Example #1
0
        protected override void ProcessAction_Injured(GameStruct.Action act)
        {
            BaseObject attack_obj = act.GetObject(0) as BaseObject;

            NetMsg.MsgAttackInfo info = act.GetObject(2) as NetMsg.MsgAttackInfo;
            if (attack_obj == null)
            {
                return;
            }
            uint injured = (uint)act.GetObject(1);  //受伤害的值

            mTarget = attack_obj;

            this.GetAi().Injured(attack_obj);

            //死亡-- 锁定后不允许死亡
            if (IsDie() && !this.IsLock() && info.tag == 2 /*单体攻击*/)
            {
                GameStruct.Action action;
                //死亡
                action = new GameStruct.Action(GameStruct.Action.DIE, null);
                action.AddObject(attack_obj);
                action.AddObject(injured);
                this.PushAction(action);
            }
            //魔法攻击要延迟一秒下发死亡消息

            if (info.tag == 21 && IsDie() && !this.IsLock())
            {
                mnDieMagicTick = System.Environment.TickCount;
                mDieMagicInfo  = act;
            }
        }
Example #2
0
        public MonsterObject(uint _id, int nAi_Id, short x, short y, bool isCreateTypeId = true)
        {
            mTarget      = null;
            id           = _id;
            type         = OBJECTTYPE.MONSTER;
            attr         = new GameStruct.MonterAttribute();
            mRebirthTime = 1000; //默认复活时间
            if (isCreateTypeId)
            {
                typeid = IDManager.CreateTypeId(type);
            }
            mInitPoint   = new GameStruct.Point();
            mInitPoint.x = x;
            mInitPoint.y = y;
            m_Ai         = CreateAi(nAi_Id);

            mnDieMagicTick = System.Environment.TickCount;
            mDieMagicInfo  = null;
            attr.life      = attr.life_max = 0;
            mAliveTime     = new GameBase.Core.TimeOut();
            mAliveTime.SetInterval(mRebirthTime);

            this.SetPoint(x, y);
            // ai = new AI.BaseAI(this);
            Alive();
        }
Example #3
0
        public MonsterObject(uint _id,int nAi_Id,short x,short y,bool isCreateTypeId = true)
        {
            mTarget = null;
            id = _id;
            type = OBJECTTYPE.MONSTER;
            attr = new GameStruct.MonterAttribute();
            mRebirthTime = 1000; //默认复活时间
            if (isCreateTypeId)
            {
                typeid = IDManager.CreateTypeId(type);
            }
            mInitPoint = new GameStruct.Point();
            mInitPoint.x = x;
            mInitPoint.y = y;
            m_Ai = CreateAi(nAi_Id);

            mnDieMagicTick = System.Environment.TickCount;
            mDieMagicInfo = null;
            attr.life = attr.life_max = 0;
            mAliveTime = new GameBase.Core.TimeOut();
            mAliveTime.SetInterval(mRebirthTime);

            this.SetPoint(x, y);
               // ai = new AI.BaseAI(this);
            Alive();
        }
Example #4
0
        public override void Walk(byte dir)
        {
            base.Walk(dir);
            GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
            SetLastWalkTime(System.Environment.TickCount);
            SetWalkTime(IRandom.Random(1000, 60 * 1000));

            PushAction(action);
        }
Example #5
0
        protected override void ProcessAction_Die(GameStruct.Action act)
        {
            PlayerObject play    = act.GetObject(0) as PlayerObject;
            BaseObject   baseobj = act.GetObject(0) as BaseObject;

            if (play == null && baseobj.type == OBJECTTYPE.EUDEMON)
            {
                play = (baseobj as EudemonObject).GetOwnerPlay();
            }
            //根据打出的伤害获得经验值
            uint injured = (uint)act.GetObject(1);

            NetMsg.MsgMonsterDieInfo info = new NetMsg.MsgMonsterDieInfo();
            info.roleid       = baseobj.GetTypeId();
            info.role_x       = baseobj.GetCurrentX();
            info.role_y       = baseobj.GetCurrentY();
            info.injuredvalue = 0;
            info.monsterid    = this.GetTypeId();
            byte[] msg = info.GetBuffer();


            //掉落道具
            this.DropItem(baseobj);

            //RefreshVisibleObject();
            //if (mRefreshList.Count > 0)
            //{


            //    this.GetGameMap().BroadcastBuffer(this,msg);
            //    //掉落道具
            //    this.DropItem(play);

            //}
            this.BrocatBuffer(msg);
            LastDieTime = System.Environment.TickCount;
            if (play == null && baseobj.type != OBJECTTYPE.EUDEMON)
            {
                return;
            }
            //计算经验
            play.AddExp((int)injured, play.GetLevel(), this.GetLevel());
            //死亡的幻兽加灵气值复活
            play.GetEudemonSystem().Eudemon_Alive(this);

            this.GetAi().Die();

            this.GetAi().SetAttackTarget(null);

            mAliveTime.Update();
            //执行死亡脚本- 最后一击的击杀者执行该脚本
            if (mInfo.die_scripte_id > 0 && play != null)
            {
                ScripteManager.Instance().ExecuteAction(mInfo.die_scripte_id, play);
            }
        }
Example #6
0
 public virtual GameStruct.Action PopAction()
 {
     if (mActionList.Count > 0)
     {
         GameStruct.Action ret = mActionList[0];
         mActionList.Remove(ret);
         return(ret);
     }
     return(null);
 }
Example #7
0
 public virtual bool Run()
 {
     while (true)
     {
         GameStruct.Action act = PopAction();
         if (act == null)
         {
             break;
         }
         ProcessAction(act);
     }
     return(true);
 }
Example #8
0
        protected override void ProcessAction_Move(GameStruct.Action act)
        {
            this.RefreshVisibleObject();
            List <BaseObject> list_add = null;

