Beispiel #1
0
        /// <summary>
        /// </summary>
        /// <param name="client">
        /// </param>
        public static void Read(ZoneClient client)
        {
            // client got all the needed data and
            // wants to enter the world. After we
            // reply to this, the character will really be in game
            var announce = new CharInPlayMessage {
                Identity = client.Character.Identity, Unknown = 0x00
            };

            client.Playfield.Announce(announce);

            // Player is in game now, starting is over, set stats normally now
            client.Character.Starting = false;

            // Needed fix, so gmlevel will be loaded
            client.Character.Stats[StatIds.gmlevel].Value = client.Character.Stats[StatIds.gmlevel].Value;

            // Mobs get sent whenever player enters playfield, BUT (!) they are NOT synchronized, because the mobs don't save stuff yet.
            // for instance: the waypoints the mob went through will NOT be saved and therefore when you re-enter the PF, it will AGAIN
            // walk the same waypoints.
            // TODO: Fix it

            /*foreach (MobType mob in NPCPool.Mobs)
             * {
             *  // TODO: Make cache - use pf indexing somehow.
             *  if (mob.pf == client.Character.pf)
             *  {
             *      mob.SendToClient(client);
             *  }
             * }*/
        }
Beispiel #2
0
        /// <summary>
        /// </summary>
        /// <param name="sendSCFUs">
        /// </param>
        public void SendSCFUsToClient(IMSendPlayerSCFUs sendSCFUs)
        {
            Identity dontSendTo = sendSCFUs.toClient.Character.Identity;

            foreach (IEntity entity in this.Entities)
            {
                if (entity.Identity != dontSendTo)
                {
                    if (entity.Identity.Type == IdentityType.CanbeAffected)
                    {
                        var temp = entity as INamedEntity;
                        if (temp != null)
                        {
                            // TODO: make it NPC-safe
                            SimpleCharFullUpdateMessage simpleCharFullUpdate =
                                SimpleCharFullUpdate.ConstructMessage((Character)temp);
                            sendSCFUs.toClient.SendCompressed(simpleCharFullUpdate);

                            var charInPlay = new CharInPlayMessage {
                                Identity = temp.Identity, Unknown = 0x00
                            };
                            sendSCFUs.toClient.SendCompressed(charInPlay);
                        }
                    }
                }
            }
        }
        /// <summary>
        /// </summary>
        /// <param name="sendSCFUs">
        /// </param>
        public void SendSCFUsToClient(IMSendPlayerSCFUs sendSCFUs)
        {
            Identity dontSendTo = sendSCFUs.toClient.Character.Identity;

            lock (this.Entities)
            {
                foreach (IEntity entity in
                         this.Entities.GetAll((int)IdentityType.CanbeAffected).Where(x => x is IPacketReceivingEntity))
                {
                    if (entity.Identity != dontSendTo)
                    {
                        var temp = entity as Character;
                        if (temp != null)
                        {
                            // TODO: make it NPC-safe
                            SimpleCharFullUpdateMessage simpleCharFullUpdate =
                                SimpleCharFullUpdate.ConstructMessage(temp);
                            sendSCFUs.toClient.SendCompressed(simpleCharFullUpdate);

                            var charInPlay = new CharInPlayMessage {
                                Identity = temp.Identity, Unknown = 0x00
                            };
                            sendSCFUs.toClient.SendCompressed(charInPlay);
                        }
                    }
                }
            }
        }