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📄 pathupdatemovementmessage.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.common.message.movement;

import java.io.DataInputStream;
import java.io.DataOutputStream;
import java.io.IOException;
import java.awt.Point;

import wotlas.libs.net.NetMessage;
import wotlas.common.Player;
import wotlas.common.character.WotCharacter;
import wotlas.common.universe.WotlasLocation;
import wotlas.common.movement.*;

import wotlas.libs.pathfinding.*;

import wotlas.utils.Tools;

/** 
 * A message containing movement update along a path. (Message Sent by Server or Client).
 *
 * @author Aldiss
 */

public class PathUpdateMovementMessage extends MovementUpdateMessage
{
 /*------------------------------------------------------------------------------------*/

  /** Source Point
   */
     public Point srcPoint;

  /** Destination Point
   */
     public Point dstPoint;

  /** is there a movement ?
   */
     public boolean isMoving;

  /** Time elapsed since movement begun.
   */
     public int movementDeltaTime;

  /** player orientation
   */
     public float orientationAngle;

  /** Eventual player primaryKey.
   */
     public String primaryKey;

  /** SyncID of our player.
   */
     public byte syncID;

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

  /** Constructor. Just initializes the message category and type.
   */
     public PathUpdateMovementMessage() {
          super();
     }

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

  /** Constructor with the Player object.
   *
   * @param pFollower player's path follower.
   * @param primaryKey if set we also send this player's primary key so that
   *        the message's destination will be easily identified on the other side.
   * @param syncID the player's synchronization ID. See the player.getSyncID() method
   *        for more details.
   */
     public PathUpdateMovementMessage( PathFollower pFollower, String primaryKey, byte syncID ) {
         super();
         this.primaryKey = primaryKey;
         this.syncID = syncID;

         srcPoint = new Point();
         srcPoint.x = (int)pFollower.getXPosition();
         srcPoint.y = (int)pFollower.getYPosition();

         orientationAngle = (float)pFollower.getOrientationAngle();
         isMoving = pFollower.isMoving();

         if( pFollower.getTargetPosition()==null )
             isMoving = false;

         if( isMoving ) {
             dstPoint = new Point( pFollower.getTargetPosition() );
             movementDeltaTime = (int)(System.currentTimeMillis()-pFollower.getMovementTimeStamp());
         }
     }

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

  /** This is where we put your message data on the stream. You don't need
   * to invoke this method yourself, it's done automatically.
   *
   * @param ostream data stream where to put your data (see java.io.DataOutputStream)
   * @exception IOException if the stream has been closed or is corrupted.
   */
     public void encode( DataOutputStream ostream ) throws IOException {

         ostream.writeByte( syncID );

         ostream.writeInt( srcPoint.x );
         ostream.writeInt( srcPoint.y );

         ostream.writeFloat( orientationAngle );
         ostream.writeBoolean( isMoving );

         if( isMoving ) {
             ostream.writeInt( dstPoint.x );
             ostream.writeInt( dstPoint.y );
             ostream.writeInt( movementDeltaTime );
         }

         if(primaryKey!=null) {
            ostream.writeBoolean( true );
            ostream.writeUTF( primaryKey );
         }
         else
            ostream.writeBoolean( false );
     }

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

  /** This is where we retrieve our message data from the stream. You don't need
   * to invoke this method yourself, it's done automatically.
   *
   * @param istream data stream where you retrieve your data (see java.io.DataInputStream)
   * @exception IOException if the stream has been closed or is corrupted.
   */
     public void decode( DataInputStream istream ) throws IOException {

         syncID = istream.readByte();

         srcPoint = new Point();

         srcPoint.x = istream.readInt();
         srcPoint.y = istream.readInt();

         orientationAngle = istream.readFloat();
         isMoving = istream.readBoolean();

         if( isMoving ) {
              dstPoint = new Point();
              dstPoint.x = istream.readInt();
              dstPoint.y = istream.readInt();
              movementDeltaTime = istream.readInt();
         }

         if( istream.readBoolean() )
             primaryKey = istream.readUTF(); 
     }

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

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