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authorJared Adams <jaxad0127@gmail.com>2009-08-13 17:30:59 -0600
committerJared Adams <jaxad0127@gmail.com>2009-08-13 17:33:08 -0600
commitf46cfb91278b27f4943f5512778129fe985c678e (patch)
tree0be219d66e723bcca8de2d584d66bc65d040fb26 /src/net/ea/beinghandler.cpp
parentbe85ca9d91ff867faf140328d0bcbb2062b58cdf (diff)
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Clean up Being and it's derivatives
Move stuff only needed for Players into Player (like slots and sprite limits). Move name handling into Being (no need for three copies of this code). Clean up terminology (including Map terminology). Remove hair-related variables.
Diffstat (limited to 'src/net/ea/beinghandler.cpp')
-rw-r--r--src/net/ea/beinghandler.cpp91
1 files changed, 53 insertions, 38 deletions
diff --git a/src/net/ea/beinghandler.cpp b/src/net/ea/beinghandler.cpp
index 1d780a60..96c5986b 100644
--- a/src/net/ea/beinghandler.cpp
+++ b/src/net/ea/beinghandler.cpp
@@ -37,6 +37,8 @@
#include "gui/partywindow.h"
+#include "resources/colordb.h"
+
#include <iostream>
namespace EAthena {
@@ -98,7 +100,7 @@ Being *createBeing(int id, short job)
void BeingHandler::handleMessage(MessageIn &msg)
{
int id;
- short job, speed;
+ short job, speed, gender;
Uint16 headTop, headMid, headBottom;
Uint16 shoes, gloves;
Uint16 weapon, shield;
@@ -109,6 +111,7 @@ void BeingHandler::handleMessage(MessageIn &msg)
int type;
Uint16 status;
Being *srcBeing, *dstBeing;
+ Player *player;
int hairStyle, hairColor, flag;
switch (msg.getId())
@@ -137,6 +140,8 @@ void BeingHandler::handleMessage(MessageIn &msg)
dstBeing = createBeing(id, job);
}
+ player = dynamic_cast<Player*>(dstBeing);
+
// Fix monster jobs
if (dstBeing->getType() == Being::MONSTER)
{
@@ -158,7 +163,7 @@ void BeingHandler::handleMessage(MessageIn &msg)
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
hairStyle = msg.readInt16();
- dstBeing->setSprite(Being::WEAPON_SPRITE, msg.readInt16());
+ weapon = msg.readInt16();
headBottom = msg.readInt16();
if (msg.getId() == SMSG_BEING_MOVE)
@@ -166,7 +171,7 @@ void BeingHandler::handleMessage(MessageIn &msg)
msg.readInt32(); // server tick
}
- dstBeing->setSprite(Being::SHIELD_SPRITE, msg.readInt16());
+ shield = msg.readInt16();
headTop = msg.readInt16();
headMid = msg.readInt16();
hairColor = msg.readInt16();
@@ -178,16 +183,22 @@ void BeingHandler::handleMessage(MessageIn &msg)
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
- dstBeing->setGender(
- (msg.readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE);
+ gender = msg.readInt8();
- // Set these after the gender, as the sprites may be gender-specific
- dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
- dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
- dstBeing->setSprite(Being::HAT_SPRITE, headTop);
- dstBeing->setSprite(Being::SHOE_SPRITE, shoes);
- dstBeing->setSprite(Being::GLOVES_SPRITE, gloves);
- dstBeing->setHairStyle(hairStyle, hairColor);
+ if (player)
+ {
+ player->setGender((gender == 0)
+ ? GENDER_FEMALE : GENDER_MALE);
+ // Set these after the gender, as the sprites may be gender-specific
+ player->setSprite(Player::HAIR_SPRITE, hairStyle * -1, ColorDB::get(hairColor));
+ player->setSprite(Player::BOTTOMCLOTHES_SPRITE, headBottom);
+ player->setSprite(Player::TOPCLOTHES_SPRITE, headMid);
+ player->setSprite(Player::HAT_SPRITE, headTop);
+ player->setSprite(Player::SHOE_SPRITE, shoes);
+ player->setSprite(Player::GLOVES_SPRITE, gloves);
+ player->setSprite(Player::WEAPON_SPRITE, weapon);
+ player->setSprite(Player::SHIELD_SPRITE, shield);
+ }
if (msg.getId() == SMSG_BEING_MOVE)
{
@@ -371,6 +382,8 @@ void BeingHandler::handleMessage(MessageIn &msg)
break;
}
+ player = dynamic_cast<Player*>(dstBeing);
+
int type = msg.readInt8();
