//发送飞鸽信息 private void Send(PigeonInfo info) { short msgLen = 28; msgLen += (short)(Coding.GetDefauleCoding().GetBytes(info.name).Length + 1); msgLen += 17; msgLen += (short)(Coding.GetDefauleCoding().GetBytes(info.text).Length + 1); GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(); outpack.WriteInt16(msgLen); outpack.WriteInt16(1004); outpack.WriteInt32(0xffffff); outpack.WriteInt32(2017); outpack.WriteInt32(1419); outpack.WriteInt32(-1); outpack.WriteInt32(0); outpack.WriteByte(4); //四个字符串数组 outpack.WriteString(info.name); outpack.WriteString("ALLUSERS"); outpack.WriteString("1241350"); outpack.WriteString(info.text); outpack.WriteByte(0); outpack.WriteByte(0); outpack.WriteByte(0); UserEngine.Instance().BrocatBuffer(outpack.Flush()); }
//怪物是以typeid为主键 // public void AddObject(MonsterObject obj) // { // mDicObject[obj.GetTypeId()] = obj; // obj.mGameMap = this; //switch (obj.type) //{ // case OBJECTTYPE.MONSTER: // { // GameStruct.Action action = new GameStruct.Action(GameStruct.Action.MOVE, null); // obj.PushAction(action); // break; // } // } // } public void SendWeatherInfo(PlayerObject play) { //下雪天气- //if (obj.type == OBJECTTYPE.PLAYER) //{ //下雪天气 GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(); outpack.WriteInt16(20); outpack.WriteInt16(1110); outpack.WriteUInt32(this.GetMapInfo().id); outpack.WriteUInt32(this.GetMapInfo().id); if (this.GetMapInfo().issnows) { byte[] data3 = { 0, 0, 32, 0, 128, 0, 18, 0 }; outpack.WriteBuff(data3); } else { outpack.WriteInt32(0); outpack.WriteInt32(0); } play.SendData(outpack.Flush(), true); //} }
public void SendGuanJueInfo(PlayerObject play) { // byte[] data1 = { 25, 0, 247, 3, 0, 0, 0, 0, 113, 0, 1, 12, 49, 32, 45, 49, 32, 51, 48, 48, 48, 48, 48, 48, 0 }; //捐献的 ulong guanjue = play.GetBaseAttr().guanjue; byte[] byte_ = Coding.GetDefauleCoding().GetBytes(guanjue.ToString()); GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteUInt16((ushort)(byte_.Length + 4 + 14)); outpack.WriteUInt16(1015); outpack.WriteUInt32(0); outpack.WriteUInt16(113); outpack.WriteByte(1); //长度-- outpack.WriteByte((byte)(byte_.Length + 5)); String sjuewei = ((byte)play.GetGuanJue()).ToString(); byte[] jueweibyte_ = Coding.GetDefauleCoding().GetBytes(sjuewei); outpack.WriteByte(jueweibyte_[0]); //爵位 outpack.WriteByte(32); //分隔符 outpack.WriteByte(45); outpack.WriteByte(49); outpack.WriteByte(32); //分隔符 outpack.WriteBuff(byte_); outpack.WriteByte(0); play.SendData(outpack.Flush()); }
public void SendInfo(PlayerObject play = null) { // byte[] data2 = { 100, 0, 1, 4, 210, 193, 183, 227, 0, 0, 0 }; GameStruct.MonsterInfo info = ConfigManager.Instance().GetMonsterInfo(id); if (info == null) { Log.Instance().WriteLog("获取守护骑士信息失败!!!" + id.ToString()); return; } GameBase.Network.PacketOut outpack = null; if (play == null) { outpack = new GameBase.Network.PacketOut(); } else { outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); } outpack.WriteUInt16(81); outpack.WriteUInt16(2069); outpack.WriteUInt32(GetTypeId()); outpack.WriteUInt32(play.GetTypeId()); byte[] data = { 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 }; outpack.WriteBuff(data); outpack.WriteUInt32(info.lookface); outpack.WriteInt16(GetCurrentX()); outpack.WriteInt16(GetCurrentY()); outpack.WriteInt16(0); //未知 outpack.WriteUInt16(info.level); outpack.WriteUInt32(info.id); outpack.WriteInt32(attr.life); outpack.WriteInt32(info.life); outpack.WriteInt16(GetDir()); byte[] data1 = { 100, 0, 1, 4, 210, 193, 183, 227, 0, 0, 0 }; outpack.WriteBuff(data1); if (play != null) { play.SendData(outpack.Flush()); } else { //广播 data = outpack.Flush(); this.BrocatBuffer(data); } }
