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 com.aionemu.gameserver.model.gameobjects.player.Player;
  import com.aionemu.gameserver.model.gameobjects.player.ReviveType;
  import com.aionemu.gameserver.network.aion.AionClientPacket;
  import com.aionemu.gameserver.network.aion.AionConnection.State;
  import com.aionemu.gameserver.services.player.PlayerReviveService;
  
  /**
   * @author ATracer, orz, avol, Simple
   */
  public class CM_REVIVE extends AionClientPacket {
  
  	private int reviveId;
  
  	/**
  	 * Constructs new instance of <tt>CM_REVIVE </tt> packet
  	 *
  	 * @param opcode
  	 */
  	public CM_REVIVE(int opcode, State state, State... restStates) {
  		super(opcode, state, restStates);
  	}
  
  	/**
  	 * {@inheritDoc}
  	 */
  	@Override
  	protected void readImpl() {
  		reviveId = readC();
  	}
  
  	/**
  	 * {@inheritDoc}
  	 */
  	@Override
  	protected void runImpl() {
  		Player activePlayer = getConnection().getActivePlayer();
  
  		if (!activePlayer.getLifeStats().isAlreadyDead()) {
  			return;
  		}
  
  		ReviveType reviveType = ReviveType.getReviveTypeById(reviveId);
  
  		switch (reviveType) {
  			case BIND_REVIVE:
  			case OBELISK_REVIVE:
  				PlayerReviveService.bindRevive(activePlayer);
  				break;
  			case REBIRTH_REVIVE:
  				PlayerReviveService.rebirthRevive(activePlayer);
  				break;
  			case ITEM_SELF_REVIVE:
  				PlayerReviveService.itemSelfRevive(activePlayer);
  				break;
  			case SKILL_REVIVE:
  				PlayerReviveService.skillRevive(activePlayer);
  				break;
  			case KISK_REVIVE:
  				PlayerReviveService.kiskRevive(activePlayer);
  				break;
  			case INSTANCE_REVIVE:
  				PlayerReviveService.instanceRevive(activePlayer);
  				break;
  			case START_POINT_REVIVE:
  				PlayerReviveService.startPositionRevive(activePlayer);
  				break;
  			case LUNA_REVIVE:
  				PlayerReviveService.startLunaRevive(activePlayer);
  				break;
  			default:
  				break;
  		}
  
  	}
  }
  