Beispiel #1
0
 public WvsGameClient(WvsGame game, Socket socket) : base(socket)
 {
     Server     = game;
     MigratedIn = false;
     Account    = null;
     NpcScript  = null;
 }
Beispiel #2
0
 public WvsGameSocket(
     IChannel channel,
     uint seqSend,
     uint seqRecv,
     WvsGame wvsGame
     ) : base(channel, seqSend, seqRecv)
     => WvsGame = wvsGame;
        public CFieldEntry(WvsGame parent, int nFieldID)
        {
            Parent     = parent;
            TemplateID = nFieldID;

            m_aItems = new Dictionary <int, CFieldItem>();
        }
Beispiel #4
0
 public WvsGameClient(WvsGame game, CClientSocket socket) : base(socket)
 {
     ParentServer = game;
     SentCharData = false;
     Character    = null;
     NpcScript    = null;
 }
Beispiel #5
0
        } = "";                                      // make sure it's initialized

        public CField(WvsGame parentInstance, int nMapId, int nInstanceId)
        {
            ParentInstance = parentInstance;
            MapId          = nMapId;

            nInstanceID = nInstanceId;
            dwUniqueId  = (nMapId << 4) | nInstanceId;

            Portals   = new CPortalMap();
            Footholds = new CFootholdMap();

            Users         = new CUserPool(this);
            Mobs          = new CMobPool(this);
            Npcs          = new CNpcPool(this);
            Drops         = new CDropPool(this);
            Reactors      = new CReactorPool(this);
            AffectedAreas = new CAffectedAreaPool(this);
            Kites         = new CMessageBoxPool(this);
            TownPortals   = new CTownPortalPool(this);
            MiniRooms     = new CMiniRoomPool(this);
            Summons       = new CSummonedPool(this);

            OpenGates1 = new COpenGatePool(this, true);
            OpenGates2 = new COpenGatePool(this, false);

            CurrentWeather = new BlowWeather(this);
        }
 public CField_AreaBoss(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
     _timeSinceCreation = DateTime.Now;
     //#if DEBUG
     //			bPauseSpawn = true;
     //#endif
 }
        private static void Register(Packet inPacket)
        {
            ServerRegsitrationResponse response = (ServerRegsitrationResponse)inPacket.ReadByte();

            switch (response)
            {
            case ServerRegsitrationResponse.Valid:
            {
                WvsGame.WorldID        = inPacket.ReadByte();
                WvsGame.WorldName      = inPacket.ReadString();
                WvsGame.TickerMessage  = inPacket.ReadString();
                WvsGame.ChannelID      = inPacket.ReadByte();
                WvsGame.RemoteEndPoint = new IPEndPoint(IPAddress.Loopback, inPacket.ReadUShort());
                WvsGame.Listen();

                WvsGame.AllowMultiLeveling = inPacket.ReadBool();
                Log.Inform("Characters will {0}be able to continuously level-up.", WvsGame.AllowMultiLeveling ? "" : "not ");

                WvsGame.ExperienceRate           = inPacket.ReadInt();
                WvsGame.QuestExperienceRate      = inPacket.ReadInt();
                WvsGame.PartyQuestExperienceRate = inPacket.ReadInt();
                WvsGame.MesoRate = inPacket.ReadInt();
                WvsGame.DropRate = inPacket.ReadInt();
                Log.Inform("Rates: \n ExpRate: {0}x \n QuestExpRate: {1}x \n PartyQuestExpRate: {2}x \n MesoRate: {3}x \n DropRate: {4}x",
                           WvsGame.ExperienceRate,
                           WvsGame.QuestExperienceRate,
                           WvsGame.PartyQuestExperienceRate,
                           WvsGame.MesoRate,
                           WvsGame.DropRate);

