public void Buy(RealmTime time, BuyPacket pkt)
        {
            SellableObject obj = Owner.GetEntity(pkt.ObjectId) as SellableObject;

            if (obj != null)
            {
                obj.Buy(this);
            }
        }
Example #2
0
        void Init(ClientProcessor psr)
        {
            this.psr = psr;
            List<IntPoint> vaultChestPosition = new List<IntPoint>();
            IntPoint spawn = new IntPoint(0, 0);

            int w = Map.Width;
            int h = Map.Height;
            for (int y = 0; y < h; y++)
                for (int x = 0; x < w; x++)
                {
                    var tile = Map[x, y];
                    if (tile.Region == TileRegion.Spawn)
                        spawn = new IntPoint(x, y);
                    else if (tile.Region == TileRegion.Vault)
                        vaultChestPosition.Add(new IntPoint(x, y));
                }
            vaultChestPosition.Sort((x, y) => Comparer<int>.Default.Compare(
                (x.X - spawn.X) * (x.X - spawn.X) + (x.Y - spawn.Y) * (x.Y - spawn.Y),
                (y.X - spawn.X) * (y.X - spawn.X) + (y.Y - spawn.Y) * (y.Y - spawn.Y)));

            var chests = psr.Account.Vault.Chests;
            for (int i = 0; i < chests.Count; i++)
            {
                Container con = new Container(0x0504, null, false);
                var inv = chests[i].Items.Select(_ => _ == -1 ? null : XmlDatas.ItemDescs[(short)_]).ToArray();
                for (int j = 0; j < 8; j++)
                    con.Inventory[j] = inv[j];
                con.Move(vaultChestPosition[0].X + 0.5f, vaultChestPosition[0].Y + 0.5f);
                EnterWorld(con);
                vaultChestPosition.RemoveAt(0);

                vaultChests[new Tuple<Container, VaultChest>(con, chests[i])] = con.UpdateCount;
            }
            foreach (var i in vaultChestPosition)
            {
                SellableObject x = new SellableObject(0x0505);
                x.Move(i.X + 0.5f, i.Y + 0.5f);
                EnterWorld(x);
            }
        }
Example #3
0
        private void InitVault()
        {
            var vaultChestPosition = new List<IntPoint>();
            var spawn = new IntPoint(0, 0);

            int w = Map.Width;
            int h = Map.Height;
            for (int y = 0; y < h; y++)
                for (int x = 0; x < w; x++)
                {
                    WmapTile tile = Map[x, y];
                    if (tile.Region == TileRegion.Spawn)
                        spawn = new IntPoint(x, y);
                    else if (tile.Region == TileRegion.Vault)
                    {
                        vaultChestPosition.Add(new IntPoint(x, y));
                    }
                }
            vaultChestPosition.Sort((x, y) => Comparer<int>.Default.Compare(
                (x.X - spawn.X) * (x.X - spawn.X) + (x.Y - spawn.Y) * (x.Y - spawn.Y),
                (y.X - spawn.X) * (y.X - spawn.X) + (y.Y - spawn.Y) * (y.Y - spawn.Y)));

            List<VaultChest> chests = client.Account.Vault.Chests;
            for (int i = 0; i < chests.Count; i++)
            {
                var con = new Container(client.Manager, 0x0504, null, false);
                Item[] inv =
                    chests[i].Items.Select(_ => _ == 0xffff ? null : client.Manager.GameData.Items[_]).ToArray();
                ItemData[] dats = chests[i].Datas;
                for (int j = 0; j < 8; j++)
                {
                    con.Inventory[j] = inv[j];
                    con.Inventory.Data[j] = dats[j];
                }
                con.Move(vaultChestPosition[0].X + 0.5f, vaultChestPosition[0].Y + 0.5f);
                EnterWorld(con);
                vaultChestPosition.RemoveAt(0);

                vaultChests[new Tuple<Container, VaultChest>(con, chests[i])] = con.UpdateCount;
            }
            foreach (IntPoint i in vaultChestPosition)
            {
                var x = new SellableObject(client.Manager, 0x0505);
                x.Move(i.X + 0.5f, i.Y + 0.5f);
                EnterWorld(x);
            }
        }
Example #4
0
        private void Init(ClientProcessor psr)
        {
            this.psr = psr;
            acc = psr.Account;
            var vaultChestPosition = new List<IntPoint>();
            var spawn = new IntPoint(0, 0);

