content: /**
   * This file is part of Aion-Lightning <aion-lightning.org>.
   *
   *  Aion-Lightning 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-Lightning 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-Lightning.
   *  If not, see <http://www.gnu.org/licenses/>.
   */
  package com.aionemu.gameserver.network.aion.clientpackets;
  
  import org.slf4j.Logger;
  import org.slf4j.LoggerFactory;
  
  import com.aionemu.gameserver.model.EmotionType;
  import com.aionemu.gameserver.model.gameobjects.Summon;
  import com.aionemu.gameserver.model.gameobjects.player.Player;
  import com.aionemu.gameserver.model.gameobjects.state.CreatureState;
  import com.aionemu.gameserver.network.aion.AionClientPacket;
  import com.aionemu.gameserver.network.aion.AionConnection.State;
  import com.aionemu.gameserver.network.aion.serverpackets.SM_EMOTION;
  import com.aionemu.gameserver.utils.PacketSendUtility;
  
  /**
   * @author ATracer
   */
  public class CM_SUMMON_EMOTION extends AionClientPacket {
  
  	private static final Logger log = LoggerFactory.getLogger(CM_SUMMON_EMOTION.class);
  	@SuppressWarnings("unused")
  	private int objId;
  	private int emotionTypeId;
  
  	public CM_SUMMON_EMOTION(int opcode, State state, State... restStates) {
  		super(opcode, state, restStates);
  	}
  
  	@Override
  	protected void readImpl() {
  		objId = readD();
  		emotionTypeId = readC();
  	}
  
  	@Override
  	protected void runImpl() {
  
  		Player player = getConnection().getActivePlayer();
  		EmotionType emotionType = EmotionType.getEmotionTypeById(emotionTypeId);
  
  		// Unknown Summon Emotion Type
  		if (emotionType == EmotionType.UNK) {
  			log.error("Unknown emotion type? 0x" + Integer.toHexString(emotionTypeId).toUpperCase());
  		}
  
  		Summon summon = player.getSummon();
  		if (summon == null) {
  			log.warn("summon emotion without active summon on " + player.getName() + ".");
  			return;
  		}
  
  		switch (emotionType) {
  			case FLY:
  			case LAND:
  				PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, EmotionType.START_EMOTE2));
  				PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, emotionType));
  				break;
  			case ATTACKMODE: // start attacking
  				summon.setState(CreatureState.WEAPON_EQUIPPED);
  				PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, emotionType));
  				break;
  			case NEUTRALMODE: // stop attacking
  				summon.unsetState(CreatureState.WEAPON_EQUIPPED);
  				PacketSendUtility.broadcastPacket(summon, new SM_EMOTION(summon, emotionType));
  				break;
  			default:
  				break;
  		}
  	}
  }
  