public void SendInfo(PlayerObject play = null) { // byte[] data2 = { 100, 0, 1, 4, 210, 193, 183, 227, 0, 0, 0 }; GameStruct.MonsterInfo info = ConfigManager.Instance().GetMonsterInfo(id); if (info == null) { Log.Instance().WriteLog("获取守护骑士信息失败!!!" + id.ToString()); return; } GameBase.Network.PacketOut outpack = null; if (play == null) { outpack = new GameBase.Network.PacketOut(); }else { outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); } outpack.WriteUInt16(81); outpack.WriteUInt16(2069); outpack.WriteUInt32(GetTypeId()); outpack.WriteUInt32(play.GetTypeId()); byte[] data = { 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 }; outpack.WriteBuff(data); outpack.WriteUInt32(info.lookface); outpack.WriteInt16(GetCurrentX()); outpack.WriteInt16(GetCurrentY()); outpack.WriteInt16(0); //未知 outpack.WriteUInt16(info.level); outpack.WriteUInt32(info.id); outpack.WriteInt32(attr.life); outpack.WriteInt32(info.life); outpack.WriteInt16(GetDir()); byte[] data1 = { 100, 0, 1, 4, 210, 193, 183, 227, 0, 0, 0 }; outpack.WriteBuff(data1); if (play != null) { play.SendData(outpack.Flush()); } else { //广播 data = outpack.Flush(); this.BrocatBuffer(data); } }
//发送对象信息 //play 要发送给对象的信息 //bClear 是否是清除信息 public void SendInfo(PlayerObject play = null, bool bClear = false) { GameBase.Network.PacketOut outpack = null; if (play != null) { outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); } else { outpack = new GameBase.Network.PacketOut(); } outpack.WriteUInt16(32); outpack.WriteUInt16(1101); outpack.WriteUInt32(this.GetTypeId()); outpack.WriteInt32(mnEffID); outpack.WriteInt16(this.GetCurrentX()); outpack.WriteInt16(this.GetCurrentY()); outpack.WriteInt32(0); if (!bClear) { outpack.WriteInt32(mnParam); outpack.WriteInt32(0); outpack.WriteInt32(mnParam1); } else { outpack.WriteInt32(12); //清除特效标识 outpack.WriteInt32(0); outpack.WriteInt32(mnParam1); } if (play != null) { play.SendData(outpack.Flush()); } else { byte[] data = outpack.Flush(); this.BrocatBuffer(data); } }
public void GetFriendInfo(int playerid) { PlayerObject obj = UserEngine.Instance().FindPlayerObjectToPlayerId(playerid); if (obj == null) { return; } GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteUInt16(52); outpack.WriteUInt16(2033); outpack.WriteInt32(playerid); outpack.WriteUInt32(obj.GetBaseAttr().lookface); outpack.WriteByte(obj.GetBaseAttr().level); outpack.WriteByte(obj.GetBaseAttr().profession); //职业 outpack.WriteInt32(0); outpack.WriteInt16(0); outpack.WriteByte(206); outpack.WriteByte(222); byte[] data = new byte[30]; outpack.WriteBuff(data); play.SendData(outpack.Flush()); }