                Log.SkipLine();
                Log.Success("Registered Channel: {0}-{2} on World: {0}-{1}.", WvsGame.WorldName, WvsGame.WorldID, (WvsGame.ChannelID + 1));
                Log.SkipLine();
            }
            break;

            case ServerRegsitrationResponse.InvalidType:
                break;

            case ServerRegsitrationResponse.InvalidCode:
                break;

            case ServerRegsitrationResponse.Full:
                break;

            default:
            {
                Log.SkipLine();
                Log.Error("Unable to register as Channel Server: {0}", ServerRegistrationResponseResolver.Explain(response));
                Log.SkipLine();

                WvsGame.Stop();
            }
            break;
            }

            WvsGame.CenterConnectionDone.Set();
        }
Beispiel #8
0
        private async Task OnMigrateIn(IPacket packet)
        {
            var characterID = packet.Decode <int>();

            using (var db = WvsGame.DataContextFactory.Create())
            {
                var character = db.Characters
                                .Include(c => c.Data)
                                .ThenInclude(a => a.Account)
                                .Include(c => c.Data)
                                .ThenInclude(c => c.Trunk)
                                .ThenInclude(c => c.Items)
                                .Include(c => c.Inventories)
                                .ThenInclude(c => c.Items)
                                .Include(c => c.WishList)
                                .Single(c => c.ID == characterID);

                character.CoupleRecords = db.CoupleRecord
                                          .Where(c => c.CharacterID == character.ID)
                                          .ToList();
                character.FriendRecords = db.FriendRecord
                                          .Where(c => c.CharacterID == character.ID)
                                          .ToList();
                character.Memos = db.Memos
                                  .Where(m => m.CharacterID == character.ID)
                                  .ToList();

                if (!await WvsGame.TryMigrateFrom(character, WvsGame.Info))
                {
                    await Disconnect();
                }

                var field     = WvsGame.FieldManager.Get(character.FieldID);
                var fieldUser = new FieldUser(this, character);

                FieldUser = fieldUser;
                await field.Enter(fieldUser);

                var memos = character.Memos;
                if (memos.Count > 0)
                {
                    using (var p = new Packet(SendPacketOperations.MemoResult))
                    {
                        p.Encode <byte>((byte)MemoResult.Load);
                        p.Encode <byte>((byte)memos.Count);
                        memos.ForEach(m =>
                        {
                            p.Encode <int>(m.ID);
                            p.Encode <string>(m.Sender);
                            p.Encode <string>(m.Content);
                            p.Encode <DateTime>(m.DateSent);
                            p.Encode <byte>((byte)m.Flag);
                        });
                        await SendPacket(p);
                    }
                }
            }
        }
Beispiel #9
0
        public CField_Zakum(WvsGame parentInstance, int nMapId, int nInstanceId)
            : base(parentInstance, nMapId, nInstanceId)
        {
            SpawnPoint = new TagPoint(-11, -215);

            DropRect = new TagRect(-185, -240, 185, -200);

            IsChaosZakum = MapId == CHAOSZAKUM_MAP_ID;
            _exitmap     = IsChaosZakum ? 211042301 : 211042300;         // door to (chaos) zakum
        }
Beispiel #10
0
        public CField_Dojang(WvsGame parentInstance, int nMapId, int nInstanceId)
            : base(parentInstance, nMapId, nInstanceId)
        {
            _normal = (MapId / 10000) - 92500 == 2;
            _stage  = (MapId - BASE_MAP_ID) / 100;
            var stageIncrement = (int)Math.Floor(_stage / 6f);

            _bossMob    = BASE_BOSS_ID + _stage - stageIncrement;
            _summonItem = BASE_BOSS_ITEM_SPAWNER_ID + _stage;
        }
        public CField_DungeonRaid_GolemTemple(WvsGame parentInstance, int nMapId, int nInstanceId)
            : base(parentInstance, nMapId, nInstanceId)
        {
            MapSuccession = new Dictionary <int, int>     // <FieldFrom, FieldTo>
            {
                { 100040100, 100040200 },                 // first to second map
                { 100040200, 100040300 },                 // second to third map
                { 100040300, 100040400 },                 // third to fourth map
                { 100040400, 100040500 },                 // fourth to fifth map
                { 100040500, WarpOutField }               // fifth to warpout map
            };

