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-rw-r--r--src/game-server/gamehandler.cpp31
1 files changed, 26 insertions, 5 deletions
diff --git a/src/game-server/gamehandler.cpp b/src/game-server/gamehandler.cpp
index 8901a49e..6edbce12 100644
--- a/src/game-server/gamehandler.cpp
+++ b/src/game-server/gamehandler.cpp
@@ -406,6 +406,27 @@ void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
t->perform(id, amount);
} break;
+ case PGMSG_RAISE_ATTRIBUTE:
+ {
+ int attribute = message.readByte();
+ AttribmodResponseCode retCode;
+ retCode = computer.character->useCharacterPoint(attribute);
+ result.writeShort(GPMSG_RAISE_ATTRIBUTE_RESPONSE);
+ result.writeByte(retCode);
+ result.writeByte(attribute);
+ } break;
+
+ case PGMSG_LOWER_ATTRIBUTE:
+ {
+ int attribute = message.readByte();
+ AttribmodResponseCode retCode;
+ retCode = computer.character->useCorrectionPoint(attribute);
+ result.writeShort(GPMSG_LOWER_ATTRIBUTE_RESPONSE);
+ result.writeByte(retCode);
+ result.writeByte(attribute);
+ } break;
+
+
// The following messages should be handled by the chat server, not the game server.
#if 0
@@ -416,7 +437,7 @@ void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
messageMap[characterId] = computer.character;
accountHandler->playerCreateGuild(characterId, name);
} break;
-
+
case PGMSG_GUILD_INVITE:
{
short guildId = message.readShort();
@@ -425,7 +446,7 @@ void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
messageMap[characterId] = computer.character;
accountHandler->playerInviteToGuild(characterId, guildId, member);
} break;
-
+
case PGMSG_GUILD_ACCEPT:
{
std::string guildName = message.readString();
@@ -433,7 +454,7 @@ void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
messageMap[characterId] = computer.character;
accountHandler->playerAcceptInvite(characterId, guildName);
} break;
-
+
case PGMSG_GUILD_GET_MEMBERS:
{
short guildId = message.readShort();
@@ -441,7 +462,7 @@ void GameHandler::processMessage(NetComputer *comp, MessageIn &message)
messageMap[characterId] = computer.character;
accountHandler->getGuildMembers(characterId, guildId);
} break;
-
+
case PGMSG_GUILD_QUIT:
{
short guildId = message.readShort();
@@ -502,7 +523,7 @@ void GameHandler::addPendingCharacter(std::string const &token, Character *ch)
}
}
- // Mark the character as pending a connection.
+ // Mark the character as pending a connection.
mTokenCollector.addPendingConnect(token, ch);
}