package com.aionemu.gameserver.network.aion.clientpackets;
import java.util.Set;
import com.aionemu.gameserver.configs.administration.AdminConfig;
import com.aionemu.gameserver.model.animations.TeleportAnimation;
import com.aionemu.gameserver.model.gameobjects.player.Player;
import com.aionemu.gameserver.model.house.House;
import com.aionemu.gameserver.network.aion.AionClientPacket;
import com.aionemu.gameserver.network.aion.AionConnection.State;
import com.aionemu.gameserver.network.aion.serverpackets.SM_SYSTEM_MESSAGE;
import com.aionemu.gameserver.services.HousingService;
import com.aionemu.gameserver.services.teleport.TeleportService;
import com.aionemu.gameserver.utils.PacketSendUtility;
/**
* This packet is sent when clicking on a house door. Whether you want to get in or out is decided by the client.
*
* @author Rolandas, Neon
*/
public class CM_HOUSE_OPEN_DOOR extends AionClientPacket {
private int address;
private boolean leave;
public CM_HOUSE_OPEN_DOOR(int opcode, Set<State> validStates) {
super(opcode, validStates);
}
@Override
protected void readImpl() {
address = readD();
leave = readC() != 0;
}
@Override
protected void runImpl() {
Player player = getConnection().getActivePlayer();
if (player == null)
return;
House house = HousingService.getInstance().getHouseByAddress(address);
if (house == null)
return;
if (leave) {
if (house.getAddress().getExitMapId() != null) {
TeleportService.teleportTo(player, house.getAddress().getExitMapId(), house.getAddress().getExitX(), house.getAddress().getExitY(),
house.getAddress().getExitZ(), (byte) 0, TeleportAnimation.FADE_OUT_BEAM);
} else {
house.getController().teleportNearHouseDoor(player, true);
}
} else {
if (player.hasAccess(AdminConfig.HOUSE_SHOW_ADDRESS))
PacketSendUtility.sendMessage(player, "House address: " + address);
if (!house.canEnter(player)) {
PacketSendUtility.sendPacket(player, SM_SYSTEM_MESSAGE.STR_MSG_HOUSING_CANT_ENTER_NO_RIGHT2());
return;
}
house.getController().teleportNearHouseDoor(player, false);
}
}
}