예제 #1
0
        /// <summary>
        /// Will be executed for any new GameMode message from the server
        /// </summary>
        /// <param name="Message"></param>
        protected virtual void HandleGameModeMessage(GameModeMessage Message)
        {
            switch ((MessageTypeGameMode)Message.PI)
            {
                case MessageTypeGameMode.Player:                                // 130
                    HandlePlayerMessage((PlayerMessage)Message);
                    break;

                case MessageTypeGameMode.Stat:                                  // 131
                    HandleStatMessage((StatMessage)Message);
                    break;

                case MessageTypeGameMode.StatGroup:                             // 132
                    HandleStatGroupMessage((StatGroupMessage)Message);
                    break;

                case MessageTypeGameMode.RoomContents:                          // 134
                    HandleRoomContentsMessage((RoomContentsMessage)Message);
                    break;

                case MessageTypeGameMode.ObjectContents:                        // 135
                    HandleObjectContentsMessage((ObjectContentsMessage)Message);
                    break;

                case MessageTypeGameMode.CharInfo:                              // 140
                    HandleCharInfoMessage((CharInfoMessage)Message);
                    break;

                case MessageTypeGameMode.Spells:                                // 141
                    HandleSpellsMessage((SpellsMessage)Message);
                    break;

                case MessageTypeGameMode.SpellAdd:                              // 142
                    HandleSpellAddMessage((SpellAddMessage)Message);
                    break;

                case MessageTypeGameMode.AddEnchantment:                        // 147
                    HandleAddEnchantmentMessage((AddEnchantmentMessage)Message);
                    break;

                case MessageTypeGameMode.Background:                            // 150
                    HandleBackgroundMessage((BackgroundMessage)Message);
                    break;

                case MessageTypeGameMode.PlayerOverlay:                         // 151
                    HandlePlayerOverlay((PlayerOverlayMessage)Message);
                    break;

                case MessageTypeGameMode.UserCommand:                           // 155
                    HandleUserCommandMessage((UserCommandMessage)Message);
                    break;

                case MessageTypeGameMode.PlayWave:                              // 170
                    HandlePlayWaveMessage((PlayWaveMessage)Message);
                    break;

                case MessageTypeGameMode.PlayMusic:                             // 171
                    HandlePlayMusicMessage((PlayMusicMessage)Message);
                    break;

                case MessageTypeGameMode.PlayMidi:                              // 172
                    HandlePlayMidiMessage((PlayMidiMessage)Message);
                    break;
#if !VANILLA
                case MessageTypeGameMode.StopWave:                              // 173
                    HandleStopWave((StopWaveMessage)Message);
                    break;
#endif
                case MessageTypeGameMode.LookNewsGroup:                         // 180
                    HandleLookNewsGroupMessage((LookNewsGroupMessage)Message);
                    break;
                
                case MessageTypeGameMode.Shoot:                                 // 202
                    HandleShootMessage((ShootMessage)Message);
                    break;

                case MessageTypeGameMode.Look:                                  // 207
                    HandleLookMessage((LookMessage)Message);
                    break;

                case MessageTypeGameMode.Inventory:                             // 208
                    HandleInventoryMessage((InventoryMessage)Message);
                    break;

                case MessageTypeGameMode.InventoryAdd:                          // 209
                    HandleInventoryAddMessage((InventoryAddMessage)Message);
                    break;

                case MessageTypeGameMode.Offer:                                 // 211
                    HandleOfferMessage((OfferMessage)Message);
                    break;

                case MessageTypeGameMode.Offered:                               // 213
                    HandleOfferedMessage((OfferedMessage)Message);
                    break;

                case MessageTypeGameMode.CounterOffer:                          // 214
                    HandleCounterOfferMessage((CounterOfferMessage)Message);
                    break;

                case MessageTypeGameMode.CounterOffered:                        // 215
                    HandleCounterOfferedMessage((CounterOfferedMessage)Message);
                    break;

                case MessageTypeGameMode.BuyList:                               // 216
                    HandleBuyListMessage((BuyListMessage)Message);
                    break;
                
                case MessageTypeGameMode.Create:                                // 217
                    HandleCreateMessage((CreateMessage)Message);
                    break;

                case MessageTypeGameMode.Change:                                // 219
                    HandleChangeMessage((ChangeMessage)Message);
                    break;

                case MessageTypeGameMode.ChangeTexture:                         // 227
                    HandleChangeTextureMessage((ChangeTextureMessage)Message);
                    break;
            }
        }
        /// <summary>
        /// Handles some GameMode messages
        /// </summary>
        /// <param name="Message"></param>
        public void HandleGameModeMessage(GameModeMessage Message)
        {
            switch ((MessageTypeGameMode)Message.PI)
            {
                case MessageTypeGameMode.ChangeTexture:
                    HandleChangeTexture((ChangeTextureMessage)Message);
                    break;

                case MessageTypeGameMode.SectorMove:
                    HandleSectorMove((SectorMoveMessage)Message);
                    break;
            }
        }