public void SendMsgToMap(string szMsg, ChatTone pChat = ChatTone.TOP_LEFT) { foreach (var pUser in Players.Values) { pUser.Send(szMsg, pChat); } }
public static void SendMessageToAll(string message, ChatTone tone) { foreach (var plr in Players.Values) { plr.SendMessage(message, tone); } }
public void SendMessageToMap(string szMsg, ChatTone chatTone) { foreach (var plr in Players.Values) { plr.Send(szMsg, chatTone); } }
/// <summary> /// Packet Type: 1004. This packet is sent to the client to display an in-game message from the server or from /// another player. It can also be used to direct the client during login to the world or to the character /// creation screen. Generic messages can be found in the class below this one (ServerMessages class). /// </summary> /// <param name="message">The message text being sent in the packet to the player.</param> /// <param name="tone">The tone of the message (where it is displayed in the client).</param> /// <param name="color">The hue of the message (default is white).</param> public MsgTalk(string message, ChatTone tone, Color color) : base(0) { Hue = color; Tone = tone; Style = ChatStyle.NORMAL; Recipient = ALLUSERS; Sender = SYSTEM; Suffix = ""; Message = message; }
public void Send(string szMsg, bool bSelf, ChatTone pTone = ChatTone.TOP_LEFT) { var pMsg = new MsgTalk(szMsg, pTone); if (bSelf) { m_pOwner.Send(pMsg); } foreach (var pRole in m_pPlayers.Values.Cast <Character>()) { pRole.Send(pMsg); } }
public string Message; // The text for the message, what is sent in the message. // Notes about the packet: The message id can be the client id, or the current hour * 100 + the current // minute ((now.Hour * 100) + now.Minute). The suffix can be the date an offline message was sent on. /// <summary> /// Packet Type: 1004. This packet is sent to the client to display an in-game message from the server or from /// another player. It can also be used to direct the client during login to the world or to the character /// creation screen. Generic messages can be found in the class below this one (ServerMessages class). /// </summary> /// <param name="receivedPacket">The received packet from the server's packet handler.</param> public MsgTalk(byte[] receivedPacket) : base(receivedPacket) { // Read in normal data values: Hue = Color.FromArgb(ReadInt(4)); Tone = (ChatTone)ReadUShort(8); Style = (ChatStyle)ReadUShort(10); Identity = ReadUInt(12); RecipientMesh = ReadUInt(16); SenderMesh = ReadUInt(20); // Read in strings: Sender = ReadString(ReadByte(25), 26); Recipient = ReadString(ReadByte(26 + Sender.Length), 27 + Sender.Length); Suffix = ReadString(ReadByte(27 + Sender.Length + Recipient.Length), 28 + Sender.Length + Recipient.Length); Message = ReadString(ReadByte(28 + Sender.Length + Recipient.Length + Suffix.Length), 29 + Sender.Length + Recipient.Length + Suffix.Length); }
/// <summary> /// This method will send a text message to the user interface. It can only be sent after a successful login. /// </summary> /// <param name="text">The text message that will be sent to the user.</param> /// <param name="tone">Where the message will be located.</param> public void SendMessage(string text, ChatTone tone = ChatTone.TOP_LEFT) { Send(new MsgTalk(text, tone)); }