//添加状态 //nStatus 状态id //nTime 持续时间- 秒 0为无限时间 //bCover 是否覆盖该状态 public void AddStatus(int nStatus, int nTime = 0, bool bCover = true) { if (this.QueryStatus(GameStruct.RoleStatus.STATUS_DIE) != null) { return; } bool bAdd = false; bool bSendState = true; GameStruct.RoleStatus status = null; for (int i = 0; i < mListStatus.Count; i++) { status = mListStatus[i]; if (status.nStatus == nStatus) { if (bCover) { status.nTime = nTime * 1000; status.nLastTick = System.Environment.TickCount; } else { status.nTime += nTime * 1000; } bAdd = true; break; } } if (!bAdd) { status = new GameStruct.RoleStatus(); status.nStatus = nStatus; status.nTime = nTime * 1000; mListStatus.Add(status); } int nOldEff = GetEffect(); switch (nStatus) { case GameStruct.RoleStatus.STATUS_XPFULL: //XP爆气-- 下降 { //mi64Effect &= ~ Define.KEEPEFFECT_XPFULL; //play.ChangeAttribute(GameStruct.UserAttribute.STATUS1, 64,true); break; } case GameStruct.RoleStatus.STATUS_XPFULL_ATTACK: //xp爆气- 技能被单击 { this.DeleteStatus(GameStruct.RoleStatus.STATUS_XPFULL); //删除xp爆气buff mXpTime.SetInterval(Define.XP_MAX_FULL_SECS); mXpTime.Update(); mi64Effect |= Define.KEEPEFFECT_XPFULL; break; } case GameStruct.RoleStatus.STATUS_MOLONGSHOUHU: //魔龙守护 { play.ChangeAttribute(GameStruct.UserAttribute.MOLONGSHOUHU_STATUS, 1, true); ushort nMagicLv = play.GetMagicSystem().GetMagicLevel(GameStruct.MagicTypeInfo.MOLONGSHOUHU); GameStruct.MagicTypeInfo magicInfo = ConfigManager.Instance().GetMagicTypeInfo(GameStruct.MagicTypeInfo.MOLONGSHOUHU, (byte)nMagicLv); if (magicInfo != null) { //没有实际效果-- 待修正 //添加buff- int nDefense = (int)magicInfo.power; byte[] data1 = { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteUInt16(48); outpack.WriteUInt16(1127); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteInt32(nTime); outpack.WriteInt32(nDefense); outpack.WriteBuff(data1); play.SendData(outpack.Flush()); } break; } case GameStruct.RoleStatus.STATUS_STEALTH: //潜行 { mi64Effect |= Define.KEEPEFFECT_LURKER; break; } case GameStruct.RoleStatus.STATUS_CRIME: //闪蓝 { mi64Effect |= Define.KEEPEFFECT_CRIME; break; } case GameStruct.RoleStatus.STATUS_RED: //红名 { mi64Effect |= Define.KEEPEFFECT_RED; break; } case GameStruct.RoleStatus.STATUS_BLOCK: //黑名 { mi64Effect |= Define.KEEPEFFECT_DEEPRED; break; } case GameStruct.RoleStatus.STATUS_FLY: //雷霆万钧单独处理.要把xp满的包发下去 { mi64Effect |= Define.KEEPEFFECT_FLY; NetMsg.MsgUserAttribute msg = new NetMsg.MsgUserAttribute(); msg.role_id = play.GetTypeId(); msg.Create(null, null); msg.AddAttribute(GameStruct.UserAttribute.STATUS, (uint)GetEffect(false)); msg.AddAttribute(GameStruct.UserAttribute.STATUS1, (uint)GetEffect()); //这是xp满的标识 play.BroadcastBuffer(msg.GetBuffer(), true); bSendState = false; break; } case GameStruct.RoleStatus.STATUS_HIDDEN: { mi64Effect |= Define.KEEPEFFECT_HIDDEN; break; } case GameStruct.RoleStatus.STATUS_HEILONGWU: { mi64Effect |= Define.KEEPEFFECT_HEILONGWU; break; } case GameStruct.RoleStatus.STATUS_YUANSUZHANGKONG: { //修改元素掌控状态 play.ChangeAttribute(GameStruct.UserAttribute.YUANSUZHANGKONG, 512, true); //添加buff byte[] data1 = { 48, 0, 103, 4 }; byte[] data2 = { 128, 81, 1, 0, 100, 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, 2, 0, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteBuff(data1); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data2); play.SendData(outpack.Flush()); bSendState = false; break; } case GameStruct.RoleStatus.STATUS_JUYANSHENGDUN: //法师 巨岩圣盾 { byte[] data1 = { 48, 0, 103, 4 }; byte[] data2 = { 132, 3, 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, 4, 0, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteBuff(data1); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data2); play.SendData(outpack.Flush()); bSendState = false; break; } case GameStruct.RoleStatus.STATUS_ANSHAXIELONG: //亡灵巫师- 暗杀邪龙 { if (mObject_CALL != null) { mObject_CALL.ClearThis(); } GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.ANSHAXIELONG_MONSTER_ID); if (monster == null) { Log.Instance().WriteLog("创建暗沙邪龙失败!!,无此怪物id!"); break; } int nx = play.GetCurrentX() + GameStruct.DIR._DELTA_X[play.GetDir()]; int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()]; mObject_CALL = new AnShaXieLongObject(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai); play.GetGameMap().AddObject(mObject_CALL, null); mObject_CALL.RefreshVisibleObject(); mObject_CALL.Alive(false); break; } case GameStruct.RoleStatus.STATUS_MINGGUOSHENGNV: //冥国圣女 { if (mObject_CALL != null) { mObject_CALL.ClearThis(); } GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.MINGGUOSHENGNV_MONSTER_ID); if (monster == null) { Log.Instance().WriteLog("创建冥国圣女失败!!,无此怪物id!"); break; } int nx = play.GetCurrentX() + GameStruct.DIR._DELTA_X[play.GetDir()]; int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()]; mObject_CALL = new MingGuoShengNv(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai); play.GetGameMap().AddObject(mObject_CALL, null); mObject_CALL.RefreshVisibleObject(); mObject_CALL.Alive(false); break; } case GameStruct.RoleStatus.STATUS_WANGNIANWULING: //亡念巫灵 { if (mObject_CALL != null) { mObject_CALL.ClearThis(); } GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.WANGNIANWULONG_MONSTER_ID); if (monster == null) { Log.Instance().WriteLog("创建亡念巫灵失败!!,无此怪物id!"); break; } int nx = play.GetCurrentX() + GameStruct.DIR._DELTA_X[play.GetDir()]; int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()]; mObject_CALL = new WangNianWuLing(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai); play.GetGameMap().AddObject(mObject_CALL, null); mObject_CALL.RefreshVisibleObject(); mObject_CALL.Alive(false); break; } case GameStruct.RoleStatus.STATUS_HUASHENWANGLING: { mi64EffectEx |= Define.KEEPEFFECT_HUASHENWULING; break; } case GameStruct.RoleStatus.STATUS_HUASHENWUSHI: { DeleteStatus(GameStruct.RoleStatus.STATUS_HUASHENWANGLING); break; } case GameStruct.RoleStatus.STATUS_ZHAOHUANWUHUAN: { mi64Effect |= Define.KEEPEFFECT_ZHAOHUANWUHUAN; break; } case GameStruct.RoleStatus.STATUS_MIXINSHU: //血族 迷心术 { mi64EffectEx |= Define.KEEPEFFECT_MIXINSHU; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); //buff byte[] data = { 120, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; outpack.WriteUInt16(48); outpack.WriteUInt16(1127); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data); play.SendData(outpack.Flush()); break; } case GameStruct.RoleStatus.STATUS_XUEXI: //血族 血袭 { mi64EffectEx |= Define.KEEPEFFECT_XUEXI; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); byte[] data = { 60, 0, 0, 0, 35, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; outpack.WriteUInt16(48); outpack.WriteUInt16(1127); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data); play.SendData(outpack.Flush()); break; } case GameStruct.RoleStatus.STATUS_DIE: //死亡状态 { mi64Effect |= Define.KEEPEFFECT_DIE; break; } } if (bSendState) { this.SendState(); // play.ChangeAttribute(state, GetEffect(state == GameStruct.UserAttribute.STATUS1),true); } //if (GetEffect() != nOldEff) //{ // play.ChangeAttribute(state, GetEffect()); //} }