            DungeonFieldIndex = nMapId % 1000 / 100;
        }
Beispiel #12
0
        //-----------------------------------------------------------------------------
        public WvsCenter(IConfiguration config)
        {
            Config = config;

            var channels = config.GetValue <int>("channels");

            WvsLogin = new WvsLogin(this);
            WvsShop  = new WvsShop(this);

            WvsGames = new WvsGame[channels];

            for (int i = 0; i < WvsGames.Length; i++)
            {
                var channel = (byte)i;
                WvsGames[i] = new WvsGame(this, channel);
            }
        }
        public CField_WaitingRoom(WvsGame parentInstance, int nMapId, int nInstanceId)
            : base(parentInstance, nMapId, nInstanceId)
        {
            switch (MapId)
            {
            case BattlefieldData.RanchWaitingRoom:                     // TODO figure out how to add support for more group sizes
                MaxPlayers = 5;
//#if DEBUG
//						2;
//#else
//						5;
//#endif
                nWarpMap        = BattlefieldData.BattleMap;
                nTimeoutMap     = BattlefieldData.RanchEntranceMap;
                WaitTimeSeconds = 120;                         // two minutes
                WeatherMessage  = $"When the room reaches {MaxPlayers} players, talk to me and get warped in!";
                break;
            }
        }
Beispiel #14
0
        public static void Main()
        {
            try
            {
                WvsGame.CenterConnection = new CenterServer(new IPEndPoint(
                                                                Settings.GetIPAddress("Center/IP"),
                                                                Settings.GetInt("Center/Port")),
                                                            Settings.GetString("Center/SecurityCode"));

                WvsGame.CenterConnection.Loop();
            }
            catch (Exception e)
            {
                Log.Error("Server connection failed: \n{0}", e.Message);

                WvsGame.Stop();
            }
            finally
            {
                WvsGame.CenterConnectionDone.Set();
            }
        }
Beispiel #15
0
 public CFieldMan(WvsGame parent)
 {
     Parent    = parent;
     m_aFields = new Dictionary <int, CFieldEntry>();
 }
Beispiel #16
0
        // TODO: Items validation.
        private void CreateCharacter(Packet inPacket)
        {
            int     accountID = inPacket.ReadInt();
            string  name      = inPacket.ReadString();
            JobType jobType   = (JobType)inPacket.ReadInt();
            int     face      = inPacket.ReadInt();
            int     hair      = inPacket.ReadInt();
            int     hairColor = inPacket.ReadInt();
            byte    skin      = (byte)inPacket.ReadInt();
            int     topID     = inPacket.ReadInt();
            int     bottomID  = inPacket.ReadInt();
            int     shoesID   = inPacket.ReadInt();
            int     weaponID  = inPacket.ReadInt();
            Gender  gender    = (Gender)inPacket.ReadByte();

            bool error = false;

            if (ValidCharacterName(name))
            {
                switch (gender) // TODO: these need error catching with item info.
                {
                case Gender.Male:
                    if (!DataProvider.CreationData.MaleSkins.Any(x => x.Item1 == jobType && x.Item2 == skin) ||
                        !DataProvider.CreationData.MaleFaces.Any(x => x.Item1 == jobType && x.Item2 == face) ||
                        !DataProvider.CreationData.MaleHairs.Any(x => x.Item1 == jobType && x.Item2 == hair) ||
                        !DataProvider.CreationData.MaleHairColors.Any(x => x.Item1 == jobType && x.Item2 == hairColor) ||
                        !DataProvider.CreationData.MaleTops.Any(x => x.Item1 == jobType && x.Item2 == topID) ||
                        !DataProvider.CreationData.MaleBottoms.Any(x => x.Item1 == jobType && x.Item2 == bottomID) ||
                        !DataProvider.CreationData.MaleShoes.Any(x => x.Item1 == jobType && x.Item2 == shoesID) ||
                        !DataProvider.CreationData.MaleWeapons.Any(x => x.Item1 == jobType && x.Item2 == weaponID))
                    {
                        error = true;
                    }
                    break;

