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SM_ACTOR_STATUS_UPDATE.java
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SM_ACTOR_STATUS_UPDATE.java
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/*
* This file is part of l2jserver2 <l2jserver2.com>.
*
* l2jserver2 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 3 of the License, or
* (at your option) any later version.
*
* l2jserver2 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 l2jserver2. If not, see <http://www.gnu.org/licenses/>.
*/
package com.l2jserver.game.net.packet.server;
import java.util.Map;
import java.util.Map.Entry;
import org.jboss.netty.buffer.ChannelBuffer;
import com.l2jserver.model.world.Actor;
import com.l2jserver.service.network.model.Lineage2Client;
import com.l2jserver.service.network.model.packet.AbstractServerPacket;
import com.l2jserver.util.factory.CollectionFactory;
/**
* This packet notifies the client that the chosen character has been
* successfully selected.
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public class SM_ACTOR_STATUS_UPDATE extends AbstractServerPacket {
/**
* The packet OPCODE
*/
public static final int OPCODE = 0x0e;
/**
* The stats the can be updated with the packet
*
* @author <a href="http://www.rogiel.com">Rogiel</a>
*/
public enum Stat {
/**
* Updates the character level
*/
LEVEL(0x01),
/**
* Updates the character experience
*/
EXPERIENCE(0x02),
/**
* Updates the character strength
*/
STR(0x03),
/**
* Updates the character dexterity
*/
DEX(0x04),
/**
* Updates the character concentration
*/
CON(0x05),
/**
* Updates the character intelligence
*/
INT(0x06),
/**
* Updates the character witness
*/
WIT(0x07),
/**
* Updates the character mentality
*/
MEN(0x08),
/**
* Updates the character hp
*/
HP(0x09),
/**
* Updates the character maximum hp
*/
MAX_HP(0x0a),
/**
* Updates the character hp
*/
MP(0x0b),
/**
* Updates the character maximum mp
*/
MAX_MP(0x0c),
/**
* Updates the character sp
*/
SP(0x0d),
/**
* Updates the character load
*/
LOAD(0x0e),
/**
* Updates the character maximum load
*/
MAX_LOAD(0x0f),
/**
* Updates the character physical attack
*/
PHYSICAL_ATK(0x11),
/**
* Updates the character attack speed
*/
ATTACK_SPEED(0x12),
/**
* Updates the character physical defense
*/
PHYSICAL_DEFENSE(0x13),
/**
* Updates the character evasion
*/
EVASION(0x14),
/**
* Updates the character accuracy
*/
ACCURACY(0x15),
/**
* Updates the character critical
*/
CRITICAL(0x16),
/**
* Updates the character magical attack
*/
MAGICAL_ATTACK(0x17),
/**
* Updates the character cast speed
*/
CAST_SPEED(0x18),
/**
* Updates the character magical defense
*/
MAGICAL_DEFENSE(0x19),
/**
* Updates the character pvp flag
*/
PVP_FLAG(0x1a),
/**
* Updates the character karma
*/
KARMA(0x1b),
/**
* Updates the character cp
*/
CP(0x21),
/**
* Updates the character max cp
*/
MAX_CP(0x22);
/**
* The stat id
*/
public final int id;
/**
* @param id
* the stat id
*/
Stat(int id) {
this.id = id;
}
}
/**
* The set of updates to be sent
*/
private final Map<Stat, Integer> update = CollectionFactory.newMap();
/**
* The actor to be updated
*/
private final Actor actor;
/**
* @param actor
* the actor
*/
public SM_ACTOR_STATUS_UPDATE(Actor actor) {
super(OPCODE);
this.actor = actor;
}
@Override
public void write(Lineage2Client conn, ChannelBuffer buffer) {
buffer.writeInt(actor.getID().getID());
buffer.writeInt(update.size());
for (Entry<Stat, Integer> entry : update.entrySet()) {
buffer.writeInt(entry.getKey().id);
buffer.writeInt(entry.getValue());
}
}
/**
* @param stat
* the stat
* @param value
* the stat value
* @return this instances
*/
public SM_ACTOR_STATUS_UPDATE add(Stat stat, int value) {
update.put(stat, value);
return this;
}
}