//发送对象信息 //play 要发送给对象的信息 //bClear 是否是清除信息 public void SendInfo(PlayerObject play = null, bool bClear = false) { GameBase.Network.PacketOut outpack = null; if (play != null) { outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); } else outpack = new GameBase.Network.PacketOut(); outpack.WriteUInt16(32); outpack.WriteUInt16(1101); outpack.WriteUInt32(this.GetTypeId()); outpack.WriteInt32(mnEffID); outpack.WriteInt16(this.GetCurrentX()); outpack.WriteInt16(this.GetCurrentY()); outpack.WriteInt32(0); if (!bClear) { outpack.WriteInt32(mnParam); outpack.WriteInt32(0); outpack.WriteInt32(mnParam1); } else { outpack.WriteInt32(12); //清除特效标识 outpack.WriteInt32(0); outpack.WriteInt32(mnParam1); } if (play != null) { play.SendData(outpack.Flush()); } else { byte[] data = outpack.Flush(); this.BrocatBuffer(data); } }
//添加状态 //nStatus 状态id //nTime 持续时间- 秒 0为无限时间 //bCover 是否覆盖该状态 public void AddStatus(int nStatus, int nTime = 0, bool bCover = true) { if (this.QueryStatus(GameStruct.RoleStatus.STATUS_DIE) != null) { return; } bool bAdd = false; bool bSendState = true; GameStruct.RoleStatus status = null; for (int i = 0; i < mListStatus.Count; i++) { status = mListStatus[i]; if (status.nStatus == nStatus) { if (bCover) { status.nTime = nTime * 1000; status.nLastTick = System.Environment.TickCount; } else { status.nTime += nTime * 1000; } bAdd = true; break; } } if (!bAdd) { status = new GameStruct.RoleStatus(); status.nStatus = nStatus; status.nTime = nTime * 1000; mListStatus.Add(status); } int nOldEff = GetEffect(); switch (nStatus) { case GameStruct.RoleStatus.STATUS_XPFULL: //XP爆气-- 下降 { //mi64Effect &= ~ Define.KEEPEFFECT_XPFULL; //play.ChangeAttribute(GameStruct.UserAttribute.STATUS1, 64,true); break; } case GameStruct.RoleStatus.STATUS_XPFULL_ATTACK: //xp爆气- 技能被单击 { this.DeleteStatus(GameStruct.RoleStatus.STATUS_XPFULL); //删除xp爆气buff mXpTime.SetInterval(Define.XP_MAX_FULL_SECS); mXpTime.Update(); mi64Effect |= Define.KEEPEFFECT_XPFULL; break; } case GameStruct.RoleStatus.STATUS_MOLONGSHOUHU: //魔龙守护 { play.ChangeAttribute(GameStruct.UserAttribute.MOLONGSHOUHU_STATUS, 1,true); ushort nMagicLv = play.GetMagicSystem().GetMagicLevel(GameStruct.MagicTypeInfo.MOLONGSHOUHU); GameStruct.MagicTypeInfo magicInfo = ConfigManager.Instance().GetMagicTypeInfo(GameStruct.MagicTypeInfo.MOLONGSHOUHU, (byte)nMagicLv); if (magicInfo != null) { //没有实际效果-- 待修正 //添加buff- int nDefense = (int)magicInfo.power; byte[] data1 = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteUInt16(48); outpack.WriteUInt16(1127); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteInt32(nTime); outpack.WriteInt32(nDefense); outpack.WriteBuff(data1); play.SendData(outpack.Flush()); } break; } case GameStruct.RoleStatus.STATUS_STEALTH: //潜行 { mi64Effect |= Define.KEEPEFFECT_LURKER; break; } case GameStruct.RoleStatus.STATUS_CRIME: //闪蓝 { mi64Effect |= Define.KEEPEFFECT_CRIME; break; } case GameStruct.RoleStatus.STATUS_RED: //红名 { mi64Effect |= Define.KEEPEFFECT_RED; break; } case GameStruct.RoleStatus.STATUS_BLOCK: //黑名 { mi64Effect |= Define.KEEPEFFECT_DEEPRED; break; } case GameStruct.RoleStatus.STATUS_FLY: //雷霆万钧单独处理.