Beispiel #1
0
 /// <summary>
 /// Teleport the player to the designated coordinates. 
 /// </summary>
 /// <param name="player"></param>
 /// <param name="destination"></param>
 protected void OnTeleport(GamePlayer player, Teleport destination)
 {
     if (player.InCombat == false && GameRelic.IsPlayerCarryingRelic(player) == false)
     {
         player.LeaveHouse();
         GameLocation currentLocation = new GameLocation("TeleportStart", player.CurrentRegionID, player.X, player.Y, player.Z);
         player.MoveTo((ushort)destination.RegionID, destination.X, destination.Y, destination.Z, (ushort)destination.Heading);
         GameServer.ServerRules.OnPlayerTeleport(player, currentLocation, destination);
     }
 }
Beispiel #2
0
		/// <summary>
		/// Loads elements relating to the given instance keyname from the database and populates the instance.
		/// </summary>
		/// <param name="instanceName"></param>
		public virtual void LoadFromDatabase(string instanceName)
		{
			var objects = GameServer.Database.SelectObjects<DBInstanceXElement>("`InstanceID` = '" + instanceName + "'");

			if (objects.Count == 0)
				return;

			int count = 0;

			//Now we have a list of DBElements, lets create the various entries
			//associated with them and populate the instance.
			foreach (DBInstanceXElement entry in objects)
			{
				if (entry == null)
					continue; //an odd error, but experience knows best.

				GameObject obj = null;
				string theType = "DOL.GS.GameNPC";

				//Switch the classtype to see what we are making.
				switch (entry.ClassType)
				{
					case "entrance":
						{
							//create the entrance, then move to the next.
							m_entranceLocation = new GameLocation(instanceName + "entranceRegion" + ID, ID, entry.X, entry.Y, entry.Z, entry.Heading);
							//move to the next entry, nothing more to do here...
							continue;
						}
						case "region": continue; //This is used to save the regionID as NPCTemplate.
						case "DOL.GS.GameNPC": break;
						default: theType = entry.ClassType; break;
				}

				//Now we have the classtype to create, create it thus!
				ArrayList asms = new ArrayList();
				asms.Add(typeof(GameServer).Assembly);
				asms.AddRange(ScriptMgr.Scripts);

				//This is required to ensure we check scripts for the space aswell, such as quests!
				foreach (Assembly asm in asms)
				{
					obj = (GameObject)(asm.CreateInstance(theType, false));
					if (obj != null)
						break;
				}

				
				if (obj == null)
					continue;


				//We now have an object that isnt null. Lets place it at the location, in this region.

				obj.X = entry.X;
				obj.Y = entry.Y;
				obj.Z = entry.Z;
				obj.Heading = entry.Heading;
				obj.CurrentRegionID = ID;

				//If its an npc, load from the npc template about now.
				//By default, we ignore npctemplate if its set to 0.
				if ((GameNPC)obj != null && !Util.IsEmpty(entry.NPCTemplate, true))
				{
					var listTemplate = entry.NPCTemplate.SplitCSV(true);
					int template = 0;
					
					if (int.TryParse(listTemplate[Util.Random(listTemplate.Count-1)], out template) && template > 0)
					{	
						INpcTemplate npcTemplate = NpcTemplateMgr.GetTemplate(template);
						//we only want to load the template if one actually exists, or there could be trouble!
						if (npcTemplate != null)
						{
							((GameNPC)obj).LoadTemplate(npcTemplate);
						}
					}
				}
				//Finally, add it to the world!
				obj.AddToWorld();

				//Keep track of numbers.
				count++;
			}

			log.Info("Successfully loaded a db entry to " + Description + " - Region ID " + ID + ". Loaded Entities: " + count);
		}
Beispiel #3
0
		/// <summary>
		/// Move this object to a GameLocation
		/// </summary>
		/// <param name="loc"></param>
		/// <returns></returns>
		public virtual bool MoveTo(GameLocation loc)
		{
			return MoveTo(loc.RegionID, loc.X, loc.Y, loc.Z, loc.Heading);
		}
Beispiel #4
0
 /// <summary>
 /// Should be called whenever a player teleports to a new location
 /// </summary>
 /// <param name="player"></param>
 /// <param name="source"></param>
 /// <param name="destination"></param>
 public override void OnPlayerTeleport(GamePlayer player, GameLocation source, Teleport destination)
 {
     // Since region change already starts an immunity timer we only want to do this if a player
     // is teleporting within the same region
     if (source.RegionID == destination.RegionID)
     {
         StartImmunityTimer(player, ServerProperties.Properties.TIMER_PVP_TELEPORT * 1000);
     }
 }
Beispiel #5
0
        public override bool SayReceive(GameLiving source, string str)
        {
            if (!base.SayReceive(source, str))
                return false;

            string[] split = str.Split(' ');
            switch (split[0])
            {
                case "create":
                    ushort id = 286;

                    if (split.Length > 1)
                    {
                        try { id = ushort.Parse(split[1]); }
                        catch { }
                    }

                    m_instance = (Instance)WorldMgr.CreateInstance(id, typeof(Instance));
                    if (m_instance != null)
                        Say("Success, instance created.");
                    else
                        Say("Instance creation found errors.");

                    //Try and load a template from the db...
                    if (split.Length > 2)
                    {
                        string load = split[2];
                        Say("Trying to load instance '" + load + "' template from DB");
                        m_instance.LoadFromDatabase(load);
                    }

                    break;
                case "test":
                    if (m_instance == null)
                        Say("Instance is currently null.");
                    else
                    {
                        int x = 32361;
                        int y = 31744;
                        int z = 16003;
                        ushort heading = 1075;

                        if (m_instance.InstanceEntranceLocation != null)
                        {
                            x = m_instance.InstanceEntranceLocation.X;
                            y = m_instance.InstanceEntranceLocation.Y;
                            z = m_instance.InstanceEntranceLocation.Z;
                            heading = m_instance.InstanceEntranceLocation.Heading;
                        }

                        // save current position so player can use /instance exit
                        GameLocation saveLocation = new GameLocation(source.Name + "_exit", source.CurrentRegionID, source.X, source.Y, source.Z);
                        source.TempProperties.setProperty(saveLocation.Name, saveLocation);

                        Say("Instance ID " + m_instance.ID + ", Skin: " + m_instance.Skin + ", with " + m_instance.Zones.Count + " zones inside the region.");

                        if (!source.MoveTo(m_instance.ID, x, y, z, heading))
                        {
                            Say("Source could not be moved to instance entrance; MoveTo returned false.  Now trying to move to current location inside the instance.");

                            if (!source.MoveTo(m_instance.ID, source.X, source.Y, source.Z, source.Heading))
                            {
                                Say("Sorry, that failed as well.");
                            }
                        }
                    }
                    break;
            }
            return true;
        }
Beispiel #6
0
        public static int GetDistance( int r1, int x1, int y1, int z1, int r2, int x2, int y2, int z2 )
        {
            GameLocation loc1 = new GameLocation( "loc1", (ushort)r1, x1, y1, z1 );
            GameLocation loc2 = new GameLocation( "loc2", (ushort)r2, x2, y2, z2 );

            return loc1.GetDistance( loc2 );
        }