void PlayerHandler::setStat(Net::MessageIn &msg, const int type, const int base, const int mod, const Notify notify) const { switch (type) { case Sp::SPEED: localPlayer->setWalkSpeed(base); PlayerInfo::setStatBase(Attributes::WALK_SPEED, base); PlayerInfo::setStatMod(Attributes::WALK_SPEED, 0); break; case Sp::BASEEXP: PlayerInfo::setAttribute(Attributes::EXP, base); break; case Sp::JOBEXP: PlayerInfo::setStatExperience(Attributes::JOB, base, PlayerInfo::getStatExperience(Attributes::JOB).second); break; case Sp::KARMA: PlayerInfo::setStatBase(Attributes::KARMA, base); PlayerInfo::setStatMod(Attributes::KARMA, 0); break; case Sp::MANNER: PlayerInfo::setStatBase(Attributes::MANNER, base); PlayerInfo::setStatMod(Attributes::MANNER, 0); break; case Sp::HP: PlayerInfo::setAttribute(Attributes::HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1) ->getMember(localPlayer->getId()); if (m) { m->setHp(base); m->setMaxHp(PlayerInfo::getAttribute(Attributes::MAX_HP)); } } break; case Sp::MAXHP: PlayerInfo::setAttribute(Attributes::MAX_HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1)->getMember( localPlayer->getId()); if (m) { m->setHp(PlayerInfo::getAttribute(Attributes::HP)); m->setMaxHp(base); } } break; case Sp::SP: PlayerInfo::setAttribute(Attributes::MP, base); break; case Sp::MAXSP: PlayerInfo::setAttribute(Attributes::MAX_MP, base); break; case Sp::STATUSPOINT: PlayerInfo::setAttribute(Attributes::CHAR_POINTS, base); break; case Sp::BASELEVEL: PlayerInfo::setAttribute(Attributes::LEVEL, base); if (localPlayer) { localPlayer->setLevel(base); localPlayer->updateName(); } break; case Sp::SKILLPOINT: PlayerInfo::setAttribute(Attributes::SKILL_POINTS, base); if (skillDialog) skillDialog->update(); break; case Sp::STR: setStatComplex(Attributes::STR); break; case Sp::AGI: setStatComplex(Attributes::AGI); break; case Sp::VIT: setStatComplex(Attributes::VIT); break; case Sp::INT: setStatComplex(Attributes::INT); break; case Sp::DEX: setStatComplex(Attributes::DEX); break; case Sp::LUK: setStatComplex(Attributes::LUK); break; case Sp::ZENY: { const int oldMoney = PlayerInfo::getAttribute(Attributes::MONEY); const int newMoney = base; if (newMoney > oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_GET, Units::formatCurrency(newMoney - oldMoney)); } else if (newMoney < oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_SPENT, Units::formatCurrency(oldMoney - newMoney).c_str()); } PlayerInfo::setAttribute(Attributes::MONEY, newMoney); break; } case Sp::NEXTBASEEXP: PlayerInfo::setAttribute(Attributes::EXP_NEEDED, base); break; // ++ here used in wrong way. Need like Sp::NEXTBASEEXP? case Sp::NEXTJOBEXP: PlayerInfo::setStatExperience(Attributes::JOB, PlayerInfo::getStatExperience(Attributes::JOB).first, base); break; case Sp::WEIGHT: PlayerInfo::setAttribute(Attributes::TOTAL_WEIGHT, base); break; case Sp::MAXWEIGHT: PlayerInfo::setAttribute(Attributes::MAX_WEIGHT, base); break; case Sp::USTR: statusWindow->setPointsNeeded(Attributes::STR, base); break; case Sp::UAGI: statusWindow->setPointsNeeded(Attributes::AGI, base); break; case