            var w = Map.Width;
            var h = Map.Height;
            for (var y = 0; y < h; y++)
                for (var x = 0; x < w; x++)
                {
                    var tile = Map[x, y];
                    if (tile.Region == TileRegion.Spawn)
                        spawn = new IntPoint(x, y);
                    else if (tile.Region == TileRegion.Vault)
                        vaultChestPosition.Add(new IntPoint(x, y));
                }
            vaultChestPosition.Sort((x, y) => Comparer<int>.Default.Compare(
                (x.X - spawn.X) * (x.X - spawn.X) + (x.Y - spawn.Y) * (x.Y - spawn.Y),
                (y.X - spawn.X) * (y.X - spawn.X) + (y.Y - spawn.Y) * (y.Y - spawn.Y)));

            var chests = psr.Account.Vault.Chests;
            foreach (var t in chests)
            {
                var con = new Container(0x0504, null, false);
                var inv =
                    t.Items.Select(
                        _ =>
                            _ == -1
                                ? null
                                : (XmlData.Items.ContainsKey((short)_) ? XmlData.Items[(short)_] : null))
                        .ToArray();
                for (var j = 0; j < 8; j++)
                    con.Inventory[j] = inv[j];
                con.Move(vaultChestPosition[0].X + 0.5f, vaultChestPosition[0].Y + 0.5f);
                EnterWorld(con);
                vaultChestPosition.RemoveAt(0);

                _vaultChests[new Tuple<Container, VaultChest>(con, t)] = con.UpdateCount;
            }
            foreach (var i in vaultChestPosition)
            {
                var x = new SellableObject(0x0505);
                x.Move(i.X + 0.5f, i.Y + 0.5f);
                EnterWorld(x);
            }
        }
        private void Init(string accId)
        {
            Manager.Database.DoActionAsync(db =>
            {
                this.AccountId = accId;

                MySqlCommand cmd = db.CreateQuery();
                cmd.CommandText = "SELECT name FROM accounts WHERE id=@accId";
                cmd.Parameters.AddWithValue("@accId", accId);
                using (MySqlDataReader rdr = cmd.ExecuteReader())
                    while (rdr.Read())
                        PlayerOwnerName = rdr.GetString("name");

                List<IntPoint> vaultChestPosition = new List<IntPoint>();
                IntPoint spawn = new IntPoint(0, 0);

                int w = Map.Width;
                int h = Map.Height;
                for (int y = 0; y < h; y++)
                    for (int x = 0; x < w; x++)
                    {
                        WmapTile tile = Map[x, y];
                        if (tile.Region == TileRegion.Spawn)
                            spawn = new IntPoint(x, y);
                        else if (tile.Region == TileRegion.Vault)
                            vaultChestPosition.Add(new IntPoint(x, y));
                    }
                vaultChestPosition.Sort((x, y) => Comparer<int>.Default.Compare(
                    (x.X - spawn.X) * (x.X - spawn.X) + (x.Y - spawn.Y) * (x.Y - spawn.Y),
                    (y.X - spawn.X) * (y.X - spawn.X) + (y.Y - spawn.Y) * (y.Y - spawn.Y)));

                List<VaultChest> chests = new List<VaultChest>();

                cmd = db.CreateQuery();
                cmd.CommandText = "SELECT items, chestId FROM vaults WHERE accId=@accId";
                cmd.Parameters.AddWithValue("@accId", accId);
                using (MySqlDataReader rdr = cmd.ExecuteReader())
                {
                    while (rdr.Read())
                    {
                        chests.Add(new VaultChest
                        {
                            _Items = rdr.GetString("items"),
                            ChestId = rdr.GetInt32("chestId")
                        });
                    }
                }

                foreach (VaultChest t in chests)
                {
                    Container con = new Container(Manager, 0x0504, null, false);
                    Item[] inv =
                        t.Items.Select(
                            _ =>
                                _ == -1
                                    ? null
                                    : (Manager.GameData.Items.ContainsKey((ushort)_)
                                        ? Manager.GameData.Items[(ushort)_]
                                        : null))
                            .ToArray();
                    for (int j = 0; j < 8; j++)
                        con.Inventory[j] = inv[j];
                    con.Move(vaultChestPosition[0].X + 0.5f, vaultChestPosition[0].Y + 0.5f);
                    EnterWorld(con);
                    vaultChestPosition.RemoveAt(0);

