Наследование: ISL.Server.Network.NetComputer
Пример #1
0
        void handlePickup(GameClient client, MessageIn message)
        {
            //const int x = message.readInt16();
            //const int y = message.readInt16();
            //const Point ppos = client.character.getPosition();

            //// TODO: use a less arbitrary value.
            //if (std::abs(x - ppos.x) + std::abs(y - ppos.y) < 48)
            //{
            //    MapComposite *map = client.character.getMap();
            //    Point ipos(x, y);
            //    for (FixedActorIterator i(map.getAroundPointIterator(ipos, 0)); i; ++i)
            //    {
            //        Actor *o = *i;
            //        Point opos = o.getPosition();
            //        if (o.getType() == OBJECT_ITEM && opos.x == x && opos.y == y)
            //        {
            //            Item *item = static_cast< Item * >(o);
            //            ItemClass *ic = item.getItemClass();
            //            int amount = item.getAmount();
            //            if (!Inventory(client.character).insert(ic.getDatabaseID(),
            //                                                   amount))
            //            {
            //                GameState::remove(item);

            //                // We only do this when items are to be kept in memory
            //                // between two server restart.
            //                if (!Configuration::getValue("game_floorItemDecayTime", 0))
            //                {
            //                    // Remove the floor item from map
            //                    accountHandler.removeFloorItems(map.getID(),
            //                                                    ic.getDatabaseID(),
            //                                                    amount, x, y);
            //                }

            //                // log transaction
            //                std::stringstream str;
            //                str << "User picked up item " << ic.getDatabaseID()
            //                    << " at " << opos.x << "x" << opos.y;
            //                accountHandler.sendTransaction(
            //                                          client.character.getDatabaseID(),
            //                                          TRANS_ITEM_PICKUP, str.str()
            //                                               );
            //            }
            //            break;
            //        }
            //    }
            //}
        }
Пример #2
0
        void handleRaiseAttribute(GameClient client, MessageIn message)
        {
            //const int attribute = message.readInt32();
            //AttribmodResponseCode retCode;
            //retCode = client.character.useCharacterPoint(attribute);

            //MessageOut result(GPMSG_RAISE_ATTRIBUTE_RESPONSE);
            //result.writeInt8(retCode);
            //result.writeInt32(attribute);
            //client.send(result);

            //if (retCode == ATTRIBMOD_OK)
            //{
            //    accountHandler.updateCharacterPoints(
            //        client.character.getDatabaseID(),
            //        client.character.getCharacterPoints(),
            //        client.character.getCorrectionPoints());

            //    // log transaction
            //    std::stringstream str;
            //    str << "User increased attribute " << attribute;
            //    accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                    TRANS_ATTR_INCREASE, str.str());
            //}
        }
Пример #3
0
        void tokenMatched(GameClient computer, Character character)
        {
            //computer.character = character;
            //computer.status = CLIENT_CONNECTED;

            //character.setClient(computer);

            //MessageOut result(GPMSG_CONNECT_RESPONSE);

            //if (!GameState::insert(character))
            //{
            //    result.writeInt8(ERRMSG_SERVER_FULL);
            //    kill(character);
            //    delete character;
            //    computer.disconnect(result);
            //    return;
            //}

            //result.writeInt8(ERRMSG_OK);
            //computer.send(result);

            //// Force sending the whole character to the client.
            //Inventory(character).sendFull();
            //character.modifiedAllAttribute();
            //std::map<int, int>::const_iterator skill_it;
            //for (skill_it = character.getSkillBegin(); skill_it != character.getSkillEnd(); skill_it++)
            //{
            //    character.updateDerivedAttributes(skill_it.first);
            //}
        }
Пример #4
0
 void sendNpcError(GameClient client, int id, string errorMsg)
 {
     MessageOut msg=new MessageOut(Protocol.GPMSG_NPC_ERROR);
     msg.writeInt16(id);
     msg.writeString(errorMsg);
     client.send(msg);
 }
Пример #5
0
        void handleUseItem(GameClient client, MessageIn message)
        {
            //const int slot = message.readInt16();
            //Inventory inv(client.character);

