void BeingHandler::handleBeingEnterMessage(Net::MessageIn &msg) { int type = msg.readInt8(); int id = msg.readInt16(); Being::Action action = (Being::Action)msg.readInt8(); int px = msg.readInt16(); int py = msg.readInt16(); BeingDirection direction = (BeingDirection)msg.readInt8(); Being *being; if (!Game::instance()->getCurrentMap()->containsPixel(px, py)) { logger->log("Warning: Received GPMSG_BEING_ENTER for being id %i " "with position outside the map boundaries " "(x = %i, y = %i)", id, px, py); return; } switch (type) { case OBJECT_CHARACTER: { std::string name = msg.readString(); if (player_node->getName() == name) { being = player_node; being->setId(id); } else { being = actorSpriteManager->createBeing(id, ActorSprite::PLAYER, 0); being->setName(name); } int hs = msg.readInt8(), hc = msg.readInt8(); being->setSprite(SPRITE_HAIR, hs * -1, ColorDB::get(hc)); being->setGender(msg.readInt8() == GENDER_MALE ? GENDER_MALE : GENDER_FEMALE); handleLooks(being, msg); } break; case OBJECT_MONSTER: case OBJECT_NPC: { int subtype = msg.readInt16(); being = actorSpriteManager->createBeing(id, type == OBJECT_MONSTER ? ActorSprite::MONSTER : ActorSprite::NPC, subtype); std::string name = msg.readString(); if (name.length() > 0) being->setName(name); } break; default: return; } being->setPosition(px, py); being->setDestination(px, py); being->setDirection(direction); being->setAction(action); }
void BeingHandler::handleBeingDirChangeMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); if (!being) return; int data = msg.readInt8(); // The direction for the player's character is handled on client side. if (being != player_node) being->setDirection((BeingDirection) data); }
void BeingHandler::handleBeingAttackMessage(Net::MessageIn &msg) { Being *being = actorSpriteManager->findBeing(msg.readInt16()); const BeingDirection direction = (BeingDirection) msg.readInt8(); const int attackType = msg.readInt8(); if (!being) return; being->setDirection(direction); being->setAction(Being::ATTACK, attackType); }