static void SendNPCGFUpdateChar(Character ch, uint charid)
        {
            byte[] omsg = { 0x26, 0x02 };

            FLMsgType.AddUInt32(ref omsg, 68 + (uint)ch.FidgetScript.Length + (uint)ch.RoomLocation.Length);
            FLMsgType.AddUInt32(ref omsg, charid);
            FLMsgType.AddUInt32(ref omsg, 0);                                     // 1 = player, 0 = npc
            FLMsgType.AddUInt32(ref omsg, ch.RoomID);
            FLMsgType.AddUInt32(ref omsg, ch.IndividualName);                     // npc name
            FLMsgType.AddUInt32(ref omsg, FLUtility.CreateFactionID(ch.Faction)); // faction
            FLMsgType.AddInt32(ref omsg, -1);
            FLMsgType.AddUInt32(ref omsg, ch.Head);
            FLMsgType.AddUInt32(ref omsg, ch.Body);
            FLMsgType.AddUInt32(ref omsg, ch.Lefthand);
            FLMsgType.AddUInt32(ref omsg, ch.Righthand);
            FLMsgType.AddUInt32(ref omsg, 0);      // accessories count + list
            FLMsgType.AddAsciiStringLen32(ref omsg, ch.FidgetScript);
            FLMsgType.AddUInt32(ref omsg, charid); // behaviourid

            if (ch.RoomLocation.Length == 0)
            {
                FLMsgType.AddInt32(ref omsg, -1);
            }
            else
            {
                FLMsgType.AddAsciiStringLen32(ref omsg, ch.RoomLocation);
            }

            FLMsgType.AddUInt32(ref omsg, 0x00);     // 1 = player, 0 = npc
            FLMsgType.AddUInt32(ref omsg, 0x00);     // 1 = sitlow, 0 = stand
            FLMsgType.AddUInt32(ref omsg, ch.Voice); // voice

            Context.Sender.Tell(omsg);
        }
        public void Handle(PlayerStatsRequest message)
        {
            byte[] omsg = { 0x18, 0x01 };
            FLMsgType.AddInt32(ref omsg, (13 * 4) + (_account.Reputations.Count * 8) + (_account.Kills.Count * 8)); //

            FLMsgType.AddUInt32(ref omsg, 4);                                                                       // rm_completed
            FLMsgType.AddUInt32(ref omsg, 0);                                                                       // u_dword
            FLMsgType.AddUInt32(ref omsg, 2);                                                                       // rm_failed
            FLMsgType.AddUInt32(ref omsg, 0);                                                                       // u_dword
            FLMsgType.AddFloat(ref omsg, 10000.0f);                                                                 // total_time_played
            FLMsgType.AddUInt32(ref omsg, 6);                                                                       // systems_visited
            FLMsgType.AddUInt32(ref omsg, 5);                                                                       // bases_visited
            FLMsgType.AddUInt32(ref omsg, 4);                                                                       // holes_visited
            FLMsgType.AddInt32(ref omsg, _account.Kills.Count);                                                     // kills_cnt
            FLMsgType.AddUInt32(ref omsg, _account.Rank);                                                           // rank
            FLMsgType.AddUInt32(ref omsg, (UInt32)_account.Money);                                                  // current_worth
            FLMsgType.AddUInt32(ref omsg, 0);                                                                       // dunno
            FLMsgType.AddInt32(ref omsg, _account.Reputations.Count);
            foreach (var pi in _account.Kills)
            {
                FLMsgType.AddUInt32(ref omsg, pi.Key);
                FLMsgType.AddUInt32(ref omsg, pi.Value);
            }
            foreach (var pi in _account.Reputations)
            {
                //TODO: check hash
                FLMsgType.AddUInt32(ref omsg, FLUtility.CreateFactionID(pi.Key));
                FLMsgType.AddFloat(ref omsg, pi.Value);
            }

            _socket.Tell(omsg);
        }
Exemple #3
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        // <summary>
        /// Load the factions from initial world.
        /// </summary>
        /// <param name="path"></param>
        private static void LoadFactions(string path, ILogController log)
        {
            var ini = new FLDataFile(path, true);

            foreach (FLDataFile.Section sec in ini.Sections)
            {
                string sectionName = sec.SectionName.ToLowerInvariant();
                if (sectionName == "group")
                {
                    var faction = new Faction {
                        Nickname = sec.GetSetting("nickname").Str(0)
                    };
                    faction.FactionID          = FLUtility.CreateFactionID(faction.Nickname);
                    Factions[faction.Nickname] = faction;
                }
            }
        }