// 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 <Atlas/Objects/Operation.h>
#include <Atlas/Objects/Anonymous.h>
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<std::string>(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<std::string>(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<RootEntity>(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);
}
}
}
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