            foreach (RefreshObject refobj in this.GetVisibleList().Values)
            {
                BaseObject obj = refobj.obj;
                //    //角色没这个怪物的要刷新该怪物视野
                if (obj.type == OBJECTTYPE.PLAYER)
                {
                    if (!obj.GetVisibleList().ContainsKey(this.GetGameID())) //刷新该角色视野
                    {
                        //集合会被修改 与foreach冲突. 放到外面添加
                        if (list_add == null)
                        {
                            list_add = new List <BaseObject>();
                        }
                        list_add.Add(obj);
                    }
                    else
                    {
                        NetMsg.MsgMoveInfo moveinfo = new NetMsg.MsgMoveInfo();
                        moveinfo.Create(null, null);
                        moveinfo.id     = this.GetTypeId();
                        moveinfo.x      = GetCurrentX();
                        moveinfo.y      = GetCurrentY();
                        moveinfo.ucMode = DIR.MOVEMODE_RUN_DIR0 + Define.FIGHTKNIGHT_RUN_SPEED;
                        moveinfo.dir    = this.GetDir();
                        byte[] msg = moveinfo.GetBuffer();
                        this.BrocatBuffer(msg);
                    }
                }
            }
            if (list_add != null)
            {
                for (int i = 0; i < list_add.Count; i++)
                {
                    list_add[i].AddVisibleObject(this, true);
                    this.SendInfo(list_add[i] as PlayerObject);
                    //(list_add[i] as PlayerObject).SendMonsterInfo(this);
                }
            }
        }
Example #9
0
        public override void Injured(BaseObject obj, uint value, NetMsg.MsgAttackInfo info)
        {
            if (value > attr.life)
            {
                attr.life = 0;
            }
            else
            {
                attr.life -= (int)value;
            }
            GameStruct.Action action;


            action = new GameStruct.Action(GameStruct.Action.INJURED, null);
            action.AddObject(obj);
            action.AddObject(value);
            action.AddObject(info);
            this.PushAction(action);
        }
Example #10
0
        public virtual void ProcessAction(GameStruct.Action act)
        {
            if (act == null)
            {
                return;
            }
            switch (act.GetAction())
            {
            case GameStruct.Action.MOVE:
            {
                ProcessAction_Move(act);
                break;
            }

            case GameStruct.Action.ATTACK:
            {
                ProcessAction_Attack(act);
                break;
            }

            case GameStruct.Action.DIE:
            {
                ProcessAction_Die(act);
                break;
            }

            case GameStruct.Action.ALIVE:
            {
                ProcessAction_Alive(act);
                break;
            }

            case GameStruct.Action.INJURED:
            {
                ProcessAction_Injured(act);
                break;
            }
            }
        }
Example #11
0
        //在当前地图随机传送
        public void ScroolRandom(short _x = 0, short _y = 0)
        {
            int index = 0;
            short x = _x;
            short y = _y;
            if (x == 0 && y == 0)
            {
                while (true)
                {
                    x = (short)IRandom.Random(1, (int)this.GetGameMap().mnWidth);
                    y = (short)IRandom.Random(1, (int)this.GetGameMap().mnHeight);
                    if (this.GetGameMap().CanMove(x, y)) break;
                    if (index > 100) return;
                    index++;
                }

            }
            //先清除自身对象
            this.ClearThis();
            this.SetPoint(x, y);

            NetMsg.MsgScroolRandom msg = new NetMsg.MsgScroolRandom();
            msg.Create(null, GetGamePackKeyEx());
            msg.time = System.Environment.TickCount;
            msg.x = msg._x = this.GetCurrentX();
            msg.y = msg._y = this.GetCurrentY();
            msg.roleid = this.GetTypeId();
            this.SendData(msg.GetBuffer());

            this.GetVisibleList().Clear();

            GameStruct.Action act = new GameStruct.Action(GameStruct.Action.MOVE);
            this.PushAction(act);
            //幻兽也要跟随
            this.GetEudemonSystem().FlyPlay();
        }
Example #12
0
        public override void Injured(BaseObject obj, uint value, NetMsg.MsgAttackInfo info)
        {
            this.GetFightSystem().SetFighting();

            //幻兽优先受伤害
            if (!this.GetEudemonSystem().Eudemon_Injured(obj, value, info))
            {
                //如果没有幻兽抵挡. 玩家就受到真实伤害
                this.ChangeAttribute(GameStruct.UserAttribute.LIFE, -(int)value);
            }
            GameStruct.Action action;
            action = new GameStruct.Action(GameStruct.Action.INJURED, null);
            action.AddObject(obj);
            action.AddObject(value);
            action.AddObject(info);
            this.PushAction(action);
        }
 public override void Run(byte dir, int ucMode)
 {
     base.Run(dir, ucMode);
     GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
     PushAction(action);
 }
Example #14
0
        public override void Walk(byte dir)
        {
            base.Walk(dir);
            GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
            SetLastWalkTime(System.Environment.TickCount);
            SetWalkTime(IRandom.Random(1000, 60 * 1000));

