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/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program 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 2 of the License, or
* any later version.
*
* This program 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 this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "player.h"
#include "internal.h"
#include "../connection.h"
#include "../../messageout.h"
#include "../protocol.h"
void RespawnRequestListener::action(const gcn::ActionEvent &event)
{
Net::GameServer::Player::respawn();
}
void Net::GameServer::Player::say(const std::string &text)
{
MessageOut msg(PGMSG_SAY);
msg.writeString(text);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::walk(int x, int y)
{
MessageOut msg(PGMSG_WALK);
msg.writeInt16(x);
msg.writeInt16(y);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::pickUp(int x, int y)
{
MessageOut msg(PGMSG_PICKUP);
msg.writeInt16(x);
msg.writeInt16(y);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::moveItem(int oldSlot, int newSlot, int amount)
{
MessageOut msg(PGMSG_MOVE_ITEM);
msg.writeInt8(oldSlot);
msg.writeInt8(newSlot);
msg.writeInt8(amount);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::drop(int slot, int amount)
{
MessageOut msg(PGMSG_DROP);
msg.writeInt8(slot);
msg.writeInt8(amount);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::equip(int slot)
{
MessageOut msg(PGMSG_EQUIP);
msg.writeInt8(slot);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::unequip(int slot)
{
MessageOut msg(PGMSG_UNEQUIP);
msg.writeInt8(slot);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::useItem(int slot)
{
MessageOut msg(PGMSG_USE_ITEM);
msg.writeInt8(slot);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::attack(int direction)
{
MessageOut msg(PGMSG_ATTACK);
msg.writeInt8(direction);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::useSpecial(int special)
{
MessageOut msg(PGMSG_USE_SPECIAL);
msg.writeInt8(special);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::changeAction(Being::Action action)
{
MessageOut msg(PGMSG_ACTION_CHANGE);
msg.writeInt8(action);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::talkToNPC(int id, bool restart)
{
MessageOut msg(restart ? PGMSG_NPC_TALK : PGMSG_NPC_TALK_NEXT);
msg.writeInt16(id);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::selectFromNPC(int id, int choice)
{
MessageOut msg(PGMSG_NPC_SELECT);
msg.writeInt16(id);
msg.writeInt8(choice);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::requestTrade(int id)
{
MessageOut msg(PGMSG_TRADE_REQUEST);
msg.writeInt16(id);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::acceptTrade(bool accept)
{
MessageOut msg(accept ? PGMSG_TRADE_ACCEPT : PGMSG_TRADE_CANCEL);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::tradeItem(int slot, int amount)
{
MessageOut msg(PGMSG_TRADE_ADD_ITEM);
msg.writeInt8(slot);
msg.writeInt8(amount);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::tradeMoney(int amount)
{
MessageOut msg(PGMSG_TRADE_SET_MONEY);
msg.writeInt32(amount);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::tradeWithNPC(int item, int amount)
{
MessageOut msg(PGMSG_NPC_BUYSELL);
msg.writeInt16(item);
msg.writeInt16(amount);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::sendLetter(const std::string &player,
const std::string &text)
{
MessageOut msg(PGMSG_NPC_POST_SEND);
msg.writeString(player);
msg.writeString(text);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::raiseAttribute(int attribute)
{
MessageOut msg(PGMSG_RAISE_ATTRIBUTE);
msg.writeInt8(attribute);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::lowerAttribute(int attribute)
{
MessageOut msg(PGMSG_LOWER_ATTRIBUTE);
msg.writeInt8(attribute);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::respawn()
{
MessageOut msg(PGMSG_RESPAWN);
Net::GameServer::connection->send(msg);
}
void Net::GameServer::Player::changeDir(unsigned char dir)
{
MessageOut msg(PGMSG_DIRECTION_CHANGE);
msg.writeInt8(dir);
Net::GameServer::connection->send(msg);
}
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