Sp::UVIT: statusWindow->setPointsNeeded(Attributes::VIT, base); break; case Sp::UINT: statusWindow->setPointsNeeded(Attributes::INT, base); break; case Sp::UDEX: statusWindow->setPointsNeeded(Attributes::DEX, base); break; case Sp::ULUK: statusWindow->setPointsNeeded(Attributes::LUK, base); break; case Sp::ATK1: PlayerInfo::setStatBase(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Sp::ATK2: PlayerInfo::setStatMod(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Sp::MATK1: PlayerInfo::setStatBase(Attributes::MATK, base); break; case Sp::MATK2: PlayerInfo::setStatMod(Attributes::MATK, base); break; case Sp::DEF1: PlayerInfo::setStatBase(Attributes::DEF, base); break; case Sp::DEF2: PlayerInfo::setStatMod(Attributes::DEF, base); break; case Sp::MDEF1: PlayerInfo::setStatBase(Attributes::MDEF, base); break; case Sp::MDEF2: PlayerInfo::setStatMod(Attributes::MDEF, base); break; case Sp::HIT: PlayerInfo::setStatBase(Attributes::HIT, base); break; case Sp::FLEE1: PlayerInfo::setStatBase(Attributes::FLEE, base); break; case Sp::FLEE2: PlayerInfo::setStatMod(Attributes::FLEE, base); break; case Sp::CRITICAL: PlayerInfo::setStatBase(Attributes::CRIT, base); break; case Sp::ASPD: localPlayer->setAttackSpeed(base); PlayerInfo::setStatBase(Attributes::ATTACK_DELAY, base); PlayerInfo::setStatMod(Attributes::ATTACK_DELAY, 0); PlayerInfo::updateAttrs(); break; case Sp::JOBLEVEL: PlayerInfo::setStatBase(Attributes::JOB, base); break; default: UNIMPLIMENTEDPACKETFIELD(type); break; } }
void PlayerHandler::setStat(Net::MessageIn &msg, const int type, const int base, const int mod, const Notify notify) const { switch (type) { case Ea::WALK_SPEED: localPlayer->setWalkSpeed(Vector(static_cast<float>( base), static_cast<float>(base), 0)); PlayerInfo::setStatBase(Attributes::WALK_SPEED, base); PlayerInfo::setStatMod(Attributes::WALK_SPEED, 0); break; case Ea::EXP: PlayerInfo::setAttribute(Attributes::EXP, base); break; case Ea::JOB_EXP: PlayerInfo::setStatExperience(Attributes::JOB, base, PlayerInfo::getStatExperience(Attributes::JOB).second); break; case Ea::KARMA: PlayerInfo::setStatBase(Attributes::KARMA, base); PlayerInfo::setStatMod(Attributes::KARMA, 0); break; case Ea::MANNER: PlayerInfo::setStatBase(Attributes::MANNER, base); PlayerInfo::setStatMod(Attributes::MANNER, 0); break; case Ea::HP: PlayerInfo::setAttribute(Attributes::HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1) ->getMember(localPlayer->getId()); if (m) { m->setHp(base); m->setMaxHp(PlayerInfo::getAttribute(Attributes::MAX_HP)); } } break; case Ea::MAX_HP: PlayerInfo::setAttribute(Attributes::MAX_HP, base); if (localPlayer->isInParty() && Party::getParty(1)) { PartyMember *const m = Party::getParty(1)->getMember( localPlayer->getId()); if (m) { m->setHp(PlayerInfo::getAttribute(Attributes::HP)); m->setMaxHp(base); } } break; case Ea::MP: PlayerInfo::setAttribute(Attributes::MP, base); break; case Ea::MAX_MP: PlayerInfo::setAttribute(Attributes::MAX_MP, base); break; case Ea::CHAR_POINTS: PlayerInfo::setAttribute(Attributes::CHAR_POINTS, base); break; case Ea::LEVEL: PlayerInfo::setAttribute(Attributes::LEVEL, base); if (localPlayer) { localPlayer->setLevel(base); localPlayer->updateName(); } break; case Ea::SKILL_POINTS: PlayerInfo::setAttribute(Attributes::SKILL_POINTS, base); if (skillDialog) skillDialog->update(); break; case Ea::STR: setStatComplex(Attributes::STR); break; case Ea::AGI: setStatComplex(Attributes::AGI); break; case Ea::VIT: setStatComplex(Attributes::VIT); break; case Ea::INT: setStatComplex(Attributes::INT); break; case Ea::DEX: setStatComplex(Attributes::DEX); break; case Ea::LUK: setStatComplex(Attributes::LUK); break; case Ea::MONEY: { const int oldMoney = PlayerInfo::getAttribute(Attributes::MONEY); const int newMoney = base; if (newMoney > oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_GET, Units::formatCurrency(newMoney - oldMoney)); } else if (newMoney < oldMoney) { NotifyManager::notify(NotifyTypes::MONEY_SPENT, Units::formatCurrency(oldMoney - newMoney).c_str()); } PlayerInfo::setAttribute(Attributes::MONEY, newMoney); break; } case Ea::EXP_NEEDED: PlayerInfo::setAttribute(Attributes::EXP_NEEDED, base); break; case Ea::JOB_MOD: PlayerInfo::setStatExperience(Attributes::JOB, PlayerInfo::getStatExperience(Attributes::JOB).first, base); break; case Ea::TOTAL_WEIGHT: PlayerInfo::setAttribute(Attributes::TOTAL_WEIGHT, base); break; case Ea::MAX_WEIGHT: PlayerInfo::setAttribute(Attributes::MAX_WEIGHT, base); break; case Ea::STR_NEEDED: statusWindow->setPointsNeeded(Attributes::STR, base); break; case Ea::AGI_NEEDED: statusWindow->setPointsNeeded(Attributes::AGI, base); break; case Ea::VIT_NEEDED: statusWindow->setPointsNeeded(Attributes::VIT, base); break; case Ea::INT_NEEDED: statusWindow->setPointsNeeded(Attributes::INT, base); break; case Ea::DEX_NEEDED: statusWindow->setPointsNeeded(Attributes::DEX, base); break; case Ea::LUK_NEEDED: statusWindow->setPointsNeeded(Attributes::LUK, base); break; case Ea::ATK: PlayerInfo::setStatBase(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Ea::ATK_MOD: PlayerInfo::setStatMod(Attributes::ATK, base); PlayerInfo::updateAttrs(); break; case Ea::MATK: PlayerInfo::setStatBase(Attributes::MATK, base); break; case Ea::MATK_MOD: PlayerInfo::setStatMod(Attributes::MATK, base); break; case Ea::DEF: PlayerInfo::setStatBase(Attributes::DEF, base); break; case Ea::DEF_MOD: PlayerInfo::setStatMod(Attributes::DEF, base); break; case Ea::MDEF: PlayerInfo::setStatBase(Attributes::MDEF, base); break; case Ea::MDEF_MOD: PlayerInfo::setStatMod(Attributes::MDEF, base); break; case Ea::HIT: PlayerInfo::setStatBase(Attributes::HIT, base); break; case Ea::FLEE: PlayerInfo::setStatBase(Attributes::FLEE, base); break; case Ea::FLEE_MOD: PlayerInfo::setStatMod(Attributes::FLEE, base); break; case Ea::CRIT: PlayerInfo::setStatBase(Attributes::CRIT, base); break; case Ea::ATTACK_DELAY: localPlayer->setAttackSpeed(base); PlayerInfo::setStatBase(Attributes::ATTACK_DELAY, base); PlayerInfo::setStatMod(Attributes::ATTACK_DELAY, 0); PlayerInfo::updateAttrs(); break; case Ea::JOB: PlayerInfo::setStatBase(Attributes::JOB, base); break; default: UNIMPLIMENTEDPACKET; break; } }