            PushAction(action);
        }
Example #15
0
 protected virtual void ProcessAction_Injured(GameStruct.Action act)
 {
 }
 public override void Walk(byte dir)
 {
     base.Walk(dir);
     GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
     PushAction(action);
 }
Example #17
0
 public override void Run(byte dir, int ucMode)
 {
     base.Run(dir, ucMode);
     GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
     PushAction(action);
 }
Example #18
0
        public override bool Run()
        {
            if (this.GetAi() == null) return true;
            base.Run();
            //单体魔法攻击延迟死亡
            if (mDieMagicInfo != null &&
                System.Environment.TickCount - mnDieMagicTick >= 500)
            {
                GameStruct.Action action = new GameStruct.Action(GameStruct.Action.DIE, null);
                action.AddObject(mDieMagicInfo.GetObject(0));
                action.AddObject(mDieMagicInfo.GetObject(1));

                this.PushAction(action);
                mDieMagicInfo = null;
                return true;
            }
            else if (mDieMagicInfo != null)
            {
                return true;
            }
            this.GetAi().Run();

            if(this.IsLock())
            {
                if (!this.CheckLockTime())
                {
                    this.UnLock(false);
                    if (IsDie())
                    {
                        GameStruct.Action action;
                        //死亡
                        action = new GameStruct.Action(GameStruct.Action.DIE, null);
                        action.AddObject(mTarget);
                        action.AddObject((uint)mTarget.GetMinAck()); //取最小攻击为经验值
                        this.PushAction(action);
                        LastDieTime = System.Environment.TickCount;
                    }

                }
            }

            //死亡后三秒后发送清除怪物消息
            if (IsDie() && !this.IsLock())
            {
                if (!IsClear() && System.Environment.TickCount - LastDieTime > 3000 )
                {
                    this.ClearThis();
                }

            }

            ////复活
            //if (IsClear() && IsDie() && mRebirthTime > 0)
            //{
            //    if (System.Environment.TickCount - LastDieTime > mRebirthTime)
            //    {
            //        Alive(false);
            //    }
            //}
            if (IsClear() && IsDie() && mAliveTime.ToNextTime())
            {
                Alive(false);
            }
            return true;
        }
Example #19
0
        public void FlyMap(uint mapid, short x, short y, byte dir)
        {
            GameMap map = MapManager.Instance().GetGameMapToID(mapid);
            if (map == null)
            {
                Log.Instance().WriteLog("未找到游戏地图id:" + mapid.ToString());
                return;
            }
            if (GetGameMap() != null)
            {
                GetGameMap().RemoveObj(this);
            }
            this.mGameMap = map;
            this.GetBaseAttr().mapid = mapid;
            this.SetPoint(x, y);
            this.SetDir(dir);
            map.AddObject(this, this.GetGameSession());
            //重新刷新可视列表

            GameStruct.Action act = new GameStruct.Action(GameStruct.Action.MOVE);
            this.PushAction(act);
            //发给玩家
            NetMsg.MsgMapInfo mapinfo = new NetMsg.MsgMapInfo();
            mapinfo.Create(null, GetGamePackKeyEx());
            mapinfo.Init(mapid, x, y, NetMsg.MsgMapInfo.ENTERMAP);
            this.SendData(mapinfo.GetBuffer());
            //发送天气信息
            this.GetGameMap().SendWeatherInfo(this);
        }
Example #20
0
 public override void Walk(byte dir)
 {
     base.Walk(dir);
     GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
     PushAction(action);
 }
Example #21
0
        //private void AutoAttack()
        //{
        //    return;
        //    //if (GetTargetObj() == null) return;
        //    //if (GetTargetObj().IsDie())
        //    //{
        //    //    SetTargetObj(null);
        //    //    return;
        //    //}
        //    //if (System.Environment.TickCount - lastattacktime > attack_speed)
        //    //{
        //    //    uint injured = 10;
        //    //    //targetObject.Injured(this, injured,2);
        //    //    lastattacktime = System.Environment.TickCount;
        //    //}
        //}
        //进入游戏 参数1: 是否是创建角色第一次进入游戏
        public void EnterGame(GameBase.Network.GameSession _session, bool isFirst = false)
        {
            if (_session != null)
            {
                this.SetGameSession(_session);
            }
            if (this.GetGameSession() == null)
            {
                Log.Instance().WriteLog("玩家进入游戏EnterGame,会话对象为空!!");
                return;
            }
            this.CalcAttribute();//计算属性-
            this.GetGameSession().gameid = this.GetGameID();
            //加入到全局用户列表
            UserEngine.Instance().AddPlayerObject(this);
            PlayerObject pay = this;
            //公告信息
            NetMsg.MsgNotice msgNotice = new NetMsg.MsgNotice();
            msgNotice.Create(null, GetGamePackKeyEx());
            ////玩家个人信息

            // byte[] selfdata = {  238, 3, 64, 66, 15, 0, 17, 152, 2, 0, 101, 0, 0, 0, 125, 61, 2, 0, 0, 0, 0, 0, 133, 133, 207, 231, 1, 0, 0, 0, 14, 166, 0, 0, 0, 0, 0, 0, 231, 29, 0, 0, 180, 1, 0, 0, 31, 0, 100, 0, 74, 2, 0, 0, 0, 0, 46, 25, 46, 25, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 112, 20, 0, 1, 1, 5, 0, 5, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 3, 0, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 21, 10, 0, 0, 84, 154, 126, 156, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 87, 25, 0, 0, 0, 0, 0, 0, 54, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 127, 4, 0, 0, 91, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 20, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 6, 97, 118, 49, 51, 49, 52, 2, 206, 222, 0, 0, 0 };
            // this.GetGamePackKeyEx().EncodePacket(ref selfdata, selfdata.Length);
            // this.SendData(selfdata);
            //
            NetMsg.MsgSelfRoleInfo rolemsg = new NetMsg.MsgSelfRoleInfo();
            //rolemsg.Create(selfdata, this.GetGamePackKeyEx());
            rolemsg.Create(null, this.GetGamePackKeyEx());
            rolemsg.roleid = this.GetTypeId();
            rolemsg.lookface = this.GetBaseAttr().lookface;

            rolemsg.profession = this.GetBaseAttr().profession;
            rolemsg.name = this.GetName();
            //一登录进满血
            this.GetBaseAttr().life = this.GetBaseAttr().life_max;
            rolemsg.life = (ushort)this.GetBaseAttr().life;
            rolemsg.maxlife = (ushort)this.GetBaseAttr().life_max;
            rolemsg.manna = (ushort)this.GetBaseAttr().mana_max;
            rolemsg.maxpetcall = this.GetBaseAttr().maxeudemon;
            //一登录进满蓝

