/*
* 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 <assert.h>
#include <list>
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<ItemDB::Stat> 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<LoginHandler*>(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