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📄 pathupdatemovementmsgbehaviour.java

📁 Vyger offers a D & D and Rogue-like environment in a graphical online roleplay game.
💻 JAVA
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/*
 * Light And Shadow. A Persistent Universe based on Robert Jordan's Wheel of Time Books.
 * Copyright (C) 2001-2002 WOTLAS Team
 *
 * This program 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 2
 * of the License, or (at your option) any later version.
 *
 * This program 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 this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 */

package wotlas.client.message.movement;

import java.io.IOException;
import java.util.*;

import wotlas.utils.Debug;

import wotlas.libs.net.NetMessageBehaviour;
import wotlas.common.message.movement.*;
import wotlas.common.universe.*;
import wotlas.common.Player;
import wotlas.client.*;

/**
 * Associated behaviour to the PathUpdateMovementMessage...
 *
 * @author Aldiss
 */

public class PathUpdateMovementMsgBehaviour extends PathUpdateMovementMessage implements NetMessageBehaviour
{
 /*------------------------------------------------------------------------------------*/

  /** Constructor.
   */
     public PathUpdateMovementMsgBehaviour() {
          super();
     }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/

  /** Associated code to this Message...
   *
   * @param sessionContext an object giving specific access to other objects needed to process
   *        this message.
   */
     public void doBehaviour( Object sessionContext ) {
           if (DataManager.SHOW_DEBUG)
             System.out.println("PATH UPDATE MESSAGE FOR PLAYER "+primaryKey);

        // The sessionContext is here a DataManager.
           DataManager dataManager = (DataManager) sessionContext;
           PlayerImpl player = dataManager.getMyPlayer();

           if(primaryKey==null) {
              Debug.signal( Debug.ERROR, this, "No primary key to identify player !" );
              return;
           }

           if( player.getPrimaryKey().equals( primaryKey ) ) {
              Debug.signal( Debug.ERROR, this, "Can't set data for master player !" );
              return;
           }
       
       // We search for the "primaryKey" owner among the players around the master player's rooms
          if( player.getLocation().isRoom() )
          {
              Player playerToUpdate = null;

           // Search in Current Room
              Hashtable players = dataManager.getPlayers();
     
              synchronized( players ) {
              	 playerToUpdate = (Player) players.get( primaryKey );
              }

              if(playerToUpdate!=null && playerToUpdate.getPrimaryKey().equals(primaryKey) ) {
                 if (DataManager.SHOW_DEBUG)
                     System.out.println("Movement successfully updated for "+primaryKey);
                 playerToUpdate.getMovementComposer().setUpdate( (MovementUpdateMessage)this );
                 return; // success !
              }
              else {
                if (DataManager.SHOW_DEBUG)
                System.out.println("Movement NOOOT updated for "+primaryKey);
              }
          }
           
          if( player.getLocation().isTileMap() )
          {
              Player playerToUpdate = null;

           // Search in Current TileMap
              Hashtable players = dataManager.getPlayers();
     
              synchronized( players ) {
              	 playerToUpdate = (Player) players.get( primaryKey );
              }

              if(playerToUpdate!=null && playerToUpdate.getPrimaryKey().equals(primaryKey) ) {
                 if (DataManager.SHOW_DEBUG)
                     System.out.println("Movement successfully updated for "+primaryKey);
                 playerToUpdate.getMovementComposer().setUpdate( (MovementUpdateMessage)this );
                 return; // success !
              }
              else {
                if (DataManager.SHOW_DEBUG)
                System.out.println("Movement NOOOT updated for "+primaryKey);
              }
          }

          System.out.println("Movement NOOOT updated for "+primaryKey+" I've DONE NOTHING!");
     }

 /* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
}

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