StatePack() public static method

public static StatePack ( int id, byte type1, byte type2, bool type3 ) : byte[]
id int
type1 byte
type2 byte
type3 bool
return byte[]
Example #1
0
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Player Berserk Add
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        void Player_Berserk_Up()
        {
            try
            {
                if (!Character.Information.Berserking)
                {
                    Character.Information.BerserkBar = 0;
                    client.Send(Packet.InfoUpdate(4, 0, Character.Information.BerserkBar));
                    Character.Information.Berserking = true;

                    if (Character.Information.Title != 0)
                    {
                        Character.Information.BerserkOran = 230;
                    }
                    else
                    {
                        Character.Information.BerserkOran = 200;
                    }
                    Send(Packet.StatePack(Character.Information.UniqueID, 4, 1, false));

                    //20.slot bersek speed slot
                    Character.Speed.Updateded[20] = 100;
                    Character.Speed.RunSpeed     += Character.Speed.Updateded[20];
                    //Player_SetNewSpeed();
                    Send(Packet.SetSpeed(Character.Information.UniqueID, Character.Speed.WalkSpeed, Character.Speed.RunSpeed));

                    MsSQL.UpdateData("update character set berserkbar='" + Character.Information.BerserkBar + "' where id='" + Character.Information.CharacterID + "'");
                    StartBerserkerTimer(60000);
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
Example #2
0
 //###########################################################################################
 // Normal return scrolls
 //###########################################################################################
 void HandleReturnScroll(int ItemID)
 {
     try
     {
         if (Character.Position.Walking)
         {
             return;
         }
         if (Character.Action.PickUping)
         {
             return;
         }
         if (Character.Stall.Stallactive)
         {
             return;
         }
         Send(Packet.StatePack(Character.Information.UniqueID, 0x0B, 0x01, false));
         Character.Information.Scroll = true;
         StartScrollTimer(Data.ItemBase[ItemID].Use_Time);
         SavePlayerReturn();
     }
     catch (Exception ex)
     {
         Systems.Debugger.Write(ex);
     }
 }
Example #3
0
        void GuildLeave()
        {
            //Write our function inside a catcher
            try
            {
                //Send required packets to network
                foreach (int member in Character.Network.Guild.Members)
                {
                    //Make sure member s not null
                    if (member != 0)
                    {
                        //Get information for the guildmember
                        Systems guildmember = GetPlayerMainid(member);
                        //Make sure the guildmember isnt null
                        if (guildmember != null)
                        {
                            //Send update packet
                            guildmember.client.Send(Packet.GuildUpdate(Character, 12, 0, 0, 0));
                        }
                    }
                }

                //Send public packet to in range players (removal guild name).
                Send(Packet.GuildKick(Character.Information.UniqueID));
                //Removal from guild
                client.Send(Packet.GuildLeave());
                //Send normal state packet
                client.Send(Packet.StatePack(Character.Information.UniqueID, 0x04, 0x00, false));
                //Count new members minus 1
                int Membercount = Character.Network.Guild.Members.Count - 1;
                //Update database
                MsSQL.InsertData("UPDATE guild SET guild_members_t='" + Membercount + "' WHERE guild_name='" + Character.Network.Guild.Name + "'");
                //Remove the player from database
                MsSQL.UpdateData("DELETE from guild_members where guild_member_id='" + Character.Information.CharacterID + "'");
                //If the guild has a union
                if (Character.Network.Guild.UniqueUnion != 0)
                {
                    //Set boolean unionactive to false
                    Character.Network.Guild.UnionActive = false;
                    //Remove the member from union member list
                    Character.Network.Guild.UnionMembers.Remove(Character.Information.CharacterID);
                }
                //Cleanup character
                CleanUp(this);
                //Reload information
                LoadPlayerGuildInfo(true);
            }
            //Catch bad exception errors
            catch (Exception ex)
            {
                //Write information the the debug log
                Systems.Debugger.Write(ex);
            }
        }
Example #4
0
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Player Berserk Remove
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        public void Player_Berserk_Down()
        {
            try
            {
                Character.Information.Berserking = false;
                Character.Information.BerserkBar = 0;
                //Character.Speed.Updateded           -= 100;
                //Player_SetNewSpeed();
                Character.Speed.RunSpeed     -= Character.Speed.Updateded[20];
                Character.Speed.Updateded[20] = 0;

                Send(Packet.SetSpeed(Character.Information.UniqueID, Character.Speed.WalkSpeed, Character.Speed.RunSpeed));
                Send(Packet.StatePack(Character.Information.UniqueID, 4, 0, false));
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
Example #5
0
        void StopScrollTimer()
        {
            try
            {
                if (Timer.Scroll != null)
                {
                    Timer.Scroll.Dispose();
                }

