/** * Send mount-facing-change data to the server */ public void sendMountFacingChange(int nEntity, int nEquip, int nFacing) { Object[] data = { new Integer(nEntity), new Integer(nEquip), new Integer(nFacing) }; send(new Packet(Packet.COMMAND_ENTITY_MOUNTED_FACINGCHANGE, data)); }
/** * Sends an "update entity" packet */ public void sendUpdateEntity(Entity entity) { send(new Packet(Packet.COMMAND_ENTITY_UPDATE, entity)); }
/** * Sends a "load entity" packet */ public void sendLoadEntity(int id, int loaderId, int bayNumber) { send(new Packet(Packet.COMMAND_ENTITY_LOAD, new Object[] { id, loaderId, bayNumber })); }
public void sendExplodeBuilding(DemolitionCharge charge) { Object data[] = new Object[1]; data[0] = charge; send(new Packet(Packet.COMMAND_BLDG_EXPLODE, data)); }
public void sendSpecialHexDisplayAppend(Coords c, SpecialHexDisplay shd) { Object[] data = { c, shd }; Packet packet = new Packet(Packet.COMMAND_SPECIAL_HEX_DISPLAY_APPEND, data); send(packet); }
/** * Send called shot change data to the server */ public void sendCalledShotChange(int nEntity, int nEquip) { Object[] data = { new Integer(nEntity), new Integer(nEquip) }; send(new Packet(Packet.COMMAND_ENTITY_CALLEDSHOTCHANGE, data)); }
/** * Send system mode-change data to the server */ public void sendSystemModeChange(int nEntity, int nSystem, int nMode) { Object[] data = { new Integer(nEntity), new Integer(nSystem), new Integer(nMode) }; send(new Packet(Packet.COMMAND_ENTITY_SYSTEMMODECHANGE, data)); }
/** * Send mode-change data to the server */ public void sendAmmoChange(int nEntity, int nWeapon, int nAmmo) { Object[] data = { new Integer(nEntity), new Integer(nWeapon), new Integer(nAmmo) }; send(new Packet(Packet.COMMAND_ENTITY_AMMOCHANGE, data)); }
/** * Sends a "set Artillery Autohit Hexes" packet */ public void sendArtyAutoHitHexes(Vector<Coords> hexes) { artilleryAutoHitHexes = hexes; // save for minimap use send(new Packet(Packet.COMMAND_SET_ARTYAUTOHITHEXES, hexes)); }
public void sendDominoCFRResponse(MovePath mp) { Object data[] = { Packet.COMMAND_CFR_DOMINO_EFFECT, mp }; Packet packet = new Packet(Packet.COMMAND_CLIENT_FEEDBACK_REQUEST, data); send(packet); }
public void sendAPDSAssignCFRResponse(Integer waaIndex) { Object data[] = { Packet.COMMAND_CFR_APDS_ASSIGN, waaIndex }; Packet packet = new Packet(Packet.COMMAND_CLIENT_FEEDBACK_REQUEST, data); send(packet); }
public void sendHiddenPBSCFRResponse(Vector<EntityAction> attacks) { Object data[] = { Packet.COMMAND_CFR_HIDDEN_PBS, attacks }; Packet packet = new Packet(Packet.COMMAND_CLIENT_FEEDBACK_REQUEST, data); send(packet); }
/** * Send command to unload stranded entities to the server */ public void sendUnloadStranded(int[] entityIds) { Object[] data = new Object[1]; data[0] = entityIds; send(new Packet(Packet.COMMAND_UNLOAD_STRANDED, data)); }
/** * Send activate hidden data to the server */ public void sendActivateHidden(int nEntity, IGame.Phase phase) { Object[] data = { new Integer(nEntity), phase }; send(new Packet(Packet.COMMAND_ENTITY_ACTIVATE_HIDDEN, data)); }
/** * Send the new map dimensions to the server */ public void sendMapDimensions(MapSettings settings) { send(new Packet(Packet.COMMAND_SENDING_MAP_DIMENSIONS, settings)); }
/** * Sends an "update custom initiative" packet */ public void sendCustomInit(IPlayer player) { send(new Packet(Packet.COMMAND_CUSTOM_INITIATIVE, player)); }
/** * Sends a "player done" message to the server. */ public synchronized void sendDone(boolean done) { send(new Packet(Packet.COMMAND_PLAYER_READY, new Boolean(done))); flushConn(); }
/** * Send a weapon fire command to the server. */ public void sendAttackData(int aen, Vector<EntityAction> attacks) { Object[] data = new Object[2]; data[0] = aen; data[1] = attacks; send(new Packet(Packet.COMMAND_ENTITY_ATTACK, data)); flushConn(); }
/** * Broadcast a general chat message from the local player */ public void sendChat(String message) { send(new Packet(Packet.COMMAND_CHAT, message)); flushConn(); }
/** * Sends an "add squadron" packet */ public void sendAddSquadron(FighterSquadron fs, Vector<Integer> fighterIds) { checkDuplicateNamesDuringAdd(fs); send(new Packet(Packet.COMMAND_SQUADRON_ADD, new Object[] { fs, fighterIds })); }