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authorBjørn Lindeijer <bjorn@lindeijer.nl>2006-08-20 00:56:23 +0000
committerBjørn Lindeijer <bjorn@lindeijer.nl>2006-08-20 00:56:23 +0000
commit01591924a4f33d5a5e4a86db6c256c8ce797a820 (patch)
treea1fe33f8a28a19fddd9f4ccdf7816f85636c4bcb /src/gui/char_select.cpp
parent0841d65d15e4c318ad8f5fe4b7e257d963ef7841 (diff)
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The Network can now connect to the three servers and affected methods now take
the server type as a parameter. The MessageOut gained a convenience constructor (same as was added server side). The game states during login sequence have been renamed and redone in order to ensure no communication is attempted to unconnected servers. This allowed the removal of the outgoing message queue. Connecting to the account server has been moved before the login/register phase (dialogs will still need to be updated). Quite a few things are expected to be broken since I'm rather tired at the moment. I've left many TODO entries in the code.
Diffstat (limited to 'src/gui/char_select.cpp')
-rw-r--r--src/gui/char_select.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/src/gui/char_select.cpp b/src/gui/char_select.cpp
index 775ecc6f..2fa6c68e 100644
--- a/src/gui/char_select.cpp
+++ b/src/gui/char_select.cpp
@@ -139,7 +139,7 @@ void CharSelectDialog::action(const std::string &eventId, gcn::Widget *widget)
}
else if (eventId == "cancel")
{
- state = EXIT_STATE;
+ state = STATE_EXIT;
}
else if (eventId == "new")
{
@@ -208,7 +208,7 @@ void CharSelectDialog::attemptCharDelete()
msg.writeShort(PAMSG_CHAR_DELETE);
// TODO: Send the selected slot
msg.writeByte(0);
- network->send(msg);
+ network->send(Network::ACCOUNT, msg);
mCharInfo->lock();
}
@@ -218,7 +218,7 @@ void CharSelectDialog::attemptCharSelect()
MessageOut msg;
msg.writeShort(PAMSG_CHAR_SELECT);
msg.writeByte(mCharInfo->getPos());
- network->send(msg);
+ network->send(Network::ACCOUNT, msg);
mCharInfo->lock();
}
@@ -337,5 +337,5 @@ void CharCreateDialog::attemptCharCreate()
outMsg.writeShort(10); // INT
outMsg.writeShort(10); // DEX
outMsg.writeShort(10); // LUK
- network->send(outMsg);
+ network->send(Network::ACCOUNT, outMsg);
}