                case Gender.Female:
                    if (!DataProvider.CreationData.FemaleSkins.Any(x => x.Item1 == jobType && x.Item2 == skin) ||
                        !DataProvider.CreationData.FemaleFaces.Any(x => x.Item1 == jobType && x.Item2 == face) ||
                        !DataProvider.CreationData.FemaleHairs.Any(x => x.Item1 == jobType && x.Item2 == hair) ||
                        !DataProvider.CreationData.FemaleHairColors.Any(x => x.Item1 == jobType && x.Item2 == hairColor) ||
                        !DataProvider.CreationData.FemaleTops.Any(x => x.Item1 == jobType && x.Item2 == topID) ||
                        !DataProvider.CreationData.FemaleBottoms.Any(x => x.Item1 == jobType && x.Item2 == bottomID) ||
                        !DataProvider.CreationData.FemaleShoes.Any(x => x.Item1 == jobType && x.Item2 == shoesID) ||
                        !DataProvider.CreationData.FemaleWeapons.Any(x => x.Item1 == jobType && x.Item2 == weaponID))
                    {
                        error = true;
                    }
                    break;

                default:
                    error = false;
                    break;
                }
            }

            if (error)
            {
                Log.SkipLine();
                Log.Error("Failed to load character items on character creation!");
                Log.SkipLine();

                WvsGame.Stop();
            }

            Character character = new Character
            {
                AccountID     = accountID,
                WorldID       = WvsGame.WorldID,
                Name          = name,
                Gender        = gender,
                Skin          = skin,
                Face          = face,
                Hair          = hair + hairColor,
                Level         = 1,
                Job           = jobType == JobType.Cygnus ? Job.Noblesse : jobType == JobType.Explorer ? Job.Beginner : Job.Aran,
                Strength      = 12,
                Dexterity     = 5,
                Intelligence  = 4,
                Luck          = 4,
                MaxHealth     = 50,
                MaxMana       = 5,
                Health        = 50,
                Mana          = 5,
                AbilityPoints = 0,
                SkillPoints   = 0,
                Experience    = 0,
                Fame          = 0,
                Map           = DataProvider.Maps[jobType == JobType.Cygnus ? 130030000 : jobType == JobType.Explorer ? 10000 : 914000000],
                SpawnPoint    = 0,
                Meso          = 0
            };

            character.Items.Add(new Item(topID, equipped: true));
            character.Items.Add(new Item(bottomID, equipped: true));
            character.Items.Add(new Item(shoesID, equipped: true));
            character.Items.Add(new Item(weaponID, equipped: true));
            character.Items.Add(new Item(jobType == JobType.Cygnus ? 4161047 : jobType == JobType.Explorer ? 4161001 : 4161048), forceGetSlot: true);

