false, ""); //xgettext:no-c-format statusWindow->addAttribute(FLEE, _("% Evade"), false, ""); //xgettext:no-c-format statusWindow->addAttribute(CRIT, _("% Critical"), false, ""); } else if (event.getType() == Event::GuiWindowsUnloading) { socialWindow->removeTab(taGuild); socialWindow->removeTab(taParty); delete guildTab; guildTab = 0; delete partyTab; partyTab = 0; } } } } // namespace TmwAthena