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/*
* 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
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