Example #1
0
        public void ProcessMoveRequest(Connection client, CharacterPositionClass mtp)
        {
            // Check to see if we hit any npcs
            foreach (NPC npc in _npcs.Values)
            {
                if (npc.CellIndex == mtp.CellIndex)
                {
                    // Hit this npc - Check distance
                    Vector target      = Utils.DecodeCellIndex(_mapID, mtp.CellIndex);
                    Vector start       = Utils.DecodeCellIndex(_mapID, client.Character.CellIndex);
                    Vector toTarget    = target - start;
                    double distSquared = toTarget.LengthSquared;
                    if (distSquared > 13)
                    {
                        // Out of range, just move there
                        client.SendPacket(new PlayerMovePacket(mtp.CellIndex, client.Character.MoveSpeed));
                    }
                    else
                    {
                        // Talk to NPC
                        npc.DoDialog(client);
                    }

                    // no matter what, we are done here
                    return;
                }
            }

            // Check to see if we hit monsters

            // Check to see if we hit other players

            // Just move
            client.SendPacket(new PlayerMovePacket(mtp.CellIndex, client.Character.MoveSpeed));
        }
Example #2
0
        public void UpdatePlayerPosition(Connection client, CharacterPositionClass cpc)
        {
            client.Character.CellIndex = cpc.CellIndex;

            // Inform other clients
            ObserveMovementPacket omp = new ObserveMovementPacket(client.Character.WorldID, cpc.CellIndex, client.Character.MoveSpeed);

            foreach (Connection c in _players.Values)
            {
                if (c.AccountID != client.AccountID)
                {
                    // Send move update
                    c.SendPacket(omp);
                }
            }
        }