            rolemsg.level = this.GetBaseAttr().level;
            rolemsg.gold = (uint)this.GetBaseAttr().gold;
            rolemsg.godlevel = this.GetBaseAttr().godlevel;
            rolemsg.gamegold = (uint)this.GetBaseAttr().gamegold;
               // rolemsg.maxpetcall = (ushort)GameBase.Config.Define.MAX_CALL_EUDEMON;//最大召唤宠物数量
            rolemsg.hair = (uint)this.GetBaseAttr().hair;
            //第一次进入游戏
            if (isFirst)
            {
                this.SendData(msgNotice.GetStartGameBuff());
                //个人信息
                //偷懒,一参加角色神等级20级 2016.1.21 封包协议号没分析全的结果
                //2016.2.1 神力等级归0
                rolemsg.godlevel = 0;
                session.SendData(rolemsg.GetBuffer());

                SendRoleOtherSystemInfo();
                ScripteManager.Instance().ExecuteAction(GameBase.Config.Define.FIRSTSCRIPTID, this);

                return;
            }

            GameMap map = MapManager.Instance().GetGameMapToID(this.GetBaseAttr().mapid);
            if (map == null)
            {
                Log.Instance().WriteLog("非法玩家,非法坐标.." + this.GetName() + " 地图id:" + this.GetBaseAttr().mapid.ToString()
                    +"已修正到回卡诺萨城");
                //重新回到卡诺萨城
                this.GetBaseAttr().mapid = 1000;
                this.SetPoint(145, 413);
                map = MapManager.Instance().GetGameMapToID(this.GetBaseAttr().mapid);
               // return;
            }

            MapManager.Instance().GetGameMapToID(this.GetBaseAttr().mapid).AddObject(this, GetGameSession());
            //发送爵位公告
            this.SendJueweiNotice();
            ////加入到正式列表
            //公告信息
            session.SendData(msgNotice.GetStartGameBuff());
            // session.GetGamePackKeyEx().EncodePacket(ref data, data.Length);
            session.SendData(rolemsg.GetBuffer());
            //session.SendData(data);
            SendRoleOtherSystemInfo();

            //测试增加装备 测试装备
            //NetMsg.MsgItemInfo item = new NetMsg.MsgItemInfo();
            //item.Create(null, session.GetGamePackKeyEx());
            //item.postion = NetMsg.MsgItemInfo.ITEMPOSITION_ARMOR;
            //item.id = 112434;
            //item.item_id = 135114;
            //item.amount = item.amount_limit = 1;
            //session.SendData(item.GetBuffer());
            //测试武器
            //item = new NetMsg.MsgItemInfo();
            //item.Create(null, session.GetGamePackKeyEx());
            //item.postion = NetMsg.MsgItemInfo.ITEMPOSITION_WEAPONR;
            //item.id = 112435;
            //item.item_id = 440244;
            //item.amount = item.amount_limit = 1;
            //session.SendData(item.GetBuffer());

            //item = new NetMsg.MsgItemInfo();
            //item.Create(null, session.GetGamePackKeyEx());
            //item.postion = NetMsg.MsgItemInfo.ITEMPOSITION_BACKPACK;
            //item.id = 112436;
            //item.item_id = 440244;
            //item.amount = item.amount_limit = 1;
            //session.SendData(item.GetBuffer());

            //NetMsg.MsgUpdateSP sp = new NetMsg.MsgUpdateSP();
            //sp.Create(null, session.GetGamePackKeyEx());
            //sp.role_id = this.GetTypeId();
            //sp.value = 37;
            //sp.sp = 100;
            //session.SendData(sp.GetBuffer());

            //sp = new NetMsg.MsgUpdateSP();
            //sp.Create(null, session.GetGamePackKeyEx());
            //sp.role_id = this.GetTypeId();
            //session.SendData(sp.GetBuffer());

            //进入地图
            NetMsg.MsgMapInfo mapinfo = new NetMsg.MsgMapInfo();
            mapinfo.Create(null, session.GetGamePackKeyEx());
            mapinfo.Init(this.GetBaseAttr().mapid, this.GetCurrentX(), this.GetCurrentY(), NetMsg.MsgMapInfo.ENTERMAP);
            session.SendData(mapinfo.GetBuffer());

            //初始化一些信息
            this.ChangeAttribute(UserAttribute.LOOKFACE, GetLookFace());
            //刷新可视列表;
            GameStruct.Action act = new GameStruct.Action(GameStruct.Action.MOVE);
            this.PushAction(act);

            ScriptTimerManager.Instance().PlayerEnterGame(this.GetBaseAttr().player_id);
            //发送天气信息
            this.GetGameMap().SendWeatherInfo(this);

            //
             //   this.MsgBox("QQ群号:306929937");
        }
Example #22
0
        //更换地图 用于普通场景
        public void ChangeMap(uint mapid, short x, short y)
        {
            GameMap target_map = MapManager.Instance().GetGameMapToID(mapid);
            if (target_map == null)
            {
                Log.Instance().WriteLog("传送地图失败,该地图id不存在," + mapid.ToString() + " x:" + x.ToString() + " y:" + y.ToString());
                return;
            }
            this.GetGameMap().RemoveObj(this);
            //召回所有幻兽-
            this.GetEudemonSystem().Eudemon_ReCallAll(true);
            target_map.AddObject(this, this.GetGameSession());