            character.Keymap.Add(new Shortcut(KeymapKey.One, KeymapAction.AllChat));
            character.Keymap.Add(new Shortcut(KeymapKey.Two, KeymapAction.PartyChat));
            character.Keymap.Add(new Shortcut(KeymapKey.Three, KeymapAction.BuddyChat));
            character.Keymap.Add(new Shortcut(KeymapKey.Four, KeymapAction.GuildChat));
            character.Keymap.Add(new Shortcut(KeymapKey.Five, KeymapAction.AllianceChat));
            character.Keymap.Add(new Shortcut(KeymapKey.Six, KeymapAction.SpouseChat));
            character.Keymap.Add(new Shortcut(KeymapKey.Q, KeymapAction.QuestMenu));
            character.Keymap.Add(new Shortcut(KeymapKey.W, KeymapAction.WorldMap));
            character.Keymap.Add(new Shortcut(KeymapKey.E, KeymapAction.EquipmentMenu));
            character.Keymap.Add(new Shortcut(KeymapKey.R, KeymapAction.BuddyList));
            character.Keymap.Add(new Shortcut(KeymapKey.I, KeymapAction.ItemMenu));
            character.Keymap.Add(new Shortcut(KeymapKey.O, KeymapAction.PartySearch));
            character.Keymap.Add(new Shortcut(KeymapKey.P, KeymapAction.PartyList));
            character.Keymap.Add(new Shortcut(KeymapKey.BracketLeft, KeymapAction.Shortcut));
            character.Keymap.Add(new Shortcut(KeymapKey.BracketRight, KeymapAction.QuickSlot));
            character.Keymap.Add(new Shortcut(KeymapKey.LeftCtrl, KeymapAction.Attack));
            character.Keymap.Add(new Shortcut(KeymapKey.S, KeymapAction.AbilityMenu));
            character.Keymap.Add(new Shortcut(KeymapKey.F, KeymapAction.FamilyList));
            character.Keymap.Add(new Shortcut(KeymapKey.G, KeymapAction.GuildList));
            character.Keymap.Add(new Shortcut(KeymapKey.H, KeymapAction.WhisperChat));
            character.Keymap.Add(new Shortcut(KeymapKey.K, KeymapAction.SkillMenu));
            character.Keymap.Add(new Shortcut(KeymapKey.L, KeymapAction.QuestHelper));
            character.Keymap.Add(new Shortcut(KeymapKey.Semicolon, KeymapAction.Medal));
            character.Keymap.Add(new Shortcut(KeymapKey.Quote, KeymapAction.ExpandChat));
            character.Keymap.Add(new Shortcut(KeymapKey.Backtick, KeymapAction.CashShop));
            character.Keymap.Add(new Shortcut(KeymapKey.Backslash, KeymapAction.SetKey));
            character.Keymap.Add(new Shortcut(KeymapKey.Z, KeymapAction.PickUp));
            character.Keymap.Add(new Shortcut(KeymapKey.X, KeymapAction.Sit));
            character.Keymap.Add(new Shortcut(KeymapKey.C, KeymapAction.Messenger));
            character.Keymap.Add(new Shortcut(KeymapKey.B, KeymapAction.MonsterBook));
            character.Keymap.Add(new Shortcut(KeymapKey.M, KeymapAction.MiniMap));
            character.Keymap.Add(new Shortcut(KeymapKey.LeftAlt, KeymapAction.Jump));
            character.Keymap.Add(new Shortcut(KeymapKey.Space, KeymapAction.NpcChat));
            character.Keymap.Add(new Shortcut(KeymapKey.F1, KeymapAction.Cockeyed));
            character.Keymap.Add(new Shortcut(KeymapKey.F2, KeymapAction.Happy));
            character.Keymap.Add(new Shortcut(KeymapKey.F3, KeymapAction.Sarcastic));
            character.Keymap.Add(new Shortcut(KeymapKey.F4, KeymapAction.Crying));
            character.Keymap.Add(new Shortcut(KeymapKey.F5, KeymapAction.Outraged));
            character.Keymap.Add(new Shortcut(KeymapKey.F6, KeymapAction.Shocked));
            character.Keymap.Add(new Shortcut(KeymapKey.F7, KeymapAction.Annoyed));

            character.Save();

            using (Packet outPacket = new Packet(InteroperabilityOperationCode.CharacterCreationResponse))
            {
                outPacket.WriteInt(accountID);
                outPacket.WriteBytes(character.ToByteArray());

