// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2000,2001 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: Player.cpp,v 1.49 2007-09-22 15:34:05 alriddoch Exp $

#include "Player.h"

#include <Atlas/Objects/SmartPtr.h>
#include <Atlas/Objects/RootEntity.h>

#include "common/compose.hpp"

std::set<std::string> Player::playableTypes;

using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Message::ListType;
using Atlas::Objects::Entity::RootEntity;

/// \brief Constructor
///
/// @param conn the Connection this account is being created by.
/// @param username a string giving the username.
/// @param passwd a string giving the password.
/// @param id a string giving the identifier of the account.
/// @param intId an integer giving the identifier of the account.
Player::Player(Connection * conn, const std::string& username,
               const std::string& passwd, const std::string & id, long intId) :
               Account(conn, username, passwd, id, intId)
{
}

Player::~Player() { }

const char * Player::getType() const
{
    return "player";
}

void Player::addToMessage(MapType & omap) const
{
    Account::addToMessage(omap);
    ListType & typeList = (omap["character_types"] = ListType()).asList();
    std::set<std::string>::const_iterator I = Player::playableTypes.begin();
    std::set<std::string>::const_iterator Iend = Player::playableTypes.end();
    for (; I != Iend; ++I) {
        typeList.push_back(Element(*I));
    }
}

void Player::addToEntity(const Atlas::Objects::Entity::RootEntity & ent) const
{
    Account::addToEntity(ent);
    ListType typeList;
    std::set<std::string>::const_iterator I = Player::playableTypes.begin();
    std::set<std::string>::const_iterator Iend = Player::playableTypes.end();
    for (; I != Iend; ++I) {
        typeList.push_back(Element(*I));
    }
    ent->setAttr("character_types", typeList);
}

int Player::characterError(const Operation & op,
                           const RootEntity & ent, OpVector & res) const
{
    if (!ent->hasAttrFlag(Atlas::Objects::NAME_FLAG)) {
        error(op, "Entity to be created has no name", res, getId());
        return true;
    }
    const std::string & name = ent->getName();
#if defined(__GNUC__) && __GNUC__ < 3
    if (!name.substr(0,5).compare("admin")) {
        error(op, "Entity to be created cannot start with admin", res, getId());
        return true;
    }
#else
    if (!name.compare(0,5,"admin")) {
        error(op, "Entity to be created cannot start with admin", res, getId());
        return true;
    }
#endif

    // Parents must have been checked already before calling this method
    const std::string & type = ent->getParents().front(); 
    if (Player::playableTypes.find(type) == Player::playableTypes.end()) {
        error(op,
              String::compose("You cannot create a character of type \"%1\".",
                              type),
              res, getId());
        return true;
    }
    return false;
}


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