// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2000-2005 Alistair Riddoch // // 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 // (at your option) 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // $Id: BaseClient.cpp,v 1.44 2007-11-28 20:22:42 alriddoch Exp $ #include "BaseClient.h" #include "CreatorClient.h" #include "common/id.h" #include "common/log.h" #include "common/debug.h" #include "common/compose.hpp" #include "common/BaseEntity.h" #include #include using Atlas::Message::MapType; using Atlas::Objects::Root; using Atlas::Objects::Operation::Login; using Atlas::Objects::Operation::Logout; using Atlas::Objects::Operation::Create; using Atlas::Objects::Operation::RootOperation; using Atlas::Objects::Entity::RootEntity; using Atlas::Objects::Entity::Anonymous; using Atlas::Objects::smart_dynamic_cast; static const bool debug_flag = false; BaseClient::BaseClient() { } BaseClient::~BaseClient() { } /// \brief Create a new account on the server /// /// @param name User name of the new account /// @param password Password of the new account MapType BaseClient::createPlayer(const std::string & name, const std::string & password) { m_playerName = name; Anonymous player_ent; player_ent->setAttr("username", name); player_ent->setAttr("password", password); player_ent->setParents(std::list(1, "player")); debug(std::cout << "Loggin " << name << " in with " << password << " as password" << std::endl << std::flush;); Login loginAccountOp; loginAccountOp->setArgs1(player_ent); send(loginAccountOp); if (m_connection.wait() != 0) { Create createAccountOp; createAccountOp->setArgs1(player_ent); send(createAccountOp); if (m_connection.wait() != 0) { std::cerr << "ERROR: Failed to log into server" << std::endl << std::flush; return MapType(); } } const Root & ent = m_connection.getReply(); if (!ent->hasAttrFlag(Atlas::Objects::ID_FLAG)) { std::cerr << "ERROR: Logged in, but account has no id" << std::endl << std::flush; } else { m_playerId = ent->getId(); } //if (ent.find("characters") != ent.end()) { //} return ent->asMessage(); } /// \brief Create a new Character or avatar on the server /// /// Requires that an account is already logged in. /// @param type The type of avatar to be created /// @return The CreatorClient object used to directly interact with the avatar CreatorClient * BaseClient::createCharacter(const std::string & type) { Anonymous character; character->setName(m_playerName); character->setParents(std::list(1,type)); character->setObjtype("obj"); Create createOp; createOp->setFrom(m_playerId); createOp->setArgs1(character); send(createOp); if (m_connection.wait() != 0) { std::cerr << "ERROR: Failed to create character type: " << type << std::endl << std::flush; return NULL; } RootEntity ent = smart_dynamic_cast(m_connection.getReply()); if (!ent->hasAttrFlag(Atlas::Objects::ID_FLAG)) { std::cerr << "ERROR: Character created, but has no id" << std::endl << std::flush; return 0; } const std::string & id = ent->getId(); long intId = integerId(id); if (intId == -1) { log(ERROR, String::compose("Invalid character ID \"%1\" from server.", id)); } CreatorClient * obj = new CreatorClient(id, intId, m_connection); obj->merge(ent->asMessage()); // FIXME We are making no attempt to set LOC, as we have no entity to // set it to. obj->m_location.readFromEntity(ent); EntityDict tmp; // obj = EntityFactory::instance()->newThing(type, body, tmp); // FIXME Do we need to create a local entity for this as is done in // the python version? If so, do we need to keep track of a full world // model here, or just in the minds (when we become an AI client return obj; } void BaseClient::logout() { Logout logout; send(logout); if (m_connection.wait() != 0) { std::cerr << "ERROR: Failed to logout" << std::endl << std::flush; } } // I'm making this pure virtual, to see if that is desired. //void BaseClient::idle() { // time.sleep(0.1); //} /// \brief Handle any operations that have arrived from the server void BaseClient::handleNet() { RootOperation input; while ((input = m_connection.pop()).isValid()) { OpVector res; m_character->operation(input, res); OpVector::const_iterator Iend = res.end(); for (OpVector::const_iterator I = res.begin(); I != Iend; ++I) { send(*I); } } }