/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2012 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/>. */ #ifndef NET_MANASERV_CHARSERVERHANDLER_H #define NET_MANASERV_CHARSERVERHANDLER_H #include "gui/charselectdialog.h" #include "net/charhandler.h" #include "net/manaserv/messagehandler.h" #include <map.h> class LoginData; namespace ManaServ { /** * Deals with incoming messages related to character selection. */ class CharHandler : public MessageHandler, public Net::CharHandler { public: CharHandler(); ~CharHandler(); void handleMessage(Net::MessageIn &msg); void setCharSelectDialog(CharSelectDialog *window); /** * Sets the character create dialog. The handler will clean up this * dialog when a new character is succesfully created, and will unlock * the dialog when a new character failed to be created. */ void setCharCreateDialog(CharCreateDialog *window); void requestCharacters(); void chooseCharacter(Net::Character *character); void newCharacter(const std::string &name, int slot, bool gender, int hairstyle, int hairColor, unsigned char race, const std::vector<int> &stats); void deleteCharacter(Net::Character *character); void switchCharacter(); unsigned int baseSprite() const; unsigned int hairSprite() const; unsigned int maxSprite() const; void clear(); private: /** * Character information needs to be cached since we receive it before * we have loaded the dynamic data, so we can't resolve load any * sprites yet. */ struct CachedAttrbiute { double base; double mod; }; typedef std::map<int, CachedAttrbiute> CachedAttributes; struct CachedCharacterInfo { int slot; std::string name; Gender gender; int hairStyle; int hairColor; int level; int characterPoints; int correctionPoints; CachedAttributes attribute; }; void handleCharacterInfo(Net::MessageIn &msg); void handleCharacterCreateResponse(Net::MessageIn &msg); void handleCharacterDeleteResponse(Net::MessageIn &msg); void handleCharacterSelectResponse(Net::MessageIn &msg); void updateCharacters(); /** Cached character information */ std::vector<CachedCharacterInfo> mCachedCharacterInfos; }; } // namespace ManaServ #endif