                this.Send(outPacket);
            }
        }
Beispiel #17
0
 protected override void StopServer()
 {
     WvsGame.Stop();
 }
Beispiel #18
0
 // CField_SnowBall::CField_SnowBall
 // CField_SnowBall::OnStart(CField_SnowBall *this, CUser *pUser, CInPacket *iPacket)
 public CField_Snowball(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
 }
Beispiel #19
0
 protected CField_DungeonRaid(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
     MobKills = new Dictionary <int, int>();
 }
Beispiel #20
0
 public CenterServerSocket(IContainer container, IChannel channel, uint seqSend, uint seqRecv)
     : base(channel, seqSend, seqRecv)
 {
     _container = container;
     _wvsGame   = container.GetInstance <WvsGame>();
 }
 public CEventManager(WvsGame parent)
 {
     tLastEventStart = DateTime.Now.AddMinutes(-nEventIntervalMinutes + 5);
     Parent          = parent;
     MasterManager.Log.Info("CommunityEventManager loaded.");
 }
Beispiel #22
0
 public static void SetEventManager(WvsGame parent)
 => EventManager = new CEventManager(parent);
Beispiel #23
0
 public CField_Battlefield(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
 }
Beispiel #24
0
        // TODO: Items validation.
        private void CreateCharacter(Packet inPacket)
        {
            int    accountID = inPacket.ReadInt();
            string name      = inPacket.ReadString();

            CharacterConstants.JobType jobType = (CharacterConstants.JobType)inPacket.ReadInt();
            int  face      = inPacket.ReadInt();
            int  hair      = inPacket.ReadInt();
            int  hairColor = inPacket.ReadInt();
            byte skin      = (byte)inPacket.ReadInt();
            int  topID     = inPacket.ReadInt();
            int  bottomID  = inPacket.ReadInt();
            int  shoesID   = inPacket.ReadInt();
            int  weaponID  = inPacket.ReadInt();

            CharacterConstants.Gender gender = (CharacterConstants.Gender)inPacket.ReadByte();

            bool error = false;

            if (ValidCharacterName(name))
            {
                switch (gender) // TODO: these need error catching with item info.
                {
                case CharacterConstants.Gender.Male:
                    if (!DataProvider.CreationData.MaleSkins.Any(x => x.Item1 == jobType && x.Item2 == skin) ||
                        !DataProvider.CreationData.MaleFaces.Any(x => x.Item1 == jobType && x.Item2 == face) ||
                        !DataProvider.CreationData.MaleHairs.Any(x => x.Item1 == jobType && x.Item2 == hair) ||
                        !DataProvider.CreationData.MaleHairColors.Any(x => x.Item1 == jobType && x.Item2 == hairColor) ||
                        !DataProvider.CreationData.MaleTops.Any(x => x.Item1 == jobType && x.Item2 == topID) ||
                        !DataProvider.CreationData.MaleBottoms.Any(x => x.Item1 == jobType && x.Item2 == bottomID) ||
                        !DataProvider.CreationData.MaleShoes.Any(x => x.Item1 == jobType && x.Item2 == shoesID) ||
                        !DataProvider.CreationData.MaleWeapons.Any(x => x.Item1 == jobType && x.Item2 == weaponID))
                    {
                        error = true;
                    }
                    break;

                case CharacterConstants.Gender.Female:
                    if (!DataProvider.CreationData.FemaleSkins.Any(x => x.Item1 == jobType && x.Item2 == skin) ||
                        !DataProvider.CreationData.FemaleFaces.Any(x => x.Item1 == jobType && x.Item2 == face) ||
                        !DataProvider.CreationData.FemaleHairs.Any(x => x.Item1 == jobType && x.Item2 == hair) ||
                        !DataProvider.CreationData.FemaleHairColors.Any(x => x.Item1 == jobType && x.Item2 == hairColor) ||
                        !DataProvider.CreationData.FemaleTops.Any(x => x.Item1 == jobType && x.Item2 == topID) ||
                        !DataProvider.CreationData.FemaleBottoms.Any(x => x.Item1 == jobType && x.Item2 == bottomID) ||
                        !DataProvider.CreationData.FemaleShoes.Any(x => x.Item1 == jobType && x.Item2 == shoesID) ||
                        !DataProvider.CreationData.FemaleWeapons.Any(x => x.Item1 == jobType && x.Item2 == weaponID))
                    {
                        error = true;
                    }
                    break;

