/* * The ManaPlus Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2010 The Mana Developers * Copyright (C) 2011-2014 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 . */ #ifndef NET_EA_BEINGHANDLER_H #define NET_EA_BEINGHANDLER_H #include "net/beinghandler.h" namespace Ea { class BeingHandler notfinal : public Net::BeingHandler { public: A_DELETE_COPY(BeingHandler) protected: explicit BeingHandler(const bool enableSync); Being *createBeing(const int id, const int16_t job) const A_WARN_UNUSED; virtual void setSprite(Being *const being, const unsigned int slot, const int id, const std::string &color = "", const unsigned char colorId = 1, const bool isWeapon = false, const bool isTempSprite = false) const; virtual void processBeingMove2(Net::MessageIn &msg) const; virtual void processBeingRemove(Net::MessageIn &msg) const; virtual void processBeingResurrect(Net::MessageIn &msg) const; virtual void processSkillDamage(Net::MessageIn &msg) const; virtual void processBeingAction(Net::MessageIn &msg) const; virtual void processBeingSelfEffect(Net::MessageIn &msg) const; virtual void processBeingEmotion(Net::MessageIn &msg) const; virtual void processNameResponse(Net::MessageIn &msg) const; virtual void processIpResponse(Net::MessageIn &msg) const; virtual void processPlayerGuilPartyInfo(Net::MessageIn &msg) const; virtual void processBeingChangeDirection(Net::MessageIn &msg) const; virtual void processPlayerStop(Net::MessageIn &msg) const; virtual void processPlayerMoveToAttack(Net::MessageIn &msg) const; virtual void processPlaterStatusChange(Net::MessageIn &msg) const; virtual void processBeingStatusChange(Net::MessageIn &msg) const; virtual void processSkillNoDamage(Net::MessageIn &msg) const; virtual void processPvpMapMode(Net::MessageIn &msg) const; virtual void processPvpSet(Net::MessageIn &msg) const; // Should we honor server "Stop Walking" packets bool mSync; int mSpawnId; bool mHideShield; }; } // namespace Ea #endif // NET_EA_BEINGHANDLER_H