                    _vaultChests[new Tuple<Container, VaultChest>(con, t)] = con.UpdateCount;
                }
                foreach (IntPoint i in vaultChestPosition)
                {
                    SellableObject x = new SellableObject(Manager, 0x0505);
                    x.Move(i.X + 0.5f, i.Y + 0.5f);
                    EnterWorld(x);
                }
            });
        }
        private void Init(Client psr)
        {
            AccountId = psr.Account.AccountId;
            PlayerOwnerName = psr.Account.Name;

            List<IntPoint> vaultChestPosition = new List<IntPoint>();
            List<IntPoint> giftChestPosition = new List<IntPoint>();
            IntPoint spawn = new IntPoint(0, 0);

            int w = Map.Width;
            int h = Map.Height;
            for (int y = 0; y < h; y++)
                for (int x = 0; x < w; x++)
                {
                    WmapTile tile = Map[x, y];
                    if (tile.Region == TileRegion.Spawn)
                        spawn = new IntPoint(x, y);
                    else if (tile.Region == TileRegion.Vault)
                        vaultChestPosition.Add(new IntPoint(x, y));
                    else if (tile.Region == TileRegion.Gifting_Chest)
                        giftChestPosition.Add(new IntPoint(x, y));
                }
            vaultChestPosition.Sort((x, y) => Comparer<int>.Default.Compare(
                (x.X - spawn.X) * (x.X - spawn.X) + (x.Y - spawn.Y) * (x.Y - spawn.Y),
                (y.X - spawn.X) * (y.X - spawn.X) + (y.Y - spawn.Y) * (y.Y - spawn.Y)));

            List<VaultChest> chests = psr.Account.Vault.Chests;

            if (psr.Account.Gifts != null)
            {
                List<GiftChest> giftChests = new List<GiftChest>();
                GiftChest c = new GiftChest();
                c.Items = new List<Item>(8);
                bool wasLastElse = false;
                int[] gifts = psr.Account.Gifts.ToArray();
                gifts.Shuffle();
                for (int i = 0; i < gifts.Count(); i++)
                {
                    if (Manager.GameData.Items.ContainsKey((ushort)gifts[i]))
                    {
                        if (c.Items.Count < 8)
                        {
                            c.Items.Add(Manager.GameData.Items[(ushort)gifts[i]]);
                            wasLastElse = false;
                        }
                        else
                        {
                            giftChests.Add(c);
                            c = new GiftChest();
                            c.Items = new List<Item>(8);
                            c.Items.Add(Manager.GameData.Items[(ushort)gifts[i]]);
                            wasLastElse = true;
                        }
                    }
                }
                if (!wasLastElse)
                    giftChests.Add(c);

                foreach (GiftChest chest in giftChests)
                {
                    if (giftChestPosition.Count == 0) break;
                    while (chest.Items.Count < 8)
                        chest.Items.Add(null);
                    OneWayContainer con = new OneWayContainer(Manager, 0x0744, null, false);
                    List<Item> inv = chest.Items;
                    for (int j = 0; j < 8; j++)
                        con.Inventory[j] = inv[j];
                    con.Move(giftChestPosition[0].X + 0.5f, giftChestPosition[0].Y + 0.5f);
                    EnterWorld(con);
                    giftChestPosition.RemoveAt(0);
                }
            }

            foreach (VaultChest t in chests)
            {
                if (vaultChestPosition.Count == 0) break;
                Container con = new Container(Manager, 0x0504, null, false);
                Item[] inv =
                    t.Items.Select(
                        _ =>
                            _ == -1
                                ? null
                                : (Manager.GameData.Items.ContainsKey((ushort)_)
                                    ? Manager.GameData.Items[(ushort)_]
                                    : null))
                        .ToArray();
                for (int j = 0; j < 8; j++)
                    con.Inventory[j] = inv[j];
                con.Move(vaultChestPosition[0].X + 0.5f, vaultChestPosition[0].Y + 0.5f);
                EnterWorld(con);
                vaultChestPosition.RemoveAt(0);

                _vaultChests[new Tuple<Container, VaultChest>(con, t)] = con.UpdateCount;
            }

            foreach (IntPoint i in giftChestPosition)
            {
                StaticObject x = new StaticObject(Manager, 0x0743, null, true, false, false);
                x.Move(i.X + 0.5f, i.Y + 0.5f);
                EnterWorld(x);
            }

            foreach (IntPoint i in vaultChestPosition)
            {
                SellableObject x = new SellableObject(Manager, 0x0505);
                x.Move(i.X + 0.5f, i.Y + 0.5f);
                EnterWorld(x);
            }
        }