Esempio n. 1
0
void CHLDMBot :: handleWeapons ()
{
	//
	// Handle attacking at this point
	//
	if ( m_pEnemy && !hasSomeConditions(CONDITION_ENEMY_DEAD) && 
		hasSomeConditions(CONDITION_SEE_CUR_ENEMY) && wantToShoot() && 
		isVisible(m_pEnemy) && isEnemy(m_pEnemy) )
	{
		CBotWeapon *pWeapon;

		pWeapon = getBestWeapon(m_pEnemy,true,true,(m_pEnemy==m_NearestBreakable)&&!rcbot_melee_only.GetBool());

		if ( m_bWantToChangeWeapon && (pWeapon != NULL) && (pWeapon != getCurrentWeapon()) && pWeapon->getWeaponIndex() )
		{
			//selectWeaponSlot(pWeapon->getWeaponInfo()->getSlot());
			selectWeapon(pWeapon->getWeaponIndex());
		}

		setLookAtTask((LOOK_ENEMY));

		///battack = true;

		if ( !handleAttack ( pWeapon, m_pEnemy ) )
		{
			m_pEnemy = NULL;
			m_pOldEnemy = NULL;
			wantToShoot(false);
		}
	}
}
Esempio n. 2
0
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;
    }
}