要把xp满的包发下去 { mi64Effect |= Define.KEEPEFFECT_FLY; NetMsg.MsgUserAttribute msg = new NetMsg.MsgUserAttribute(); msg.role_id = play.GetTypeId(); msg.Create(null, null); msg.AddAttribute(GameStruct.UserAttribute.STATUS, (uint)GetEffect(false)); msg.AddAttribute(GameStruct.UserAttribute.STATUS1, (uint)GetEffect());//这是xp满的标识 play.BroadcastBuffer(msg.GetBuffer(), true); bSendState = false; break; } case GameStruct.RoleStatus.STATUS_HIDDEN: { mi64Effect |= Define.KEEPEFFECT_HIDDEN; break; } case GameStruct.RoleStatus.STATUS_HEILONGWU: { mi64Effect |= Define.KEEPEFFECT_HEILONGWU; break; } case GameStruct.RoleStatus.STATUS_YUANSUZHANGKONG: { //修改元素掌控状态 play.ChangeAttribute(GameStruct.UserAttribute.YUANSUZHANGKONG,512,true); //添加buff byte[] data1 = { 48, 0, 103, 4 }; byte[] data2 = { 128, 81, 1, 0, 100, 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, 2, 0, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteBuff(data1); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data2); play.SendData(outpack.Flush()); bSendState = false; break; } case GameStruct.RoleStatus.STATUS_JUYANSHENGDUN: //法师 巨岩圣盾 { byte[] data1 = { 48, 0, 103, 4 }; byte[] data2 = { 132, 3, 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, 4, 0, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteBuff(data1); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data2); play.SendData(outpack.Flush()); bSendState = false; break; } case GameStruct.RoleStatus.STATUS_ANSHAXIELONG://亡灵巫师- 暗杀邪龙 { if (mObject_CALL != null) { mObject_CALL.ClearThis(); } GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.ANSHAXIELONG_MONSTER_ID); if (monster == null) { Log.Instance().WriteLog("创建暗沙邪龙失败!!,无此怪物id!"); break; } int nx = play.GetCurrentX()+GameStruct.DIR._DELTA_X[play.GetDir()]; int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()]; mObject_CALL = new AnShaXieLongObject(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai); play.GetGameMap().AddObject(mObject_CALL, null); mObject_CALL.RefreshVisibleObject(); mObject_CALL.Alive(false); break; } case GameStruct.RoleStatus.STATUS_MINGGUOSHENGNV: //冥国圣女 { if (mObject_CALL != null) { mObject_CALL.ClearThis(); } GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.MINGGUOSHENGNV_MONSTER_ID); if (monster == null) { Log.Instance().WriteLog("创建冥国圣女失败!!,无此怪物id!"); break; } int nx = play.GetCurrentX() + GameStruct.DIR._DELTA_X[play.GetDir()]; int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()]; mObject_CALL = new MingGuoShengNv(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai); play.GetGameMap().AddObject(mObject_CALL, null); mObject_CALL.RefreshVisibleObject(); mObject_CALL.Alive(false); break; } case GameStruct.RoleStatus.STATUS_WANGNIANWULING: //亡念巫灵 { if (mObject_CALL != null) { mObject_CALL.ClearThis(); } GameStruct.MonsterInfo monster = ConfigManager.Instance().GetMonsterInfo(Define.WANGNIANWULONG_MONSTER_ID); if (monster == null) { Log.Instance().WriteLog("创建亡念巫灵失败!!,无此怪物id!"); break; } int nx = play.GetCurrentX() + GameStruct.DIR._DELTA_X[play.GetDir()]; int ny = play.GetCurrentY() + GameStruct.DIR._DELTA_Y[play.GetDir()]; mObject_CALL = new WangNianWuLing(play, (short)nx, (short)ny, play.GetDir(), monster.id, monster.ai); play.GetGameMap().AddObject(mObject_CALL, null); mObject_CALL.RefreshVisibleObject(); mObject_CALL.Alive(false); break; } case GameStruct.RoleStatus.STATUS_HUASHENWANGLING: { mi64EffectEx |= Define.KEEPEFFECT_HUASHENWULING; break; } case GameStruct.RoleStatus.STATUS_HUASHENWUSHI: { DeleteStatus(GameStruct.RoleStatus.STATUS_HUASHENWANGLING); break; } case GameStruct.RoleStatus.STATUS_ZHAOHUANWUHUAN: { mi64Effect |= Define.KEEPEFFECT_ZHAOHUANWUHUAN; break; } case GameStruct.RoleStatus.STATUS_MIXINSHU: //血族 迷心术 { mi64EffectEx |= Define.KEEPEFFECT_MIXINSHU; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); //buff byte[] data = { 120, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 32, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; outpack.WriteUInt16(48); outpack.WriteUInt16(1127); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data); play.SendData(outpack.Flush()); break; } case GameStruct.RoleStatus.STATUS_XUEXI: //血族 血袭 { mi64EffectEx |= Define.KEEPEFFECT_XUEXI; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); byte[] data = { 60, 0, 0, 0, 35, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 }; outpack.WriteUInt16(48); outpack.WriteUInt16(1127); outpack.WriteUInt32(play.GetTypeId()); outpack.WriteBuff(data); play.SendData(outpack.Flush()); break; } case GameStruct.RoleStatus.STATUS_DIE: //死亡状态 { mi64Effect |= Define.KEEPEFFECT_DIE; break; } } if (bSendState) { this.SendState(); // play.ChangeAttribute(state, GetEffect(state == GameStruct.UserAttribute.STATUS1),true); } //if (GetEffect() != nOldEff) //{ // play.ChangeAttribute(state, GetEffect()); //} }
public override bool Run() { bool ret = base.Run(); //距离超出- if (!this.GetPoint().CheckVisualDistance(mPlay.GetCurrentX(), mPlay.GetCurrentY(), DIS)) { mPlay.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_WANGNIANWULING); return false; } //刷新周围对象以便寻找目标 if (this.GetAi().GetTargetObject() == null) { if (System.Environment.TickCount - mnRefreshTick > REFRESHTIME) { this.RefreshVisibleObject(); mnRefreshTick = System.Environment.TickCount; } } if (mAddHP_Time.ToNextTime()) { if (mPlay.GetBaseAttr().life < mPlay.GetBaseAttr().life_max) { int nAddHP = (int)(mPlay.GetBaseAttr().life_max * 0.05);//百分之五的血量 mPlay.ChangeAttribute(GameStruct.UserAttribute.LIFE, nAddHP, true); NetMsg.MsgMonsterMagicInjuredInfo magicattack = new NetMsg.MsgMonsterMagicInjuredInfo(); magicattack.roleid = this.GetTypeId(); magicattack.role_x = this.GetCurrentX(); magicattack.role_y = this.GetCurrentY(); magicattack.tag = 21; magicattack.magicid = 6055; magicattack.magiclv = 0; magicattack.monsterid = mPlay.GetTypeId(); magicattack.injuredvalue = (uint)nAddHP; this.BrocatBuffer(magicattack.GetBuffer()); byte[] data2 = { 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, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(); outpack.WriteUInt16(88); outpack.WriteUInt16(1105); outpack.WriteUInt32(this.GetTypeId()); outpack.WriteUInt32(mPlay.GetTypeId()); outpack.WriteUInt16(6055); //技能id