            //if (ItemClass *ic = itemManager.getItem(inv.getItem(slot)))
            //{
            //    if (ic.hasTrigger(ITT_ACTIVATE))
            //    {
            //        std::stringstream str;
            //        str << "User activated item " << ic.getDatabaseID()
            //            << " from slot " << slot;
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_ITEM_USED, str.str());
            //        if (ic.useTrigger(client.character, ITT_ACTIVATE))
            //            inv.removeFromSlot(slot, 1);
            //    }
            //}
        }
Пример #6
0
        void handleWalk(GameClient client, MessageIn message)
        {
            //const int x = message.readInt16();
            //const int y = message.readInt16();

            //Point dst(x, y);
            //client.character.setDestination(dst);
        }
Пример #7
0
        void handleDrop(GameClient client, MessageIn message)
        {
            //const int slot = message.readInt16();
            //const int amount = message.readInt16();
            //Inventory inv(client.character);

            //if (ItemClass *ic = itemManager.getItem(inv.getItem(slot)))
            //{
            //    int nb = inv.removeFromSlot(slot, amount);
            //    Item *item = new Item(ic, amount - nb);
            //    item.setMap(client.character.getMap());
            //    item.setPosition(client.character.getPosition());
            //    if (!GameState::insert(item))
            //    {
            //        // The map is full. Put back into inventory.
            //        inv.insert(ic.getDatabaseID(), amount - nb);
            //        delete item;
            //        return;
            //    }

            //    Point pt = client.character.getPosition();

            //    // We store the item in database only when the floor items are meant
            //    // to be persistent between two server restarts.
            //    if (!Configuration::getValue("game_floorItemDecayTime", 0))
            //    {
            //        // Create the floor item on map
            //        accountHandler.createFloorItems(client.character.getMap().getID(),
            //                                        ic.getDatabaseID(),
            //                                        amount, pt.x, pt.y);
            //    }

            //    // log transaction
            //    std::stringstream str;
            //    str << "User dropped item " << ic.getDatabaseID()
            //        << " at " << pt.x << "x" << pt.y;
            //    accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                    TRANS_ITEM_DROP, str.str());
            //}
        }
Пример #8
0
        void handleTradeRequest(GameClient client, MessageIn message)
        {
            //const int id = message.readInt16();

            //if (Trade *t = client.character.getTrading())
            //    if (t.request(client.character, id))
            //        return;

            //Character *q = findCharacterNear(client.character, id);
            //if (!q || q.isBusy())
            //{
            //    client.send(MessageOut(GPMSG_TRADE_CANCEL));
            //    return;
            //}

            //new Trade(client.character, q);

            //// log transaction
            //std::string str;
            //str = "User requested trade with " + q.getName();
            //accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                TRANS_TRADE_REQUEST, str);
        }
Пример #9
0
 void handleDirectionChange(GameClient client, MessageIn message)
 {
     //const BeingDirection direction = (BeingDirection) message.readInt8();
     //client.character.setDirection(direction);
 }
Пример #10
0
        void handleDisconnect(GameClient client, MessageIn message)
        {
            //const bool reconnectAccount = (bool) message.readInt8();

            //MessageOut result(GPMSG_DISCONNECT_RESPONSE);
            //result.writeInt8(ERRMSG_OK); // It is, when control reaches here

            //if (reconnectAccount)
            //{
            //    std::string magic_token(utils::getMagicToken());
            //    result.writeString(magic_token, MAGIC_TOKEN_LENGTH);
            //    // No accountserver data, the client should remember that
            //    accountHandler.playerReconnectAccount(
            //                client.character.getDatabaseID(),
            //                magic_token);
            //}
            //// TODO: implement a delayed remove
            //GameState::remove(client.character);

            //accountHandler.sendCharacterData(client.character);

            //// Done with the character
            //client.character.disconnected();
            //delete client.character;
            //client.character = 0;
            //client.status = CLIENT_LOGIN;

            //client.send(result);
        }
Пример #11
0
        void handleAttack(GameClient client, MessageIn message)
        {
            //int id = message.readInt16();
            //LOG_DEBUG("Character " << client.character.getPublicID()
            //          << " attacked being " << id);

