Beispiel #1
0
        public void Attack(EODirection direction, byte x = 255, byte y = 255)
        {
            if (State != CharacterActionState.Standing)
            {
                return;
            }

            if (this == World.Instance.MainPlayer.ActiveCharacter)
            {
                //KS protection - vanilla eoserv does not support this!
                bool shouldSend = true;
                if (!(x == 255 && y == 255))
                {
                    TileInfo ti = World.Instance.ActiveMapRenderer.GetTileInfo(x, y);
                    if (ti.ReturnType == TileInfoReturnType.IsOtherNPC && ti.NPC.Opponent != null && ti.NPC.Opponent != this)
                    {
                        EOGame.Instance.Hud.SetStatusLabel(DATCONST2.STATUS_LABEL_TYPE_INFORMATION, DATCONST2.STATUS_LABEL_UNABLE_TO_ATTACK);
                        shouldSend = false;
                    }
                }

                if (shouldSend && !m_packetAPI.AttackUse(direction))
                {
                    EOGame.Instance.LostConnectionDialog();
                }
            }
            else if (RenderData.facing != direction)
            {
                RenderData.SetDirection(direction);
            }

            State = CharacterActionState.Attacking;
            Stats.sp--;
        }
Beispiel #2
0
        /// <summary>
        /// Used to apply changes from Welcome packet to existing character.
        /// </summary>
        /// <param name="newGuy">Changes to MainPlayer.ActiveCharacter, contained in a CharacterData object</param>
        /// <param name="copyPaperdoll">Set to true if paperdoll data from newGuy should be applied to this character</param>
        public void ApplyData(CharacterData newGuy, bool copyPaperdoll = true)
        {
            ID             = newGuy.ID;
            Name           = newGuy.Name;
            PaddedGuildTag = newGuy.GuildTag;
            if (copyPaperdoll)
            {
                //only set the doll graphic info in render data - don't change the paperdoll info!
                RenderData.SetBoots(newGuy.Boots);
                RenderData.SetArmor(newGuy.Armor);
                RenderData.SetHat(newGuy.Hat);
                RenderData.SetShield(newGuy.Shield);
                RenderData.SetWeapon(newGuy.Weapon);
            }
            Stats.SetHP(newGuy.HP);
            Stats.SetMaxHP(newGuy.MaxHP);
            Stats.SetTP(newGuy.TP);
            Stats.SetMaxTP(newGuy.MaxTP);

            RenderData.SetDirection(newGuy.Direction);
            RenderData.SetHairStyle(newGuy.HairStyle);
            RenderData.SetHairColor(newGuy.HairColor);
            RenderData.SetGender(newGuy.Gender);
            RenderData.SetRace(newGuy.Race);
            RenderData.SetSitting(newGuy.Sitting);
            RenderData.level = newGuy.Level;
            RenderData.SetWalkFrame(0);
            State      = RenderData.sitting == SitState.Standing ? CharacterActionState.Standing : CharacterActionState.Sitting;
            CurrentMap = newGuy.Map;
            X          = newGuy.X;
            Y          = newGuy.Y;
            //GuildRankNum = newGuy.GuildRankNum; //todo: ???
        }
        /// <summary>
        /// Used to apply changes from Welcome packet to existing character.
        /// </summary>
        /// <param name="newGuy">Changes to MainPlayer.ActiveCharacter, contained in a CharacterData object</param>
        /// <param name="copyPaperdoll">Set to true if paperdoll data from newGuy should be applied to this character</param>
        public void ApplyData(CharacterData newGuy, bool copyPaperdoll = true)
        {
            ID             = newGuy.ID;
            Name           = newGuy.Name;
            PaddedGuildTag = newGuy.GuildTag;
            if (copyPaperdoll)
            {
                //todo: is this sufficient? need to check refresh-reply
                EquipItem(ItemType.Boots, 0, newGuy.Boots, true);
                EquipItem(ItemType.Armor, 0, newGuy.Armor, true);
                EquipItem(ItemType.Hat, 0, newGuy.Hat, true);
                EquipItem(ItemType.Shield, 0, newGuy.Shield, true);
                EquipItem(ItemType.Weapon, 0, newGuy.Weapon, true);
            }
            Stats.SetHP(newGuy.HP);
            Stats.SetMaxHP(newGuy.MaxHP);
            Stats.SetTP(newGuy.TP);
            Stats.SetMaxTP(newGuy.MaxTP);

            //todo: is this enough for render data to be correct after call to ApplyData?
            RenderData.SetDirection(newGuy.Direction);
            RenderData.SetHairStyle(newGuy.HairStyle);
            RenderData.SetHairColor(newGuy.HairColor);
            RenderData.SetGender(newGuy.Gender);
            RenderData.SetRace(newGuy.Race);
            RenderData.SetSitting(newGuy.Sitting);
            RenderData.level = newGuy.Level;
            RenderData.SetWalkFrame(0);
            State      = RenderData.sitting == SitState.Standing ? CharacterActionState.Standing : CharacterActionState.Sitting;
            CurrentMap = newGuy.Map;
            //MapIsPk = newGuy.MapIsPk; //todo: ???
            X = newGuy.X;
            Y = newGuy.Y;
            //GuildRankNum = newGuy.GuildRankNum; //todo: ???
        }
Beispiel #4
0
 public void Face(EODirection direction)
 {
     //send packet to server: update client side if send was successful
     if (m_packetAPI.FacePlayer(direction))
     {
         RenderData.SetDirection(direction);                 //updates the data in the character renderer as well
     }
     else
     {
         EOGame.Instance.LostConnectionDialog();
     }
 }
Beispiel #5
0
        /// <summary>
        /// Called from EOCharacterRenderer.Update (in case of MainPlayer pressing an arrow key) or Handlers.Walk (in case of another character walking)
        /// <para>The Character Renderer will automatically pick up that Walking == true and start a walk operation, limiting the character from walking again until it is complete</para>
        /// </summary>
        public void Walk(EODirection direction, byte destX, byte destY, bool admin)
        {
            if (State != CharacterActionState.Standing)
            {
                return;
            }

            if (this == World.Instance.MainPlayer.ActiveCharacter)
            {
                if (!m_packetAPI.PlayerWalk(direction, destX, destY, admin && AdminLevel != AdminLevel.Player))
                {
                    EOGame.Instance.LostConnectionDialog();
                }
            }
            else if (RenderData.facing != direction)             //if a packet WALK_PLAYER was received: face them the right way first otherwise this will look weird
            {
                RenderData.SetDirection(direction);
            }

            DestX = destX;
            DestY = destY;
            State = CharacterActionState.Walking;
        }