void GameHandler::processMessage(NetComputer *computer, MessageIn &message) { GameClient &client = *static_cast<GameClient *>(computer); if (client.status == CLIENT_LOGIN) { if (message.getId() != PGMSG_CONNECT) return; std::string magic_token = message.readString(MAGIC_TOKEN_LENGTH); client.status = CLIENT_QUEUED; // Before the addPendingClient mTokenCollector.addPendingClient(magic_token, &client); return; } else if (client.status != CLIENT_CONNECTED) { return; } switch (message.getId()) { case PGMSG_SAY: handleSay(client, message); break; case PGMSG_NPC_TALK: case PGMSG_NPC_TALK_NEXT: case PGMSG_NPC_SELECT: case PGMSG_NPC_NUMBER: case PGMSG_NPC_STRING: handleNpc(client, message); break; case PGMSG_PICKUP: handlePickup(client, message); break; case PGMSG_USE_ITEM: handleUseItem(client, message); break; case PGMSG_DROP: handleDrop(client, message); break; case PGMSG_WALK: handleWalk(client, message); break; case PGMSG_EQUIP: handleEquip(client, message); break; case PGMSG_UNEQUIP: handleUnequip(client, message); break; case PGMSG_MOVE_ITEM: handleMoveItem(client, message); break; case PGMSG_ATTACK: handleAttack(client, message); break; case PGMSG_USE_SPECIAL_ON_BEING: handleUseSpecialOnBeing(client, message); break; case PGMSG_USE_SPECIAL_ON_POINT: handleUseSpecialOnPoint(client, message); break; case PGMSG_ACTION_CHANGE: handleActionChange(client, message); break; case PGMSG_DIRECTION_CHANGE: handleDirectionChange(client, message); break; case PGMSG_DISCONNECT: handleDisconnect(client, message); break; case PGMSG_TRADE_REQUEST: handleTradeRequest(client, message); break; case PGMSG_TRADE_CANCEL: case PGMSG_TRADE_AGREED: case PGMSG_TRADE_CONFIRM: case PGMSG_TRADE_ADD_ITEM: case PGMSG_TRADE_SET_MONEY: handleTrade(client, message); break; case PGMSG_NPC_BUYSELL: handleNpcBuySell(client, message); break; case PGMSG_RAISE_ATTRIBUTE: handleRaiseAttribute(client, message); break; case PGMSG_LOWER_ATTRIBUTE: handleLowerAttribute(client, message); break; case PGMSG_RESPAWN: // plausibility check is done by character class client.character->respawn(); break; case PGMSG_NPC_POST_SEND: handleNpcPostSend(client, message); break; case PGMSG_PARTY_INVITE: handlePartyInvite(client, message); break; case PGMSG_BEING_EMOTE: handleTriggerEmoticon(client, message); break; default: LOG_WARN("Invalid message type"); client.send(MessageOut(XXMSG_INVALID)); break; } }
void ChatHandler::processMessage(NetComputer *comp, MessageIn &message) { ChatClient &computer = *static_cast< ChatClient * >(comp); MessageOut result; if (computer.characterName.empty()) { if (message.getId() != PCMSG_CONNECT) return; std::string magic_token = message.readString(MAGIC_TOKEN_LENGTH); mTokenCollector.addPendingClient(magic_token, &computer); sendGuildRejoin(computer); return; } switch (message.getId()) { case PCMSG_CHAT: handleChatMessage(computer, message); break; case PCMSG_ANNOUNCE: handleAnnounceMessage(computer, message); break; case PCMSG_PRIVMSG: handlePrivMsgMessage(computer, message); break; case PCMSG_WHO: handleWhoMessage(computer); break; case PCMSG_ENTER_CHANNEL: handleEnterChannelMessage(computer, message); break; case PCMSG_USER_MODE: handleModeChangeMessage(computer, message); break; case PCMSG_KICK_USER: handleKickUserMessage(computer, message); case PCMSG_QUIT_CHANNEL: handleQuitChannelMessage(computer, message); break; case PCMSG_LIST_CHANNELS: handleListChannelsMessage(computer, message); break; case PCMSG_LIST_CHANNELUSERS: handleListChannelUsersMessage(computer, message); break; case PCMSG_TOPIC_CHANGE: handleTopicChange(computer, message); break; case PCMSG_DISCONNECT: handleDisconnectMessage(computer, message); break; case PCMSG_GUILD_CREATE: handleGuildCreation(computer, message); break; case PCMSG_GUILD_INVITE: handleGuildInvitation(computer, message); break; case PCMSG_GUILD_ACCEPT: handleGuildAcceptInvite(computer, message); break; case PCMSG_GUILD_GET_MEMBERS: handleGuildRetrieveMembers(computer, message); break; case PCMSG_GUILD_PROMOTE_MEMBER: handleGuildMemberLevelChange(computer, message); break; case PCMSG_GUILD_KICK_MEMBER: handleGuildMemberKick(computer, message); case PCMSG_GUILD_QUIT: handleGuildQuit(computer, message); break; case PCMSG_PARTY_INVITE: handlePartyInvite(computer, message); break; case PCMSG_PARTY_ACCEPT_INVITE: handlePartyAcceptInvite(computer, message); break; case PCMSG_PARTY_QUIT: handlePartyQuit(computer); break; case PCMSG_PARTY_REJECT_INVITE: handlePartyRejection(computer, message); break; default: LOG_WARN("ChatHandler::processMessage, Invalid message type" << message.getId()); result.writeShort(XXMSG_INVALID); break; } if (result.getLength() > 0) computer.send(result); }