/*
* This file is part of aion-unique <aion-unique.org>.
*
* aion-unique 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 3 of the License, or
* (at your option) any later version.
*
* aion-unique 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 aion-unique. If not, see <http://www.gnu.org/licenses/>.
*/
package com.aionemu.gameserver.controllers;
import org.apache.log4j.Logger;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.model.gameobjects.state.CreatureState;
import com.aionemu.gameserver.network.aion.serverpackets.SM_EMOTION;
import com.aionemu.gameserver.network.aion.serverpackets.SM_STATS_INFO;
import com.aionemu.gameserver.utils.PacketSendUtility;
/**
* @author ATracer
*
*/
public class FlyController
{
@SuppressWarnings("unused")
private static final Logger log = Logger.getLogger(FlyController.class);
private Player player;
public FlyController(Player player)
{
this.player = player;
}
/**
*
*/
public void onStopGliding()
{
if(player.isInState(CreatureState.GLIDING))
{
player.unsetState(CreatureState.GLIDING);
if(player.isInState(CreatureState.FLYING))
{
player.setFlyState(1);
}
else
{
player.setFlyState(0);
player.getLifeStats().triggerFpRestore();
}
PacketSendUtility.sendPacket(player, new SM_STATS_INFO(player));
}
}
/**
* Ends flying
* 1) by CM_EMOTION (pageDown or fly button press)
* 2) from server side during teleportation (abyss gates should not break flying)
* 3) when FP is decreased to 0
*/
public void endFly()
{
// unset flying and gliding
if(player.isInState(CreatureState.FLYING) || player.isInState(CreatureState.GLIDING))
{
PacketSendUtility.broadcastPacket(player, new SM_EMOTION(player, 9, 0, 0), true);
player.unsetState(CreatureState.FLYING);
player.unsetState(CreatureState.GLIDING);
player.setFlyState(0);
// this is probably needed to change back fly speed into speed.
PacketSendUtility.broadcastPacket(player, new SM_EMOTION(player, 30, 0, 0), true);
PacketSendUtility.sendPacket(player, new SM_STATS_INFO(player));
player.getLifeStats().triggerFpRestore();
}
}
/**
* This method is called to start flying
* (called by CM_EMOTION when pageUp or pressed fly button)
*/
public void startFly()
{
player.setState(CreatureState.FLYING);
player.setFlyState(1);
player.getLifeStats().triggerFpReduce();
PacketSendUtility.broadcastPacket(player, new SM_EMOTION(player, 30, 0, 0), true);
PacketSendUtility.sendPacket(player, new SM_STATS_INFO(player));
}
/**
* Switching to glide mode
* (called by CM_MOVE with VALIDATE_GLIDE movement type)
*
* 1) from standing state
* 2) from flying state
*
* If from stand to glide - start fp reduce + emotions/stats
* if from fly to glide - only emotions/stats
*/
public void switchToGliding()
{
if(!player.isInState(CreatureState.GLIDING))
{
player.setState(CreatureState.GLIDING);
if(player.getFlyState() == 0)
player.getLifeStats().triggerFpReduce();
player.setFlyState(2);
PacketSendUtility.sendPacket(player, new SM_STATS_INFO(player));
}
}
}