/* * The Mana World * Copyright 2004 The Mana World Development Team * * This file is part of The Mana World. * * The Mana World 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. * * The Mana World 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 The Mana World; 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); }