/* * The Mana World * Copyright (C) 2009 The Mana World Development Team * * This file is part of The Mana World. * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include "net/ea/generalhandler.h" #include "gui/charselectdialog.h" #include "gui/inventorywindow.h" #include "gui/register.h" #include "gui/skilldialog.h" #include "gui/statuswindow.h" #include "net/ea/network.h" #include "net/ea/protocol.h" #include "net/ea/adminhandler.h" #include "net/ea/beinghandler.h" #include "net/ea/buysellhandler.h" #include "net/ea/chathandler.h" #include "net/ea/charserverhandler.h" #include "net/ea/gamehandler.h" #include "net/ea/inventoryhandler.h" #include "net/ea/itemhandler.h" #include "net/ea/loginhandler.h" #include "net/ea/npchandler.h" #include "net/ea/playerhandler.h" #include "net/ea/partyhandler.h" #include "net/ea/tradehandler.h" #include "net/ea/specialhandler.h" #include "net/ea/gui/partytab.h" #include "net/messagein.h" #include "net/messageout.h" #include "resources/itemdb.h" #include "configuration.h" #include "log.h" #include "main.h" #include "utils/gettext.h" #include #include extern Net::GeneralHandler *generalHandler; namespace EAthena { ServerInfo charServer; ServerInfo mapServer; GeneralHandler::GeneralHandler(): mAdminHandler(new AdminHandler), mBeingHandler(new BeingHandler(config.getValue("EnableSync", 0) == 1)), mBuySellHandler(new BuySellHandler), mCharHandler(new CharServerHandler), mChatHandler(new ChatHandler), mGameHandler(new GameHandler), mInventoryHandler(new InventoryHandler), mItemHandler(new ItemHandler), mLoginHandler(new LoginHandler), mNpcHandler(new NpcHandler), mPartyHandler(new PartyHandler), mPlayerHandler(new PlayerHandler), mSpecialHandler(new SpecialHandler), mTradeHandler(new TradeHandler) { //assert(false); static const Uint16 _messages[] = { SMSG_CONNECTION_PROBLEM, 0 }; handledMessages = _messages; generalHandler = this; std::list stats; stats.push_back(ItemDB::Stat("str", N_("Strength %+d"))); stats.push_back(ItemDB::Stat("agi", N_("Agility %+d"))); stats.push_back(ItemDB::Stat("vit", N_("Vitality %+d"))); stats.push_back(ItemDB::Stat("int", N_("Intelligence %+d"))); stats.push_back(ItemDB::Stat("dex", N_("Dexterity %+d"))); stats.push_back(ItemDB::Stat("luck", N_("Luck %+d"))); ItemDB::setStatsList(stats); } GeneralHandler::~GeneralHandler() { delete mNetwork; } void GeneralHandler::handleMessage(Net::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 (state == 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; } state = 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(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(); } void GeneralHandler::unload() { if (mNetwork) mNetwork->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!"); state = STATE_ERROR; } } void GeneralHandler::guiWindowsLoaded() { partyTab = new PartyTab; inventoryWindow->setSplitAllowed(false); skillDialog->loadSkills("ea-skills.xml"); statusWindow->addAttribute(STR, _("Strength"), true); statusWindow->addAttribute(AGI, _("Agility"), true); statusWindow->addAttribute(VIT, _("Vitality"), true); statusWindow->addAttribute(INT, _("Intelligence"), true); statusWindow->addAttribute(DEX, _("Dexterity"), true); statusWindow->addAttribute(LUK, _("Luck"), true); statusWindow->addAttribute(ATK, _("Attack"), false); statusWindow->addAttribute(DEF, _("Defense"), false); statusWindow->addAttribute(MATK, _("M.Attack"), false); statusWindow->addAttribute(MDEF, _("M.Defense"), false); statusWindow->addAttribute(HIT, _("% Accuracy"), false); statusWindow->addAttribute(FLEE, _("% Evade"), false); statusWindow->addAttribute(CRIT, _("% Critical"), false); } void GeneralHandler::guiWindowsUnloaded() { delete partyTab; partyTab = 0; } void GeneralHandler::clearHandlers() { mNetwork->clearHandlers(); } } // namespace EAthena