                case CharacterConstants.Gender.Both:
                    break;

                case CharacterConstants.Gender.Unset:
                    break;

                default:
                    break;
                }
            }

            if (error)
            {
                Log.SkipLine();
                Log.Error("Failed to load character items on character creation!");
                Log.SkipLine();

                WvsGame.Stop();
            }

            Character character = new Character
            {
                AccountID = accountID,
                WorldID   = WvsGame.WorldID,
                Name      = name,

                Appearance =
                {
                    Gender = gender,
                    Skin   = skin,
                    Face   = face,
                    Hair   = hair + hairColor
                },

                Stats =
                {
                    Level         =  1, Experience  = 0,
                    MaxHealth     = 50, MaxMana     = 5,
                    Health        = 50, Mana        = 5,
                    AbilityPoints =  0, SkillPoints = 0,
                    Strength      = 12, Dexterity   = 5,
                    Intelligence  =  4, Luck        = 4,
                    Fame          =  0, Meso        = 0
                },

                Jobs =
                {
                    Job = jobType == CharacterConstants.JobType.Cygnus ? CharacterConstants.Job.Noblesse
                      : jobType == CharacterConstants.JobType.Explorer ? CharacterConstants.Job.Beginner
                      : CharacterConstants.Job.Aran
                },

                Map = DataProvider.Maps[
                    jobType == CharacterConstants.JobType.Cygnus ? 130030000 :
                    jobType == CharacterConstants.JobType.Explorer ? 10000 : 914000000],
                SpawnPoint = 0,
            };

            character.Items.AddItemToInventory(new Item(topID, equipped: true));
            character.Items.AddItemToInventory(new Item(bottomID, equipped: true));
            character.Items.AddItemToInventory(new Item(shoesID, equipped: true));
            character.Items.AddItemToInventory(new Item(weaponID, equipped: true));

            switch (jobType)
            {
            case CharacterConstants.JobType.Cygnus:
                character.Items.AddItemToInventory(new Item(4161047));     // Noblesse Guide
                break;

            case CharacterConstants.JobType.Explorer:
                character.Items.AddItemToInventory(new Item(4161001));     // Beginner's Guide
                break;

            case CharacterConstants.JobType.Aran:                      // Legend
                character.Items.AddItemToInventory(new Item(4161048)); // Legend's Guide
                break;

            default:
                throw new ArgumentOutOfRangeException();
            }

            character.Keymap.InitiateDefaultKeymap();

            character.Save();

            using (Packet outPacket = new Packet(InteroperabilityOperationCode.CharacterCreationResponse))
            {
                outPacket.WriteInt(accountID);
                outPacket.WriteBytes(character.ToByteArray());

                Send(outPacket);
            }
        }
Beispiel #25
0
 protected override void Terminate()
 {
     WvsGame.Stop();
 }
 public CField_PersonalTimeLimit(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
 }
 public CField_RussianRoulette(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
 }
Beispiel #28
0
 public CField_PinkBean(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
 }
 protected CField_CommunityEvent(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
     tFieldTimerExpiration = DateTime.Now.AddMinutes(5);
     MasterManager.CharacterPool.Broadcast(CPacket.SystemMessage($"[Community Event] {sEventName} is about to start! Enter @event to join."));
 }
 public CField_Hontail(WvsGame parentInstance, int nMapId, int nInstanceId)
     : base(parentInstance, nMapId, nInstanceId)
 {
 }