int id = 0;
int id2 = 0;
@@ -384,41 +397,42 @@ void BeingHandler::handleMessage(MessageIn &msg)
switch (type) {
case 1: // eAthena LOOK_HAIR
- dstBeing->setHairStyle(id, -1);
+ player->setSprite(Player::HAIR_SPRITE, id * -1,
+ ColorDB::get(id2));
break;
case 2: // Weapon ID in id, Shield ID in id2
- dstBeing->setSprite(Being::WEAPON_SPRITE, id);
- dstBeing->setSprite(Being::SHIELD_SPRITE, id2);
+ player->setSprite(Player::WEAPON_SPRITE, id);
+ player->setSprite(Player::SHIELD_SPRITE, id2);
break;
case 3: // Change lower headgear for eAthena, pants for us
- dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, id);
+ player->setSprite(Player::BOTTOMCLOTHES_SPRITE, id);
break;
case 4: // Change upper headgear for eAthena, hat for us
- dstBeing->setSprite(Being::HAT_SPRITE, id);
+ player->setSprite(Player::HAT_SPRITE, id);
break;
case 5: // Change middle headgear for eathena, armor for us
- dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, id);
+ player->setSprite(Player::TOPCLOTHES_SPRITE, id);
break;
case 6: // eAthena LOOK_HAIR_COLOR
- dstBeing->setHairStyle(-1, id);
+ // ignored (duplicate of LOOK_HAIR)
break;
case 8: // eAthena LOOK_SHIELD
- dstBeing->setSprite(Being::SHIELD_SPRITE, id);
+ player->setSprite(Player::SHIELD_SPRITE, id);
break;
case 9: // eAthena LOOK_SHOES
- dstBeing->setSprite(Being::SHOE_SPRITE, id);
+ player->setSprite(Player::SHOE_SPRITE, id);
break;
case 10: // LOOK_GLOVES
- dstBeing->setSprite(Being::GLOVES_SPRITE, id);
+ player->setSprite(Player::GLOVES_SPRITE, id);
break;
case 11: // LOOK_CAPE
- dstBeing->setSprite(Being::CAPE_SPRITE, id);
+ player->setSprite(Player::CAPE_SPRITE, id);
break;
case 12:
- dstBeing->setSprite(Being::MISC1_SPRITE, id);
+ player->setSprite(Player::MISC1_SPRITE, id);
break;
case 13:
- dstBeing->setSprite(Being::MISC2_SPRITE, id);
+ player->setSprite(Player::MISC2_SPRITE, id);
break;
default:
logger->log("SMSG_BEING_CHANGE_LOOKS: unsupported type: "
@@ -466,15 +480,16 @@ void BeingHandler::handleMessage(MessageIn &msg)
dstBeing = createBeing(id, job);
}
+ player = dynamic_cast<Player*>(dstBeing);
+
{
PartyMember *member = partyWindow->findMember(id);
if (member && member->online)
{
- dynamic_cast<Player*>(dstBeing)->setInParty(true);
+ player->setInParty(true);
}
}
-
dstBeing->setWalkSpeed(speed);
dstBeing->mJob = job;
hairStyle = msg.readInt16();
@@ -497,19 +512,19 @@ void BeingHandler::handleMessage(MessageIn &msg)
msg.readInt16(); // manner
dstBeing->setStatusEffectBlock(32, msg.readInt16()); // opt3
msg.readInt8(); // karma
- dstBeing->setGender(
- (msg.readInt8() == 0) ? GENDER_FEMALE : GENDER_MALE);
+ player->setGender((msg.readInt8() == 0)
+ ? GENDER_FEMALE : GENDER_MALE);
// Set these after the gender, as the sprites may be gender-specific
- dstBeing->setSprite(Being::WEAPON_SPRITE, weapon);
- dstBeing->setSprite(Being::SHIELD_SPRITE, shield);
- dstBeing->setSprite(Being::BOTTOMCLOTHES_SPRITE, headBottom);
- dstBeing->setSprite(Being::TOPCLOTHES_SPRITE, headMid);
- dstBeing->setSprite(Being::HAT_SPRITE, headTop);
- //dstBeing->setSprite(Being::CAPE_SPRITE, cape);
- //dstBeing->setSprite(Being::MISC1_SPRITE, misc1);
- //dstBeing->setSprite(Being::MISC2_SPRITE, misc2);
- dstBeing->setHairStyle(hairStyle, hairColor);
+ player->setSprite(Player::WEAPON_SPRITE, weapon);
+ player->setSprite(Player::SHIELD_SPRITE, shield);
+ player->setSprite(Player::BOTTOMCLOTHES_SPRITE, headBottom);
+ player->setSprite(Player::TOPCLOTHES_SPRITE, headMid);
+ player->setSprite(Player::HAT_SPRITE, headTop);
+ //player->setSprite(Player::CAPE_SPRITE, cape);
+ //player->setSprite(Player::MISC1_SPRITE, misc1);
+ //player->setSprite(Player::MISC2_SPRITE, misc2);
+ player->setSprite(Player::HAIR_SPRITE, hairStyle * -1, ColorDB::get(hairColor));
if (msg.getId() == SMSG_PLAYER_MOVE)
{