                Timer.Scroll = null;

                Send(Packet.StatePack(Character.Information.UniqueID, 0x0B, 0x00, false));
                Character.Information.Scroll = false;
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
                Console.WriteLine("stop scroll timer");
            }
        }
Example #6
0
        void InGameSuccess()
        {
            //Wrap our function inside a catcher
            try
            {
                //If character isnt ingame yet
                if (!Character.InGame)
                {
                    //Load player data
                    PlayerDataLoad();
                    //Load premium ticket
                    LoadTicket(Character);
                    //Load guild information
                    LoadPlayerGuildInfo(true);
                    //Load spawns
                    ObjectSpawnCheck();
                    //Send stats packet
                    client.Send(Packet.PlayerStat(Character));
                    //Send player state packet
                    client.Send(Packet.StatePack(Character.Information.UniqueID, 0x04, 0x02, false));
                    //Send complete load packet
                    client.Send(Packet.Completeload());
                    //Send player silk packet
                    client.Send(Packet.Silk(Player.Silk, Player.SilkPrem));
                    //Set new movement stopwatch
                    Character.Position.Movementwatch = new System.Diagnostics.Stopwatch();
                    //Load friends
                    GetFriendsList();
                    //Set player online
                    MsSQL.UpdateData("UPDATE character SET online='1' WHERE id='" + Character.Information.CharacterID + "'");
                    //Set ingame bool to true
                    this.Character.InGame = true;
                    //Load message welcome (Copyright message leave intact).
                    LoadMessage();
                    //Load guild data
                    GetGuildData();
                    //Update hp and mp
                    UpdateHp();
                    UpdateMp();
                    //Set player to normal state (4 0) / Not attackable = (4 2)
                    client.Send(Packet.StatePack(Character.Information.UniqueID, 0x04, 0x00, false));

                    //Disabled until fully reworked and updated and optimized.
                    //Load transport
                    //LoadTransport();
                    //Load grabpet if active
                    //LoadGrabPet();

                    //Regen
                    this.HPregen(4000);
                    this.MPregen(4000);
                }
            }
            //Catch bad exception errors
            catch (Exception ex)
            {
                //Write information to the console
                Console.WriteLine("InGame Success Error: {0}", ex);
                //Write error to debug log
                Systems.Debugger.Write(ex);
            }
        }
Example #7
0
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Berserk Items
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        void HandleRegenZerk(int style, int ItemID)
        {
            try
            {
                if (Character.Information.Berserking)
                {
                    return;
                }
                if (style == 1)
                {
                    Character.Information.BerserkBar = 0;
                    client.Send(Packet.InfoUpdate(4, 0, Character.Information.BerserkBar));
                    Character.Information.Berserking = true;
                    if (Character.Information.Title != 0)
                    {
                        Character.Information.BerserkOran = 200;
                    }
                    else
                    {
                        Character.Information.BerserkOran = 200;
                    }
                    Send(Packet.StatePack(Character.Information.UniqueID, 4, 1, false));

                    Character.Speed.Updateded[20] = 150;
                    Character.Speed.RunSpeed     += Character.Speed.Updateded[20];
                    //Player_SetNewSpeed();
                    Send(Packet.SetSpeed(Character.Information.UniqueID, Character.Speed.WalkSpeed, Character.Speed.RunSpeed));

                    MsSQL.UpdateData("update character set berserkbar='" + Character.Information.BerserkBar + "' where id='" + Character.Information.CharacterID + "'");
                    StartBerserkerTimer(60000);
                    string info2 = "You have 60 seconds until the scroll ends! Triple speed!";
                    client.Send(Packet.ChatPacket(7, Character.Information.UniqueID, info2, ""));
                }
                else if (style == 2)
                {
                    Character.Information.BerserkBar = 0;
                    client.Send(Packet.InfoUpdate(4, 0, Character.Information.BerserkBar));
                    Character.Information.Berserking = true;
                    if (Character.Information.Title != 0)
                    {
                        Character.Information.BerserkOran = 200;
                    }
                    else
                    {
                        Character.Information.BerserkOran = 230;
                    }
                    Send(Packet.StatePack(Character.Information.UniqueID, 4, 2, false));

                    Character.Speed.Updateded[20] = 100;
                    Character.Speed.RunSpeed     += Character.Speed.Updateded[20];

                    Send(Packet.SetSpeed(Character.Information.UniqueID, Character.Speed.WalkSpeed, Character.Speed.RunSpeed));

