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/*
* The Mana World
* Copyright (C) 2004 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
*/
#ifndef NET_EA_CHARSERVERHANDLER_H
#define NET_EA_CHARSERVERHANDLER_H
#include "net/charhandler.h"
#include "net/serverinfo.h"
#include "net/ea/messagehandler.h"
#include "net/ea/token.h"
class LoginData;
namespace EAthena {
/**
* Deals with incoming messages from the character server.
*/
class CharServerHandler : public MessageHandler, public Net::CharHandler
{
public:
CharServerHandler();
virtual void handleMessage(Net::MessageIn &msg);
void setCharInfo(LockedArray<LocalPlayer*> *charInfo)
{ mCharInfo = charInfo; }
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 getCharacters();
void chooseCharacter(int slot, LocalPlayer* character);
void newCharacter(const std::string &name, int slot, bool gender,
int hairstyle, int hairColor, std::vector<int> stats);
void deleteCharacter(int slot, LocalPlayer* character);
void switchCharacter();
unsigned int baseSprite() const;
unsigned int hairSprite() const;
unsigned int maxSprite() const;
void connect();
protected:
LockedArray<LocalPlayer*> *mCharInfo;
CharSelectDialog *mCharSelectDialog;
CharCreateDialog *mCharCreateDialog;
LocalPlayer *readPlayerData(Net::MessageIn &msg, int &slot);
};
} // namespace EAthena
#endif // NET_EA_CHARSERVERHANDLER_H
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