            //先清除自身对象
            this.ClearThis();

            this.SetPoint(x, y);
            //要发二个包
            NetMsg.MsgReCall1 msg = new NetMsg.MsgReCall1();
            msg.Create(null, GetGamePackKeyEx());
            msg.roleid = this.GetTypeId();
            msg.mapid = (int)this.GetGameMap().GetMapInfo().id;
            msg.x = this.GetCurrentX();
            msg.y = this.GetCurrentY();
            this.SendData(msg.GetBuffer());

            NetMsg.MsgReCall2 msg1 = new NetMsg.MsgReCall2();
            msg1.Create(null, GetGamePackKeyEx());
            msg1.roleid = this.GetTypeId();
            msg1.x = this.GetCurrentX();
            msg1.y = this.GetCurrentY();
            this.SendData(msg1.GetBuffer());

            this.GetVisibleList().Clear();

            GameStruct.Action act = new GameStruct.Action(GameStruct.Action.MOVE);
            this.PushAction(act);

            GetBaseAttr().mapid = mapid;

            this.SendJueweiNotice();
            this.SetTransmitIng(true);

              //  this.GetEudemonSystem().FlyPlay();
        }
Example #23
0
        //更换地图 用于副本场景
        public void ChangeFubenMap(GameMap map, short x, short y)
        {
            if (map == null) return;
            this.GetGameMap().RemoveObj(this);
            //召回所有幻兽-
            this.GetEudemonSystem().Eudemon_ReCallAll(true);
            map.AddObject(this, this.GetGameSession());

            //先清除自身对象
            this.ClearThis();

            this.SetPoint(x, y);
            //要发二个包
            NetMsg.MsgReCall1 msg = new NetMsg.MsgReCall1();
            msg.Create(null, GetGamePackKeyEx());
            msg.roleid = this.GetTypeId();
            msg.mapid = (int)this.GetGameMap().GetMapInfo().id;
            msg.x = this.GetCurrentX();
            msg.y = this.GetCurrentY();
            this.SendData(msg.GetBuffer());

            NetMsg.MsgReCall2 msg1 = new NetMsg.MsgReCall2();
            msg1.Create(null, GetGamePackKeyEx());
            msg1.roleid = this.GetTypeId();
            msg1.x = this.GetCurrentX();
            msg1.y = this.GetCurrentY();
            this.SendData(msg1.GetBuffer());

            this.GetVisibleList().Clear();

            GameStruct.Action act = new GameStruct.Action(GameStruct.Action.MOVE);
            this.PushAction(act);

            GetBaseAttr().mapid = map.GetMapInfo().id;

            this.SendJueweiNotice();
            this.SetTransmitIng(true);
        }
Example #24
0
 protected virtual void ProcessAction_Attack(GameStruct.Action act)
 {
 }
Example #25
0
        public override void Injured(BaseObject obj, uint value, NetMsg.MsgAttackInfo info)
        {
            mbIsCombo = play.GetFightSystem().IsComboMagic(info.usType);
            this.GetAttr().life -= (int)value;
            if (this.GetAttr().life < 0)
            {
                this.GetAttr().life = 0;

            }
            if (!mbIsCombo && this.GetAttr().life <= 0)
            {
                GameStruct.Action action = new GameStruct.Action(GameStruct.Action.DIE, null);
                this.PushAction(action);

            }

            NetMsg.MsgEudemonInfo msg = new NetMsg.MsgEudemonInfo();
            msg.id = this.GetTypeId();
            msg.AddAttribute(EudemonAttribute.Life, this.GetAttr().life);
            this.BrocatBuffer(msg.GetBuffer());
        }
Example #26
0
 protected virtual void ProcessAction_Alive(GameStruct.Action act)
 {
 }
Example #27
0
        public bool Move(NetMsg.MsgMoveInfo move)
        {
            byte dir = (byte)((int)move.dir % 8);
            this.SetDir(dir);
            short nNewX = this.GetCurrentX();
            short nNewY = this.GetCurrentY();
               //作弊判断,与宿主距离不得超过格子范围 否则传送回身边
            if (Math.Abs(play.GetCurrentX() - this.GetCurrentX()) > GameBase.Config.Define.MAX_EUDEMON_PLAY_DISTANCE ||
                Math.Abs(play.GetCurrentY() - this.GetCurrentY()) > GameBase.Config.Define.MAX_EUDEMON_PLAY_DISTANCE)
            {
                nNewX = (short)(play.GetCurrentX());
                nNewY = (short)(play.GetCurrentY());
                this.SetPoint(nNewX, nNewY);
                this.SendEudemonInfo();
                return false;
            }

            nNewX += DIR._DELTA_X[dir];
            nNewY += DIR._DELTA_Y[dir];
            if (!mGameMap.CanMove(nNewX, nNewY))
            {
               // Log.Instance().WriteLog("非法封包..禁止走路!!x:" + nNewX.ToString() + "y:" + nNewY.ToString());
                return false;
            }
            //// 跑步模式的阻挡判断
            bool IsRun = false;
            if (move.ucMode >= DIR.MOVEMODE_RUN_DIR0 && move.ucMode <= DIR.MOVEMODE_RUN_DIR7 )
            {
                nNewX += DIR._DELTA_X[move.ucMode - DIR.MOVEMODE_RUN_DIR0];
                nNewY += DIR._DELTA_Y[move.ucMode - DIR.MOVEMODE_RUN_DIR0];
                IsRun = true;
                //if (!mGameMap.CanMove(nNewX, nNewY))
                //{
                //    return false;
                //}
            }
            GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
            if (IsRun) action.AddObject(move.ucMode);
            this.SetPoint(nNewX, nNewY);
            PushAction(action);
            return true;
        }
Example #28
0
        public override bool Run()
        {
            if (this.GetAi() == null)
            {
                return(true);
            }
            base.Run();
            //单体魔法攻击延迟死亡
            if (mDieMagicInfo != null &&
                System.Environment.TickCount - mnDieMagicTick >= 500)
            {
                GameStruct.Action action = new GameStruct.Action(GameStruct.Action.DIE, null);
                action.AddObject(mDieMagicInfo.GetObject(0));
                action.AddObject(mDieMagicInfo.GetObject(1));