                    MsSQL.UpdateData("update character set berserkbar='" + Character.Information.BerserkBar + "' where id='" + Character.Information.CharacterID + "'");
                    StartBerserkerTimer(100000);
                    string info2 = "You have 100 seconds until the scroll ends!";
                    client.Send(Packet.ChatPacket(7, Character.Information.UniqueID, info2, ""));
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
Example #8
0
        //###########################################################################################
        // Reverse scrolls
        //###########################################################################################
        void HandleReverse(int itemid, byte select, int objectlocationid)
        {
            try
            {
                //Remove loc // add loc to case 7
                if (Character.Position.Walking)
                {
                    StopMovementTimer();
                }
                if (Character.Action.PickUping)
                {
                    return;
                }
                if (Character.Stall.Stallactive)
                {
                    return;
                }
                Character.Information.Scroll = true;
                StopTimers();
                switch (select)
                {
                //Move to return point
                case 2:
                    Send(Packet.StatePack(Character.Information.UniqueID, 0x0B, 0x01, false));
                    StartScrollTimer(1000);
                    SavePlayerReturn();
                    break;

                //Move to last recall point
                case 3:
                    MsSQL ms = new MsSQL("SELECT * FROM character_rev WHERE charname='" + Character.Information.Name + "'");
                    using (SqlDataReader reader = ms.Read())
                    {
                        while (reader.Read())
                        {
                            byte  xSec = reader.GetByte(2);
                            byte  ySec = reader.GetByte(3);
                            float x    = reader.GetInt32(4);
                            float z    = reader.GetInt32(6);
                            float y    = reader.GetInt32(5);

                            BuffAllClose();
                            DeSpawnMe();
                            ObjectDeSpawnCheck();
                            client.Send(Packet.TeleportOtherStart());
                            //Set state
                            this.Character.InGame   = false;
                            Character.Position.xSec = xSec;
                            Character.Position.ySec = ySec;
                            Character.Position.x    = x;
                            Character.Position.z    = z;
                            Character.Position.y    = y;

                            client.Send(Packet.TeleportImage(xSec, ySec));
                            Character.Teleport           = true;
                            Timer.Scroll                 = null;
                            Character.Information.Scroll = false;
                        }
                    }
                    ms.Close();
                    break;

                //Teleport to map location
                case 7:
                    BuffAllClose();
                    ObjectDeSpawnCheck();
                    DeSpawnMe();

                    client.Send(Packet.TeleportOtherStart());

                    Character.Position.xSec = Data.ReverseData[objectlocationid].xSec;
                    Character.Position.ySec = Data.ReverseData[objectlocationid].ySec;
                    Character.Position.x    = (float)Data.ReverseData[objectlocationid].x;
                    Character.Position.z    = (float)Data.ReverseData[objectlocationid].z;
                    Character.Position.y    = (float)Data.ReverseData[objectlocationid].y;
                    //Set state
                    this.Character.InGame = false;

                    client.Send(Packet.TeleportImage(Data.ReverseData[objectlocationid].xSec, Data.ReverseData[objectlocationid].ySec));
                    Character.Teleport           = true;
                    Timer.Scroll                 = null;
                    Character.Information.Scroll = false;
                    break;
                }
            }

            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
Example #9
0
        /////////////////////////////////////////////////////////////////////////
        //Guild Disbanding
        /////////////////////////////////////////////////////////////////////////
        #region Guild Disband
        void GuildDisband()
        {
            try
            {
                foreach (int member in Character.Network.Guild.Members)
                {
                    if (member != 0)
                    {
                        Systems guildplayer = GetPlayerMainid(member);
                        if (guildplayer != null)
                        {
                            if (guildplayer.Character.Information.CharacterID != Character.Information.CharacterID)
                            {
                                //Guild disband message packet
                                guildplayer.client.Send(Packet.GuildUpdate(Character, 2, 0, 0, 0));
                                //Remove guild name and details from player
                                Send(Packet.GuildKick(guildplayer.Character.Information.UniqueID));
                                //State packet
                                guildplayer.client.Send(Packet.StatePack(guildplayer.Character.Information.UniqueID, 4, 0, false));
                                //Set all values to null.
                                guildplayer.Character.Network.Guild.Members.Remove(guildplayer.Character.Information.CharacterID);
                                guildplayer.Character.Network.Guild.MembersClient.Remove(guildplayer.client);
                                guildplayer.Character.Network.Guild.Guildid = 0;

                                if (guildplayer.Character.Network.Guild.UniqueUnion != 0)
                                {
                                    guildplayer.Character.Network.Guild.UnionActive = false;
                                    guildplayer.Character.Network.Guild.UnionMembers.Remove(guildplayer.Character.Information.CharacterID);
                                }
                            }
                        }
                    }
                }
                //Guild disband message packet
                client.Send(Packet.GuildUpdate(Character, 2, 0, 0, 0));
                //Remove guild name and details from player
                Send(Packet.GuildKick(Character.Information.UniqueID));
                //State packet
                client.Send(Packet.StatePack(Character.Information.UniqueID, 4, 0, false));
                //Set all values to null.

