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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.net.client.handlers;
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import engine.exception.MsgSendException;
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import engine.gameManager.SessionManager;
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import engine.mbEnums;
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import engine.net.client.ClientConnection;
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import engine.net.client.msg.ClientNetMsg;
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import engine.net.client.msg.TargetObjectMsg;
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import engine.objects.PlayerCharacter;
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public class TargetObjectMsgHandler extends AbstractClientMsgHandler {
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public TargetObjectMsgHandler() {
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super();
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}
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@Override
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protected boolean _handleNetMsg(ClientNetMsg baseMsg, ClientConnection origin) throws MsgSendException {
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TargetObjectMsg msg = (TargetObjectMsg) baseMsg;
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PlayerCharacter player = SessionManager.getPlayerCharacter(origin);
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if (player == null)
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return true;
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// TODO improve this later. hacky way to make sure player ingame is
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// active.
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if (!player.isActive())
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player.setActive(true);
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player.setLastTarget(mbEnums.GameObjectType.values()[msg.getTargetType()], msg.getTargetID());
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return true;
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}
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}
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