            //Actor *o = findActorNear(client.character, id);
            //if (o && o.getType() != OBJECT_NPC)
            //{
            //    Being *being = static_cast<Being*>(o);
            //    client.character.setTarget(being);
            //    client.character.setAction(ATTACK);
            //}
        }
Пример #12
0
        void handleActionChange(GameClient client, MessageIn message)
        {
            //const BeingAction action = (BeingAction) message.readInt8();
            //const BeingAction current = (BeingAction) client.character.getAction();
            //bool logActionChange = true;

            //switch (action)
            //{
            //    case STAND:
            //        if (current == SIT)
            //        {
            //            client.character.setAction(STAND);
            //            logActionChange = false;
            //        }
            //        break;
            //    case SIT:
            //        if (current == STAND)
            //        {
            //            client.character.setAction(SIT);
            //            logActionChange = false;
            //        }
            //        break;
            //    default:
            //        break;
            //}

            //// Log the action change only when this is relevant.
            //if (logActionChange)
            //{
            //    // log transaction
            //    std::stringstream str;
            //    str << "User changed action from " << current << " to " << action;
            //    accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                    TRANS_ACTION_CHANGE, str.str());
            //}
        }
Пример #13
0
        void deletePendingClient(GameClient computer)
        {
            //// Something might have changed since it was inserted
            //if (computer.status != CLIENT_QUEUED)
            //    return;

            //MessageOut msg(GPMSG_CONNECT_RESPONSE);
            //msg.writeInt8(ERRMSG_TIME_OUT);

            //// The computer will be deleted when the disconnect event is processed
            //computer.disconnect(msg);
        }
Пример #14
0
        void handleSay(GameClient client, MessageIn message)
        {
            //const std::string say = message.readString();
            //if (say.empty())
            //    return;

            //if (say[0] == '@')
            //{
            //    CommandHandler::handleCommand(client.character, say);
            //    return;
            //}
            //if (!client.character.isMuted())
            //{
            //    GameState::sayAround(client.character, say);
            //    std::string msg = client.character.getName() + " said " + say;
            //    accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                    TRANS_MSG_PUBLIC, msg);
            //}
            //else
            //{
            //    GameState::sayTo(client.character, NULL,
            //                     "You are not allowed to talk right now.");
            //}
        }
Пример #15
0
        void handleMoveItem(GameClient client, MessageIn message)
        {
            //const int slot1 = message.readInt16();
            //const int slot2 = message.readInt16();
            //const int amount = message.readInt16();

            //Inventory(client.character).move(slot1, slot2, amount);
            //// log transaction
            //std::stringstream str;
            //str << "User moved item "
            //    << " from slot " << slot1 << " to slot " << slot2;
            //accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                TRANS_ITEM_MOVE, str.str());
        }
Пример #16
0
        void handleTrade(GameClient client, MessageIn message)
        {
            //std::stringstream str;
            //Trade *t = client.character.getTrading();
            //if (!t)
            //    return;

            //switch (message.getId())
            //{
            //    case PGMSG_TRADE_CANCEL:
            //        t.cancel();
            //        break;
            //    case PGMSG_TRADE_CONFIRM:
            //        t.confirm(client.character);
            //        break;
            //    case PGMSG_TRADE_AGREED:
            //        t.agree(client.character);
            //        // log transaction
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_TRADE_END,
            //                                        "User finished trading");
            //        break;
            //    case PGMSG_TRADE_SET_MONEY:
            //    {
            //        int money = message.readInt32();
            //        t.setMoney(client.character, money);
            //        // log transaction
            //        str << "User added " << money << " money to trade.";
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_TRADE_MONEY, str.str());
            //    } break;
            //    case PGMSG_TRADE_ADD_ITEM:
            //    {
            //        int slot = message.readInt8();
            //        t.addItem(client.character, slot, message.readInt8());
            //        // log transaction
            //        str << "User add item from slot " << slot;
            //        accountHandler.sendTransaction(client.character.getDatabaseID(),
            //                                        TRANS_TRADE_ITEM, str.str());
            //    } break;
            //}
        }
Пример #17
0
        void handleNpc(GameClient client, MessageIn message)
        {
            //int id = message.readInt16();
            //Actor *actor = findActorNear(client.character, id);
            //if (!actor || actor.getType() != OBJECT_NPC)
            //{
            //    sendNpcError(client, id, "Not close enough to NPC\n");
            //    return;
            //}