                //Remove all rows that contains guildname
                MsSQL.UpdateData("DELETE FROM guild_members WHERE guild_id=" + Character.Network.Guild.Guildid + "");
                //Remove guild from guild table
                MsSQL.UpdateData("DELETE FROM guild WHERE id=" + Character.Network.Guild.Guildid + "");
                //Remove ourself
                if (Character.Network.Guild.UniqueUnion != 0)
                {
                    Character.Network.Guild.UnionActive = false;
                    Character.Network.Guild.UnionMembers.Remove(Character.Information.CharacterID);
                }

                Character.Network.Guild.Members.Remove(Character.Information.UniqueID);
                Character.Network.Guild.MembersClient.Remove(client);
                Character.Network.Guild.Guildid = 0;

                //Packet Final message
                client.Send(Packet.PromoteOrDisband(1));
            }
            catch (Exception ex)
            {
                Console.WriteLine("Guild Disband Error: {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }
Example #10
0
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 // Player Death
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 public void Player_Up()
 {
     try
     {
         /////////////////////////////////////////////////////////////////////////////////////
         // Normal Death / Return to return point
         /////////////////////////////////////////////////////////////////////////////////////
         //Normal death
         if (Character.State.Die && Character.State.DeadType == 1)
         {
             if (Character.Information.Level <= 11)
             {
                 //Check if character is walking should not be happening
                 if (Character.Position.Walking)
                 {
                     return;
                 }
                 //Stop berserk timer if it were active
                 StopBerserkTimer();
                 //Start sending packets for teleport
                 client.Send(Packet.TeleportOtherStart());
                 //Reset state information
                 Send(Packet.StatePack(this.Character.Information.UniqueID, 0, 1, false));
                 //Set the character hp to max hp / 2
                 this.Character.Stat.SecondHp = this.Character.Stat.Hp / 2;
                 //this.Character.State.SafeState = true;
                 //NotAttackableTimer(5000);
                 this.UpdateHp();
                 //Send packet for updating hp
                 client.Send(Packet.UpdatePlayer(this.Character.Information.UniqueID, 0x20, 1, this.Character.Stat.SecondHp));
                 //Set bool
                 Character.State.Die = false;
                 //Send state pack
                 Send(Packet.StatePack(this.Character.Information.UniqueID, 4, 0, false));
             }
             else
             {
                 //Check if character is walking should not be happening
                 if (Character.Position.Walking)
                 {
                     return;
                 }
                 //Save information for reverse scrolls
                 SavePlayerReturn();
                 //Close buffs
                 BuffAllClose();
                 //Set bool ingame
                 Character.InGame = false;
                 //Despawn
                 DeSpawnMe();
                 //Despawn objects
                 ObjectDeSpawnCheck();
                 //Send teleport packet
                 client.Send(Packet.TeleportOtherStart());
                 //Update location
                 Teleport_UpdateXYZ(Character.Information.Place);
                 //Set hp to max hp / 2
                 this.Character.Stat.SecondHp = this.Character.Stat.Hp / 2;
                 //Send teleport image
                 client.Send(Packet.TeleportImage(Data.PointBase[Character.Information.Place].xSec, Data.PointBase[Character.Information.Place].ySec));
                 //Set bools
                 Character.Teleport  = true;
                 Character.State.Die = false;
             }
         }
         else if (Character.State.Die && Character.State.DeadType == 2)
         {
             //Check if character is walking should not be happening
             if (Character.Position.Walking)
             {
                 return;
             }
             //Stop berserk timer if it were active
             StopBerserkTimer();
             //Start sending packets for teleport
             client.Send(Packet.TeleportOtherStart());
             //Reset state information
             Send(Packet.StatePack(this.Character.Information.UniqueID, 0, 1, false));
             //Set the character hp to max hp / 2
             this.Character.Stat.SecondHp = this.Character.Stat.Hp / 2;
             //this.Character.State.SafeState = true;
             //NotAttackableTimer(5000);
             this.UpdateHp();
             //Send packet for updating hp
             client.Send(Packet.UpdatePlayer(this.Character.Information.UniqueID, 0x20, 1, this.Character.Stat.SecondHp));
             //Set bool
             Character.State.Die = false;
             //Send state pack
             Send(Packet.StatePack(this.Character.Information.UniqueID, 4, 0, false));
         }
         else
         {
             Console.WriteLine("Unknown dead type: " + Character.State.DeadType + "");
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Death error {0}", ex);
         Systems.Debugger.Write(ex);
     }
 }