📄 roomplayerdatamessage.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.description;
import java.io.DataInputStream;
import java.io.DataOutputStream;
import java.io.IOException;
import java.util.*;
import wotlas.libs.net.NetMessage;
import wotlas.common.Player;
import wotlas.common.universe.*;
/**
* The messages the GameServer sends to give us the players data
* of a room (Message Sent by Server).
*
* @author Aldiss, Diego
*/
public class RoomPlayerDataMessage extends PlayerDataMessage
{
/*------------------------------------------------------------------------------------*/
/** Player reference.
*/
private Player myPlayer;
/** Players.
*/
protected Hashtable players;
/** Wotlas Location
*/
protected WotlasLocation location;
/*------------------------------------------------------------------------------------*/
/** Constructor. Just initializes the message category and type.
*/
public RoomPlayerDataMessage() {
super();
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** Constructor with the Players object and our Player ( myPlayer ). The 'myPlayer'
* parameter is needed as we don't want to send our Player's data with the other
* players.
*
* @param location WotlasLocation from which the player's list comes from.
* @param myPlayer our player.
* @param players our players.
*/
public RoomPlayerDataMessage( Room room, Player myPlayer ) {
super();
this.myPlayer = myPlayer;
this.otherPlayer = myPlayer;
this.location = room.getLocation();
this.players = room.getMessageRouter().getPlayers();
this.publicInfoOnly = true;
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** 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 {
// Wotlas Location
ostream.writeInt( location.getWorldMapID() );
ostream.writeInt( location.getTownMapID() );
ostream.writeInt( location.getBuildingID() );
ostream.writeInt( location.getInteriorMapID() );
ostream.writeInt( location.getRoomID() );
ostream.writeInt( location.getTileMapID() );
// Players
synchronized( players ) {
if( players.containsKey( myPlayer.getPrimaryKey() ) )
ostream.writeInt( players.size()-1 );
else
ostream.writeInt( players.size() );
Iterator it = players.values().iterator();
while( it.hasNext() ) {
player = (Player) it.next();
if( myPlayer!=player )
super.encode( ostream );
}
}
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
/** 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 {
// Wotlas Location
location = new WotlasLocation();
location.setWorldMapID( istream.readInt() );
location.setTownMapID( istream.readInt() );
location.setBuildingID( istream.readInt() );
location.setInteriorMapID( istream.readInt() );
location.setRoomID( istream.readInt() );
location.setTileMapID( istream.readInt() );
// Players
int nbPlayers = istream.readInt();
if(nbPlayers>0)
players = new Hashtable((int)(nbPlayers*1.6));
else {
players = new Hashtable();
return;
}
for( int i=0; i<nbPlayers; i++ ) {
super.decode( istream );
players.put( player.getPrimaryKey(), player );
}
}
/* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -*/
}
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