/** * Stop the current attack any report this to the server in case its needed. This does not * directly stop the attack. It just requests to stop the attack from the server. */ public void standDown() { if (attackedChar != null) { World.getNet() .sendCommand(CommandFactory.getInstance().getCommand(CommandList.CMD_STAND_DOWN)); attackedChar = null; } }
/** * Stop the current attack any report this to the server in case its needed. This does not * directly stop the attack. It just requests to stop the attack from the server. */ public void standDown() { if (attackedChar != null) { Game.getNet() .sendCommand(CommandFactory.getInstance().getCommand(CommandList.CMD_STAND_DOWN)); Game.getMusicBox().stopFightingMusic(); } }
/** Recycle the object and put is back into the command factory. */ @Override public final void recycle() { PoolContext.enter(); try { CommandFactory.getInstance().recycle(this); } finally { PoolContext.exit(); } }
/** * This function creates a new character and requests the required information from the server. * * @param id the ID of the character to be created * @return the created character */ private Char createNewCharacter(final CharacterId id) { final Char chara = Char.create(); chara.setCharId(id); updateName(chara); addCharacter(chara); // request appearance from server if char is not known final RequestAppearanceCmd cmd = CommandFactory.getInstance() .getCommand(CommandList.CMD_REQUEST_APPEARANCE, RequestAppearanceCmd.class); cmd.request(id); World.getNet().sendCommand(cmd); return chara; }
/** * Send a attack command to the server that initiates a fight with the character that ID is set in * the parameter. * * @param id the ID of the character to fight */ private void sendAttackToServer(final CharacterId id) { final AttackCmd cmd = (AttackCmd) CommandFactory.getInstance().getCommand(CommandList.CMD_ATTACK); cmd.setTarget(id); World.getNet().sendCommand(cmd); }