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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-04-06 22:46:15 +0200
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-04-06 22:46:15 +0200
commitf0fd20fdd649eb61fa0d2444d910a2b0882e3580 (patch)
treeee879af37c773e8a40b353e6e1e714ab5e1f45b1 /src/net/tmwserv/playerhandler.cpp
parent7ee2220427d8735c777f504517c24c49afda699f (diff)
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Moved many MessageOut constructions around
No real point in having these abstracted away twice. We're using network interfaces now instead of functions structured in namespaces.
Diffstat (limited to 'src/net/tmwserv/playerhandler.cpp')
-rw-r--r--src/net/tmwserv/playerhandler.cpp22
1 files changed, 17 insertions, 5 deletions
diff --git a/src/net/tmwserv/playerhandler.cpp b/src/net/tmwserv/playerhandler.cpp
index f13484eb..441b5021 100644
--- a/src/net/tmwserv/playerhandler.cpp
+++ b/src/net/tmwserv/playerhandler.cpp
@@ -21,11 +21,14 @@
#include "net/tmwserv/playerhandler.h"
+#include "net/tmwserv/connection.h"
#include "net/tmwserv/protocol.h"
+#include "net/tmwserv/gameserver/internal.h"
#include "net/tmwserv/gameserver/player.h"
#include "net/messagein.h"
+#include "net/messageout.h"
#include "effectmanager.h"
#include "engine.h"
@@ -362,13 +365,19 @@ void PlayerHandler::pickUp(FloorItem *floorItem)
void PlayerHandler::setDirection(char direction)
{
- Net::GameServer::Player::changeDir(direction);
+ MessageOut msg(PGMSG_DIRECTION_CHANGE);
+ msg.writeInt8(direction);
+ Net::GameServer::connection->send(msg);
}
-void PlayerHandler::setDestination(int x, int y, int direction)
+void PlayerHandler::setDestination(int x, int y, int /* direction */)
{
- Net::GameServer::Player::walk(x, y);
- //Debugging fire burst
+ MessageOut msg(PGMSG_WALK);
+ msg.writeInt16(x);
+ msg.writeInt16(y);
+ Net::GameServer::connection->send(msg);
+
+ // Debugging fire burst
effectManager->trigger(15, x, y);
}
@@ -376,7 +385,10 @@ void PlayerHandler::changeAction(Being::Action action)
{
if (action == Being::SIT)
player_node->setAction(action);
- Net::GameServer::Player::changeAction(action);
+
+ MessageOut msg(PGMSG_ACTION_CHANGE);
+ msg.writeInt8(action);
+ Net::GameServer::connection->send(msg);
}
void PlayerHandler::respawn()