                this.PushAction(action);
                mDieMagicInfo = null;
                return(true);
            }
            else if (mDieMagicInfo != null)
            {
                return(true);
            }
            this.GetAi().Run();


            if (this.IsLock())
            {
                if (!this.CheckLockTime())
                {
                    this.UnLock(false);
                    if (IsDie())
                    {
                        GameStruct.Action action;
                        //死亡
                        action = new GameStruct.Action(GameStruct.Action.DIE, null);
                        action.AddObject(mTarget);
                        action.AddObject((uint)mTarget.GetMinAck()); //取最小攻击为经验值
                        this.PushAction(action);
                        LastDieTime = System.Environment.TickCount;
                    }
                }
            }

            //死亡后三秒后发送清除怪物消息
            if (IsDie() && !this.IsLock())
            {
                if (!IsClear() && System.Environment.TickCount - LastDieTime > 3000)
                {
                    this.ClearThis();
                }
            }

            ////复活
            //if (IsClear() && IsDie() && mRebirthTime > 0)
            //{
            //    if (System.Environment.TickCount - LastDieTime > mRebirthTime)
            //    {
            //        Alive(false);
            //    }
            //}
            if (IsClear() && IsDie() && mAliveTime.ToNextTime())
            {
                Alive(false);
            }
            return(true);
        }
Example #29
0
        public override bool Run()
        {
            base.Run();
            //幻兽被玩家连击后- 超出角色距离就瞬移到角色位置
            if (Math.Abs(play.GetCurrentX() - this.GetCurrentX()) > GameBase.Config.Define.MAX_EUDEMON_PLAY_DISTANCE ||
                Math.Abs(play.GetCurrentY() - this.GetCurrentY()) > GameBase.Config.Define.MAX_EUDEMON_PLAY_DISTANCE)
            {
                this.FlyPlay();
                //this.ClearThis();
                //this.SetPoint(play.GetCurrentX(), play.GetCurrentY());
                //this.SendEudemonInfo();
                return true;
            }
            //连招解锁
            if (this.IsLock())
            {

                if (!this.CheckLockTime())
                {
                    this.UnLock();
                }

            }

            //出征状态下的死亡
            if (this.GetState() == EUDEMONSTATE.BATTLE)
            {
                if (this.IsDie() && !this.IsLock() && !this.GetAttr().bDie)
                {
                    GameStruct.Action action = new GameStruct.Action(GameStruct.Action.DIE, null);
                    this.PushAction(action);
               }
               }

            //合体状态下的死亡
            if (this.GetState() == EUDEMONSTATE.FIT)
            {
                if (mbIsCombo && IsDie() && !play.IsLock())
                {
                    mbIsCombo = false;
                }
                if (IsDie() && !mbIsCombo && !this.GetAttr().bDie)
                {
                    GameStruct.Action action = new GameStruct.Action(GameStruct.Action.DIE, null);
                    this.PushAction(action);
                }
            }

            if (this.GetState() == EUDEMONSTATE.FIT)
            {
                this.SetPoint(play.GetCurrentX(), play.GetCurrentY());
            }
            return true;
        }
Example #30
0
        protected override void ProcessAction_Move(GameStruct.Action act)
        {
            this.RefreshVisibleObject();
            List <BaseObject> list_add = null;

            foreach (RefreshObject refobj in this.GetVisibleList().Values)
            {
                BaseObject obj = refobj.obj;
                //    //角色没这个怪物的要刷新该怪物视野
                //    //2015.9.5
                if (obj.type == OBJECTTYPE.PLAYER)
                {
                    if (!obj.GetVisibleList().ContainsKey(this.GetGameID())) //刷新该角色视野
                    {
                        //集合会被修改 与foreach冲突. 放到外面添加
                        if (list_add == null)
                        {
                            list_add = new List <BaseObject>();
                        }
                        list_add.Add(obj);
                    }
                    else
                    {
                        MsgMoveInfo moveinfo = new MsgMoveInfo();
                        moveinfo.Create(null, null);
                        moveinfo.id     = this.GetTypeId();
                        moveinfo.x      = GetCurrentX();
                        moveinfo.y      = GetCurrentY();
                        moveinfo.ucMode = 1;
                        moveinfo.dir    = this.GetDir();
                        byte[] msg = moveinfo.GetBuffer();
                        this.GetGameMap().BroadcastBuffer(this, msg);
                    }
                }
            }
            if (list_add != null)
            {
                for (int i = 0; i < list_add.Count; i++)
                {
                    //RefreshObject _addobj = new RefreshObject();
                    //_addobj.bRefreshTag = true;
                    //_addobj.obj = this;
                    //list_add[i].GetVisibleList()[this.GetGameID()] = _addobj;
                    list_add[i].AddVisibleObject(this, true);
                    (list_add[i] as PlayerObject).SendMonsterInfo(this);
                }
            }
            //if (mRefreshList.Count > 0)
            //{
            //    //角色没这个怪物的要刷新该怪物视野
            //    //2015.9.5
            //    foreach (BaseObject obj in mRefreshList.Values)
            //    {
            //        if (obj.type == OBJECTTYPE.PLAYER)
            //        {
            //            if (!obj.GetVisibleList().ContainsKey(this.GetGameID()))
            //            {
            //                (obj as PlayerObject).SendMonsterInfo(this);
            //                obj.GetVisibleList().Add(this.GetGameID(), this);
            //            }
            //        }
            //        mRefreshList.Clear();
            //    }
            //    MsgMoveInfo moveinfo = new MsgMoveInfo();
            //    moveinfo.Create(null, null);
            //    moveinfo.id = this.GetTypeId();
            //    moveinfo.x = GetCurrentX();
            //    moveinfo.y = GetCurrentY();
            //    moveinfo.ucMode = 1;
            //    moveinfo.dir = this.GetDir();
            //    byte[] msg = moveinfo.GetBuffer();
            //    this.GetGameMap().BroadcastBuffer(this,msg);