            //NPC *npc = static_cast<NPC *>(actor);
            //switch (message.getId())
            //{
            //    case PGMSG_NPC_SELECT:
            //        npc.select(client.character, message.readInt8());
            //        break;
            //    case PGMSG_NPC_NUMBER:
            //        npc.integerReceived(client.character, message.readInt32());
            //        break;
            //    case PGMSG_NPC_STRING:
            //        npc.stringReceived(client.character, message.readString());
            //        break;
            //    case PGMSG_NPC_TALK:
            //    case PGMSG_NPC_TALK_NEXT:
            //    default:
            //        npc.prompt(client.character, message.getId() == PGMSG_NPC_TALK);
            //}
        }
Пример #18
0
 void handleUnequip(GameClient client, MessageIn message)
 {
     //const int itemInstance = message.readInt16();
     //if (!Inventory(client.character).unequip(itemInstance))
     //{
     //    MessageOut msg(GPMSG_SAY);
     //    msg.writeInt16(0); // From the server
     //    msg.writeString("Unable to unequip.");
     //    client.send(msg);
     //}
 }
Пример #19
0
 void handleNpcBuySell(GameClient client, MessageIn message)
 {
     //BuySell *t = client.character.getBuySell();
     //if (!t)
     //    return;
     //const int id = message.readInt16();
     //const int amount = message.readInt16();
     //t.perform(id, amount);
 }
Пример #20
0
 void handleUseSpecial(GameClient client, MessageIn message)
 {
     //const int specialID = message.readInt8();
     //LOG_DEBUG("Character " << client.character.getPublicID()
     //          << " tries to use his special attack " << specialID);
     //client.character.useSpecial(specialID);
 }
Пример #21
0
 void handleNpcPostSend(GameClient client, MessageIn message)
 {
     //// add the character so that the post man knows them
     //postMan.addCharacter(client.character);
     //accountHandler.sendPost(client.character, message);
 }
Пример #22
0
 void sendNpcError(GameClient client, int id, string errorMsg)
 {
     //MessageOut msg(GPMSG_NPC_ERROR);
     //msg.writeInt16(id);
     //msg.writeString(errorMsg, errorMsg.size());
     //client.send(msg);
 }
Пример #23
0
        void handlePartyInvite(GameClient client, MessageIn message)
        {
            //MapComposite *map = client.character.getMap();
            //const int visualRange = Configuration::getValue("game_visualRange", 448);
            //std::string invitee = message.readString();

            //if (invitee == client.character.getName())
            //    return;

            //for (CharacterIterator it(map.getWholeMapIterator()); it; ++it)
            //{
            //    if ((*it).getName() == invitee)
            //    {
            //        // calculate if the invitee is within the visual range
            //        const int xInviter = client.character.getPosition().x;
            //        const int yInviter = client.character.getPosition().y;
            //        const int xInvitee = (*it).getPosition().x;
            //        const int yInvitee = (*it).getPosition().y;
            //        const int dx = std::abs(xInviter - xInvitee);
            //        const int dy = std::abs(yInviter - yInvitee);
            //        if (visualRange > std::max(dx, dy))
            //        {
            //            MessageOut out(GCMSG_PARTY_INVITE);
            //            out.writeString(client.character.getName());
            //            out.writeString(invitee);
            //            accountHandler.send(out);
            //            return;
            //        }
            //        break;
            //    }
            //}

            //// Invitee was not found or is too far away
            //MessageOut out(GPMSG_PARTY_INVITE_ERROR);
            //out.writeString(invitee);
            //client.send(out);
        }
Пример #24
0
 public void setClient(GameClient c)
 {
     mClient=c;
 }
Пример #25
0
        void handleWalk(GameClient client, MessageIn message)
        {
            int x = message.readInt16();
            int y = message.readInt16();

            Point dst = new Point(x, y);
            client.character.setDestination(dst);
        }