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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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 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
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