            //}
        }
Example #31
0
        //public override void RefreshVisibleObject() //刷新可视对象
        //{
        //    base.RefreshVisibleObject();
        //    mRefreshList.Clear();
        //    foreach (BaseObject o in mGameMap.mDicObject.Values)
        //    {
        //        if (o.GetGameID() == this.GetGameID()) continue;
        //        //玩家和玩家的视野范围扩大-
        //       // int dis = o.type == OBJECTTYPE.PLAYER ? Define.MAX_PLAY_VISIBLE_DISTANCE : Define.MAX_VISIBLE_DISTANCE;
        //        int dis = Define.MAX_VISIBLE_DISTANCE;
        //        //如果是怪物和npc 掉落物品对象就不发消息了-- 已经在视野范围了嘛
        //        if ((o.type == OBJECTTYPE.NPC || o.type == OBJECTTYPE.MONSTER ||
        //            o.type == OBJECTTYPE.EUDEMON  || o.type == OBJECTTYPE.DROPITEM ||
        //            o.type == OBJECTTYPE.PLAYER || o.type == OBJECTTYPE.ROBOT)  &&
        //            this.mVisibleList.ContainsKey(o.GetGameID()))
        //        {
        //            if (!GetPoint().CheckVisualDistance(o.GetCurrentX(), o.GetCurrentY(), dis)
        //                 && this.mVisibleList.ContainsKey(o.GetGameID()))
        //            {
        //                this.mVisibleList.Remove(o.GetGameID());
        //                if (this.mPlayObject.ContainsKey(o.GetGameID()))
        //                {
        //                    this.mPlayObject.Remove(o.GetGameID());
        //                }
        //            }
        //            continue;
        //        }
        //        if (GetPoint().CheckVisualDistance(o.GetCurrentX(), o.GetCurrentY(), dis))
        //        {
        //            this.mVisibleList[o.GetGameID()] = o;
        //             if (o.type == OBJECTTYPE.MONSTER)
        //             {
        //                    MonsterObject mobj = o as MonsterObject;
        //                    if (mobj.IsDie()) continue;
        //             }
        //             if (o.type == OBJECTTYPE.NPC ||
        //                 o.type == OBJECTTYPE.MONSTER ||
        //                 o.type == OBJECTTYPE.PLAYER ||
        //                 o.type == OBJECTTYPE.DROPITEM ||
        //                 o.type == OBJECTTYPE.EUDEMON ||
        //                 o.type == OBJECTTYPE.ROBOT)
        //            {
        //                mRefreshList[o.GetGameID()] = o;
        //            }
        //        }
        //        else
        //        {
        //            if (!GetPoint().CheckVisualDistance(o.GetCurrentX(), o.GetCurrentY(), dis)
        //                && this.mVisibleList.ContainsKey(o.GetGameID()))
        //            {
        //                this.mVisibleList.Remove(o.GetGameID());
        //                if ((o.type == OBJECTTYPE.PLAYER || o.type == OBJECTTYPE.EUDEMON ||
        //                    o.type == OBJECTTYPE.ROBOT) &&
        //                    mPlayObject.ContainsKey(o.GetGameID()))
        //                {
        //                    mPlayObject.Remove(o.GetGameID());
        //                    //清除目标对象
        //                    NetMsg.MsgClearObjectInfo clearobj = new NetMsg.MsgClearObjectInfo();
        //                    clearobj.Create(null, this.GetGamePackKeyEx());
        //                    clearobj.id = o.GetTypeId();
        //                    this.SendData(clearobj.GetBuffer());
        //                    if (o.type == OBJECTTYPE.PLAYER)
        //                    {
        //                        clearobj = new NetMsg.MsgClearObjectInfo();
        //                        clearobj.Create(null, o.GetGamePackKeyEx());
        //                        clearobj.id = this.GetTypeId();
        //                        o.SendData(clearobj.GetBuffer());
        //                        (o as PlayerObject).GetPlayObjectList().Remove(this.GetGameID());
        //                    }
        //                    if (o.type == OBJECTTYPE.EUDEMON)
        //                    {
        //                        (o as EudemonObject).GetPlayObjectList().Remove(this.GetGameID());
        //                    }
        //                }
        //            }
        //        }
        //    }
        //}
        public bool Move(NetMsg.MsgMoveInfo move)
        {
            if (!this.GetMagicSystem().CheckMoveSpeed())
            {
                this.ScroolRandom(this.GetCurrentX(), this.GetCurrentY());

                return false;
            }
            // testeudemon();
            byte dir = (byte)((int)move.dir % 8);
            this.SetDir(dir);

            short nNewX = GetCurrentX();
            short nNewY = GetCurrentY();
            nNewX += DIR._DELTA_X[dir];
            nNewY += DIR._DELTA_Y[dir];
            if (!mGameMap.CanMove(nNewX, nNewY))
            {
                nNewX = this.GetCurrentX();
                nNewY = this.GetCurrentY();
                if (!mGameMap.CanMove(nNewX, nNewY))
                {
                    nNewX = (short)mGameMap.GetMapInfo().recallx;
                    nNewY = (short)mGameMap.GetMapInfo().recally;
                }
                //暂时使用随机卷的方式重置玩家坐标
                this.ScroolRandom(nNewX, nNewY);
               // Log.Instance().WriteLog("非法封包..禁止走路!!x:" + nNewX.ToString() + "y:" + nNewY.ToString());
                return false;
            }
            // 跑步模式的阻挡判断
            bool IsRun = false;
            if (move.ucMode >= DIR.MOVEMODE_RUN_DIR0 && move.ucMode <= DIR.MOVEMODE_RUN_DIR7 && GetBaseAttr().sp > 0 /*没有体力不让跑*/)
            {

