From b1d1d885a7c42d9fe1b0b8d65fdc8bc75e26978d Mon Sep 17 00:00:00 2001 From: Adam Date: Thu, 15 Mar 2018 03:31:46 +1100 Subject: [PATCH] fix indent: episode 2 --- .../Network/Handlers/ActionHandler.cpp | 220 +++++++++--------- 1 file changed, 110 insertions(+), 110 deletions(-) diff --git a/src/servers/sapphire_zone/Network/Handlers/ActionHandler.cpp b/src/servers/sapphire_zone/Network/Handlers/ActionHandler.cpp index aa7d3041..d099be24 100644 --- a/src/servers/sapphire_zone/Network/Handlers/ActionHandler.cpp +++ b/src/servers/sapphire_zone/Network/Handlers/ActionHandler.cpp @@ -128,8 +128,8 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in switch( commandId ) { - case ClientTrigger::ToggleSeathe: // Toggle sheathe - { + case ClientTrigger::ToggleSeathe: // Toggle sheathe + { if ( param11 == 1 ) player.setStance( Entity::Chara::Stance::Active ); else @@ -141,9 +141,9 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in player.sendToInRangeSet( ActorControlPacket142( player.getId(), 0, param11, 1 ) ); break; - } - case ClientTrigger::ToggleAutoAttack: // Toggle auto-attack - { + } + case ClientTrigger::ToggleAutoAttack: // Toggle auto-attack + { if ( param11 == 1 ) { player.setAutoattack( true ); @@ -155,135 +155,135 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in player.sendToInRangeSet( ActorControlPacket142( player.getId(), 1, param11, 1 ) ); break; - } - case ClientTrigger::ChangeTarget: // Change target - { + } + case ClientTrigger::ChangeTarget: // Change target + { uint64_t targetId = inPacket.getValAt< uint64_t >( 0x24 ); player.changeTarget( targetId ); break; - } - case ClientTrigger::Dismount: - { - player.dismount(); - break; - } - case ClientTrigger::RemoveStatusEffect: // Remove status (clicking it off) - { - // todo: check if status can be removed by client from exd - player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) ); - break; - } - case ClientTrigger::CastCancel: // Cancel cast - { - if( player.getCurrentAction() ) - player.getCurrentAction()->setInterrupted(); - break; - } - case ClientTrigger::MarkPlayer: // Mark player - { - break; - } - case ClientTrigger::SetTitle: // Set player title - { - player.setTitle( static_cast< uint16_t >( param1 ) ); - break; - } - case ClientTrigger::TitleList: // Get title list - { - player.sendTitleList(); - break; - } - case ClientTrigger::UpdatedSeenHowTos: // Update howtos seen - { + } + case ClientTrigger::Dismount: + { + player.dismount(); + break; + } + case ClientTrigger::RemoveStatusEffect: // Remove status (clicking it off) + { + // todo: check if status can be removed by client from exd + player.removeSingleStatusEffectById( static_cast< uint32_t >( param1 ) ); + break; + } + case ClientTrigger::CastCancel: // Cancel cast + { + if( player.getCurrentAction() ) + player.getCurrentAction()->setInterrupted(); + break; + } + case ClientTrigger::MarkPlayer: // Mark player + { + break; + } + case ClientTrigger::SetTitle: // Set player title + { + player.setTitle( static_cast< uint16_t >( param1 ) ); + break; + } + case ClientTrigger::TitleList: // Get title list + { + player.sendTitleList(); + break; + } + case ClientTrigger::UpdatedSeenHowTos: // Update howtos seen + { uint32_t howToId = param11; player.updateHowtosSeen( howToId ); break; - } - case ClientTrigger::Emote: // emote - { + } + case ClientTrigger::Emote: // emote + { uint64_t targetId = player.getTargetId(); uint32_t emoteId = inPacket.getValAt< uint32_t >( 0x24 ); player.emote( emoteId, targetId ); break; - } - case ClientTrigger::PersistantEmoteCancel: // cancel persistant emote - { + } + case ClientTrigger::PersistantEmoteCancel: // cancel persistant emote + { break; - } - case ClientTrigger::PoseChange: // change pose - { + } + case ClientTrigger::PoseChange: // change pose + { break; - } - case ClientTrigger::PoseReapply: // reapply pose - { + } + case ClientTrigger::PoseReapply: // reapply pose + { break; - } - case ClientTrigger::PoseCancel: // cancel pose - { + } + case ClientTrigger::PoseCancel: // cancel pose + { break; - } - case ClientTrigger::Return: // return dead / accept raise - { - switch ( static_cast < ResurrectType >( param1 ) ) - { - case ResurrectType::RaiseSpell: - // todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet) - player.returnToHomepoint(); - break; - case ResurrectType::Return: - player.returnToHomepoint(); - break; - default: - break; - } + } + case ClientTrigger::Return: // return dead / accept raise + { + switch ( static_cast < ResurrectType >( param1 ) ) + { + case ResurrectType::RaiseSpell: + // todo: handle raise case (set position to raiser, apply weakness status, set hp/mp/tp as well as packet) + player.returnToHomepoint(); + break; + case ResurrectType::Return: + player.returnToHomepoint(); + break; + default: + break; + } - } - case ClientTrigger::FinishZoning: // Finish zoning - { + } + case ClientTrigger::FinishZoning: // Finish zoning + { player.finishZoning(); break; - } + } - case ClientTrigger::Teleport: // Teleport - { + case ClientTrigger::Teleport: // Teleport + { player.teleportQuery( param11 ); break; - } - case ClientTrigger::DyeItem: // Dye item - { - break; - } - case ClientTrigger::DirectorInitFinish: // Director init finish - { - player.getCurrentZone()->onInitDirector( player ); - break; - } - case ClientTrigger::SomeDirectorEvent: // Director init finish - { - player.getCurrentZone()->onSomeDirectorEvent( player ); - break; - } - case ClientTrigger::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere - { - player.setOnEnterEventDone( true ); - break; - } - case ClientTrigger::RequestInstanceLeave: - { - // todo: apply cf penalty if applicable, make sure player isnt in combat - player.exitInstance(); - break; - } + } + case ClientTrigger::DyeItem: // Dye item + { + break; + } + case ClientTrigger::DirectorInitFinish: // Director init finish + { + player.getCurrentZone()->onInitDirector( player ); + break; + } + case ClientTrigger::SomeDirectorEvent: // Director init finish + { + player.getCurrentZone()->onSomeDirectorEvent( player ); + break; + } + case ClientTrigger::EnterTerritoryEventFinished:// this may still be something else. I think i have seen it elsewhere + { + player.setOnEnterEventDone( true ); + break; + } + case ClientTrigger::RequestInstanceLeave: + { + // todo: apply cf penalty if applicable, make sure player isnt in combat + player.exitInstance(); + break; + } - default: - { - pLog->debug( "[" + std::to_string( m_pSession->getId() ) + "] Unhandled action: " + - boost::str( boost::format( "%|04X|" ) % (uint32_t) ( commandId & 0xFFFF ) ) ); - break; - } + default: + { + pLog->debug( "[" + std::to_string( m_pSession->getId() ) + "] Unhandled action: " + + boost::str( boost::format( "%|04X|" ) % (uint32_t) ( commandId & 0xFFFF ) ) ); + break; + } } }