/* * The ManaPlus Client * Copyright (C) 2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2015 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/tmwa/generalhandler.h" #include "client.h" #include "configuration.h" #include "gui/windows/skilldialog.h" #include "gui/windows/socialwindow.h" #include "gui/windows/statuswindow.h" #include "gui/widgets/tabs/chat/guildtab.h" #include "gui/widgets/tabs/chat/partytab.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/network.h" #include "net/tmwa/npchandler.h" #include "net/tmwa/partyhandler.h" #include "net/tmwa/pethandler.h" #include "net/tmwa/playerhandler.h" #include "net/tmwa/protocol.h" #include "net/tmwa/serverfeatures.h" #include "net/tmwa/tradehandler.h" #include "net/tmwa/skillhandler.h" #include "net/tmwa/questhandler.h" #ifdef EATHENA_SUPPORT #include "net/tmwa/auctionhandler.h" #include "net/tmwa/bankhandler.h" #include "net/tmwa/battlegroundhandler.h" #include "net/tmwa/buyingstorehandler.h" #include "net/tmwa/cashshophandler.h" #include "net/tmwa/elementalhandler.h" #include "net/tmwa/familyhandler.h" #include "net/tmwa/friendshandler.h" #include "net/tmwa/homunculushandler.h" #include "net/tmwa/mailhandler.h" #include "net/tmwa/maphandler.h" #include "net/tmwa/markethandler.h" #include "net/tmwa/mercenaryhandler.h" #include "net/tmwa/roulettehandler.h" #include "net/tmwa/searchstorehandler.h" #include "net/tmwa/vendinghandler.h" #endif #include "resources/db/itemdbstat.h" #include "utils/delete2.h" #include "utils/gettext.h" #include "debug.h" extern Net::GeneralHandler *generalHandler; namespace TmwAthena { 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), mPetHandler(new PetHandler), mPlayerHandler(new PlayerHandler), mSkillHandler(new SkillHandler), mTradeHandler(new TradeHandler), mQuestHandler(new QuestHandler), #ifdef EATHENA_SUPPORT mServerFeatures(new ServerFeatures), mAuctionHandler(new AuctionHandler), mBankHandler(new BankHandler), mBattleGroundHandler(new BattleGroundHandler), mBuyingStoreHandler(new BuyingStoreHandler), mCashShopHandler(new CashShopHandler), mElementalHandler(new ElementalHandler), mFamilyHandler(new FamilyHandler), mFriendsHandler(new FriendsHandler), mHomunculusHandler(new HomunculusHandler), mMailHandler(new MailHandler), mMapHandler(new MarketHandler), mMarketHandler(new MarketHandler), mMercenaryHandler(new MercenaryHandler), mRouletteHandler(new RouletteHandler), mSearchStoreHandler(new SearchStoreHandler), mVendingHandler(new VendingHandler) #else mServerFeatures(new ServerFeatures) #endif { static const uint16_t _messages[] = { SMSG_CONNECTION_PROBLEM, 0 }; handledMessages = _messages; generalHandler = this; std::vector<ItemDB::Stat> stats; // TRANSLATORS: player stat stats.push_back(ItemDB::Stat("str", _("Strength %s"))); // TRANSLATORS: player stat stats.push_back(ItemDB::Stat("agi", _("Agility %s"))); // TRANSLATORS: player stat stats.push_back(ItemDB::Stat("vit", _("Vitality %s"))); // TRANSLATORS: player stat stats.push_back(ItemDB::Stat("int", _("Intelligence %s"))); // TRANSLATORS: player stat stats.push_back(ItemDB::Stat("dex", _("Dexterity %s"))); // TRANSLATORS: player stat stats.push_back(ItemDB::Stat("luck", _("Luck %s"))); ItemDB::setStatsList(stats); } GeneralHandler::~GeneralHandler() { delete2(mNetwork); } void GeneralHandler::handleMessage(Net::MessageIn &msg) { BLOCK_START("GeneralHandler::handleMessage") switch (msg.getId()) { case SMSG_CONNECTION_PROBLEM: processConnectionProblem(msg); break; default: break; } BLOCK_END("GeneralHandler::handleMessage") } void GeneralHandler::processConnectionProblem(Net::MessageIn &msg) { const uint8_t code = msg.readUInt8("flag"); logger->log("Connection problem: %u", static_cast<unsigned int>(code)); switch (code) { case 0: // TRANSLATORS: error message errorMessage = _("Authentication failed."); break; case 1: // TRANSLATORS: error message errorMessage = _("No servers available."); break; case 2: if (client->getState() == STATE_GAME) { // TRANSLATORS: error message errorMessage = _("Someone else is trying to use this " "account."); } else { // TRANSLATORS: error message errorMessage = _("This account is already logged in."); } break; case 3: // TRANSLATORS: error message errorMessage = _("Speed hack detected."); break; case 8: // TRANSLATORS: error message errorMessage = _("Duplicated login."); break; default: // TRANSLATORS: error message errorMessage = _("Unknown connection error."); break; } client->setState(STATE_ERROR); } void GeneralHandler::load() { (new Network)->registerHandler(this); if (!mNetwork) return; mNetwork->registerHandler(mAdminHandler); mNetwork->registerHandler(mBeingHandler); mNetwork->registerHandler(mBuySellHandler); mNetwork->registerHandler(mChatHandler); mNetwork->registerHandler(mCharServerHandler); mNetwork->registerHandler(mGameHandler); mNetwork->registerHandler(mGuildHandler); mNetwork->registerHandler(mInventoryHandler); mNetwork->registerHandler(mItemHandler); mNetwork->registerHandler(mLoginHandler); mNetwork->registerHandler(mNpcHandler); mNetwork->registerHandler(mPlayerHandler); mNetwork->registerHandler(mSkillHandler); mNetwork->registerHandler(mTradeHandler); mNetwork->registerHandler(mPartyHandler); mNetwork->registerHandler(mPetHandler); mNetwork->registerHandler(mQuestHandler); #ifdef EATHENA_SUPPORT mNetwork->registerHandler(mAuctionHandler); mNetwork->registerHandler(mBankHandler); mNetwork->registerHandler(mBattleGroundHandler); mNetwork->registerHandler(mBuyingStoreHandler); mNetwork->registerHandler(mCashShopHandler); mNetwork->registerHandler(mElementalHandler); mNetwork->registerHandler(mFamilyHandler); mNetwork->registerHandler(mFriendsHandler); mNetwork->registerHandler(mHomunculusHandler); mNetwork->registerHandler(mMailHandler); mNetwork->registerHandler(mMapHandler); mNetwork->registerHandler(mMarketHandler); mNetwork->registerHandler(mMercenaryHandler); mNetwork->registerHandler(mSearchStoreHandler); mNetwork->registerHandler(mVendingHandler); #endif } void GeneralHandler::reload() { if (mNetwork) mNetwork->disconnect(); static_cast<LoginHandler*>(mLoginHandler)->clearWorlds(); CharServerHandler *const charHandler = static_cast<CharServerHandler*>( mCharServerHandler); charHandler->setCharCreateDialog(nullptr); charHandler->setCharSelectDialog(nullptr); static_cast<PartyHandler*>(mPartyHandler)->reload(); } void GeneralHandler::reloadPartially() const { static_cast<PartyHandler*>(mPartyHandler)->reload(); } void GeneralHandler::unload() { clearHandlers(); } void GeneralHandler::flushSend() { if (!mNetwork) return; mNetwork->flush(); } void GeneralHandler::flushNetwork() { if (!mNetwork) return; BLOCK_START("GeneralHandler::flushNetwork 1") mNetwork->flush(); BLOCK_END("GeneralHandler::flushNetwork 1") mNetwork->dispatchMessages(); BLOCK_START("GeneralHandler::flushNetwork 3") if (mNetwork->getState() == Network::NET_ERROR) { if (!mNetwork->getError().empty()) { errorMessage = mNetwork->getError(); } else { // TRANSLATORS: error message errorMessage = _("Got disconnected from server!"); } client->setState(STATE_ERROR); } BLOCK_END("GeneralHandler::flushNetwork 3") } void GeneralHandler::clearHandlers() { if (mNetwork) mNetwork->clearHandlers(); } void GeneralHandler::gameStarted() const { if (skillDialog) skillDialog->loadSkills(); if (!statusWindow) return; // protection against double addition attributes. statusWindow->clearAttributes(); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::STR, _("Strength"), "str", Modifiable_true); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::AGI, _("Agility"), "agi", Modifiable_true); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::VIT, _("Vitality"), "vit", Modifiable_true); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::INT, _("Intelligence"), "int", Modifiable_true); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::DEX, _("Dexterity"), "dex", Modifiable_true); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::LUK, _("Luck"), "luk", Modifiable_true); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::ATK, _("Attack")); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::DEF, _("Defense")); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::MATK, _("M.Attack")); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::MDEF, _("M.Defense")); // TRANSLATORS: player stat // xgettext:no-c-format statusWindow->addAttribute(Attributes::HIT, _("% Accuracy")); // TRANSLATORS: player stat // xgettext:no-c-format statusWindow->addAttribute(Attributes::FLEE, _("% Evade")); // TRANSLATORS: player stat // xgettext:no-c-format statusWindow->addAttribute(Attributes::CRIT, _("% Critical")); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::ATTACK_DELAY, _("Attack Delay")); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::WALK_SPEED, _("Walk Delay")); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::ATTACK_RANGE, _("Attack Range")); // TRANSLATORS: player stat statusWindow->addAttribute(Attributes::ATTACK_SPEED, _("Damage per sec.")); } void GeneralHandler::gameEnded() const { if (socialWindow) { socialWindow->removeTab(Ea::taGuild); socialWindow->removeTab(Ea::taParty); } delete2(guildTab); delete2(partyTab); } } // namespace TmwAthena