Replaced HandleCharacterSet*() with HandleCharacterMovement()

This new method rolls three otherwise similar methods together. There is
still a conditional which handles room movements separately, but it's much
smoother, and PumpPacketProximity is utilized much more.

I've also added a stub for graphical attack data via
HandleCharacterAttack()
This commit is contained in:
Kayne Ruse
2015-01-13 02:04:48 +11:00
parent e752dd7b0f
commit 42662c3f61
3 changed files with 50 additions and 119 deletions
+12 -15
View File
@@ -277,27 +277,24 @@ void ServerApplication::HandlePacket(SerialPacket* const argPacket) {
HandleCharacterUnload(static_cast<CharacterPacket*>(argPacket));
break;
//character movement
case SerialPacketType::CHARACTER_SET_ROOM:
HandleCharacterSetRoom(static_cast<CharacterPacket*>(argPacket));
/* case SerialPacketType::QUERY_CHARACTER_EXISTS:
//
break;
case SerialPacketType::CHARACTER_SET_ORIGIN:
HandleCharacterSetOrigin(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_SET_MOTION:
HandleCharacterSetMotion(static_cast<CharacterPacket*>(argPacket));
break;
/*
case SerialPacketType::QUERY_CHARACTER_STATS:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
//
break;
case SerialPacketType::QUERY_CHARACTER_LOCATION:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
//
break;
case SerialPacketType::TEXT_BROADCAST:
// HandleCharacterStatsRequest(static_cast<RegionPacket*>(argPacket));
*/
//character movement
case SerialPacketType::CHARACTER_MOVEMENT:
HandleCharacterMovement(static_cast<CharacterPacket*>(argPacket));
break;
case SerialPacketType::CHARACTER_ATTACK:
HandleCharacterAttack(static_cast<CharacterPacket*>(argPacket));
break;
/*
//enemy management
//TODO: enemy management