                nNewX += DIR._DELTA_X[move.ucMode - DIR.MOVEMODE_RUN_DIR0];
                nNewY += DIR._DELTA_Y[move.ucMode - DIR.MOVEMODE_RUN_DIR0];
                IsRun = true;
                if (!mGameMap.CanMove(nNewX, nNewY))
                {
                    nNewX = this.GetCurrentX();
                    nNewY = this.GetCurrentY();
                    if (!mGameMap.CanMove(nNewX, nNewY))
                    {
                        nNewX = (short)mGameMap.GetMapInfo().recallx;
                        nNewY = (short)mGameMap.GetMapInfo().recally;
                    }
                    //暂时使用随机卷的方式重置玩家坐标
                    this.ScroolRandom(nNewX, nNewY);
                    //Log.Instance().WriteLog("非法封包..禁止走路!!x:" + nNewX.ToString() + "y:" + nNewY.ToString());
                    //Log.Instance().WriteLog("这个家伙肯定用了外挂,不如我们把他封号吧,角色名称:" + this.GetName() +
                    //    "如果下次他还开外挂,就把他硬盘里的种子全删掉...");
                    return false;
                }
            }
            //传送点判断
            uint mapid = 0; short x = 0; short y = 0;
            if (ConfigManager.Instance().CheckMapGate(this.GetGameMap().GetMapInfo().id, nNewX, nNewY, ref mapid, ref x, ref y))
            {
                this.ChangeMap(mapid, x, y);
                return false;
            }
            if (GetBaseAttr().sp <= 0) move.ucMode = 0;
            SetPoint(nNewX, nNewY);

            GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE);
            if (IsRun) action.AddObject(move.ucMode);

            //解除锁定目标
            this.GetFightSystem().SetAutoAttackTarget(null);
            PushAction(action);
            return true;
        }
Example #32
0
        protected override void ProcessAction_Injured(GameStruct.Action act)
        {
            BaseObject attack_obj = act.GetObject(0) as BaseObject;
            NetMsg.MsgAttackInfo info = act.GetObject(2) as NetMsg.MsgAttackInfo;
            if (attack_obj == null) return;
            uint injured = (uint)act.GetObject(1) ; //受伤害的值
            mTarget = attack_obj;

            this.GetAi().Injured(attack_obj);

            //死亡-- 锁定后不允许死亡
            if (IsDie() && !this.IsLock() && info.tag == 2/*单体攻击*/)
            {
                GameStruct.Action action;
                //死亡
                action = new GameStruct.Action(GameStruct.Action.DIE, null);
                action.AddObject(attack_obj);
                action.AddObject(injured);
                this.PushAction(action);
            }
            //魔法攻击要延迟一秒下发死亡消息

            if (info.tag == 21 && IsDie() && !this.IsLock())
            {
                mnDieMagicTick = System.Environment.TickCount;
                mDieMagicInfo = act;
            }
        }
Example #33
0
 public virtual void PushAction(GameStruct.Action act)
 {
     mActionList.Add(act);
 }
Example #34
0
        public override void Injured(BaseObject obj, uint value,NetMsg.MsgAttackInfo info)
        {
            if (value > attr.life) attr.life = 0;
            else attr.life -= (int)value;
            GameStruct.Action action;

            action = new GameStruct.Action(GameStruct.Action.INJURED, null);
            action.AddObject(obj);
            action.AddObject(value);
            action.AddObject(info);
            this.PushAction(action);
        }
Example #35
0
        public override bool Run()
        {
            //意外断开处理
            if (GetGameSession() == null)
            {
                //广播出去,清除该玩家
                if (GetVisibleList().Count > 0)
                {
                    NetMsg.MsgClearObjectInfo clear = new NetMsg.MsgClearObjectInfo();
                    clear.id = this.GetTypeId();
                    GetGameMap().BroadcastBuffer(this, clear.GetBuffer());
                }

                return false;
            }
            base.Run();
            //连招解锁
            if (this.IsLock())
            {
                if (!this.CheckLockTime())
                {
                    this.UnLock();
                }
            }
            this.GetTimerSystem().Run();
            //战斗系统
            this.GetFightSystem().Run();
            this.GetPKSystem().Run();
            //角色死亡变为鬼魂状态,
            if (this.IsDie() && m_bGhost && mnGhostTick != -1)
            {
                if (System.Environment.TickCount - mnGhostTick >= 3000)
                {
                    this.ChangeAttribute(UserAttribute.STATUS, 6);
                    this.ChangeAttribute(UserAttribute.LOOKFACE, GetLookFace(), true);

                    mnGhostTick = -1;

                }
            }

            //死亡--因为会被连击锁定-- 所以放到run方法
            if (IsDie() && !this.IsLock() && mTarget != null && m_bGhost == false)
            {
                GameStruct.Action action;
                //死亡
                action = new GameStruct.Action(GameStruct.Action.DIE, null);
                action.AddObject(mTarget);

                this.PushAction(action);
            }

            //定时保存玩家数据
            if (mSaveTime.ToNextTime())
            {
                UserEngine.Instance().AddSaveRole(this);
            }

            //传送状态
            if (mbTransmit && mTransmitTimeOut.ToNextTime())
            {
                //幻兽出征
                this.GetEudemonSystem().Eudemon_BattleAll();
                //发送天气信息
                this.GetGameMap().SendWeatherInfo(this);
                this.SetTransmitIng(false);
            }
            return true;
        }