1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
|
/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2013 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 <http://www.gnu.org/licenses/>.
*/
#ifndef NET_EA_BEINGHANDLER_H
#define NET_EA_BEINGHANDLER_H
#include "net/beinghandler.h"
#include "net/net.h"
namespace Ea
{
class BeingHandler : public Net::BeingHandler
{
public:
explicit BeingHandler(const bool enableSync);
A_DELETE_COPY(BeingHandler)
protected:
virtual Being *createBeing(int id, short 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 processBeingVisibleOrMove(Net::MessageIn &msg,
const bool visible);
virtual void processBeingMove2(Net::MessageIn &msg) const;
virtual void processBeingSpawn(Net::MessageIn &msg);
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 processBeingChangeLook(Net::MessageIn &msg,
const bool look2) const = 0;
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 processPlayerMoveUpdate(Net::MessageIn &msg,
const int type) const = 0;
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 processSkilCasting(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;
protected:
// Should we honor server "Stop Walking" packets
bool mSync;
int mSpawnId;
bool mHideShield;
};
} // namespace Ea
#endif // NET_EA_BEINGHANDLER_H
|