outpack.WriteUInt16(0);//技能等级 outpack.WriteByte(this.GetDir()); outpack.WriteByte(1); //类型 outpack.WriteUInt32(0); outpack.WriteUInt32(0); outpack.WriteUInt32(0); outpack.WriteUInt16(0); outpack.WriteUInt32(mPlay.GetTypeId()); outpack.WriteInt32(nAddHP); outpack.WriteBuff(data2); this.BrocatBuffer(outpack.Flush()); //NetMsg.MsgGroupM;agicAttackInfo magicattackex = new NetMsg.MsgGroupMagicAttackInfo(); //magicattackex.nID = this.GetTypeId(); //magicattackex.nX = this.GetCurrentX(); //magicattackex.nY = this.GetCurrentX(); //magicattackex.nMagicID = 6055; //magicattackex.nMagicLv = 0; //magicattackex.bDir = this.GetDir(); //this.BrocatBuffer(magicattackex.GetBuffer()); } } return ret; }
public override bool Run() { bool ret = base.Run(); //距离超出- if (!this.GetPoint().CheckVisualDistance(mPlay.GetCurrentX(), mPlay.GetCurrentY(), DIS)) { mPlay.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_WANGNIANWULING); return(false); } //刷新周围对象以便寻找目标 if (this.GetAi().GetTargetObject() == null) { if (System.Environment.TickCount - mnRefreshTick > REFRESHTIME) { this.RefreshVisibleObject(); mnRefreshTick = System.Environment.TickCount; } } if (mAddHP_Time.ToNextTime()) { if (mPlay.GetBaseAttr().life < mPlay.GetBaseAttr().life_max) { int nAddHP = (int)(mPlay.GetBaseAttr().life_max * 0.05);//百分之五的血量 mPlay.ChangeAttribute(GameStruct.UserAttribute.LIFE, nAddHP, true); NetMsg.MsgMonsterMagicInjuredInfo magicattack = new NetMsg.MsgMonsterMagicInjuredInfo(); magicattack.roleid = this.GetTypeId(); magicattack.role_x = this.GetCurrentX(); magicattack.role_y = this.GetCurrentY(); magicattack.tag = 21; magicattack.magicid = 6055; magicattack.magiclv = 0; magicattack.monsterid = mPlay.GetTypeId(); magicattack.injuredvalue = (uint)nAddHP; this.BrocatBuffer(magicattack.GetBuffer()); byte[] data2 = { 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, 0 }; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(); outpack.WriteUInt16(88); outpack.WriteUInt16(1105); outpack.WriteUInt32(this.GetTypeId()); outpack.WriteUInt32(mPlay.GetTypeId()); outpack.WriteUInt16(6055); //技能id outpack.WriteUInt16(0); //技能等级 outpack.WriteByte(this.GetDir()); outpack.WriteByte(1); //类型 outpack.WriteUInt32(0); outpack.WriteUInt32(0); outpack.WriteUInt32(0); outpack.WriteUInt16(0); outpack.WriteUInt32(mPlay.GetTypeId()); outpack.WriteInt32(nAddHP); outpack.WriteBuff(data2); this.BrocatBuffer(outpack.Flush()); //NetMsg.MsgGroupM;agicAttackInfo magicattackex = new NetMsg.MsgGroupMagicAttackInfo(); //magicattackex.nID = this.GetTypeId(); //magicattackex.nX = this.GetCurrentX(); //magicattackex.nY = this.GetCurrentX(); //magicattackex.nMagicID = 6055; //magicattackex.nMagicLv = 0; //magicattackex.bDir = this.GetDir(); //this.BrocatBuffer(magicattackex.GetBuffer()); } } return(ret); }
public void GetFriendInfo(int playerid) { PlayerObject obj = UserEngine.Instance().FindPlayerObjectToPlayerId(playerid); if (obj == null) return; GameBase.Network.PacketOut outpack = new GameBase.Network.PacketOut(play.GetGamePackKeyEx()); outpack.WriteUInt16(52); outpack.WriteUInt16(2033); outpack.WriteInt32(playerid); outpack.WriteUInt32(obj.GetBaseAttr().lookface); outpack.WriteByte(obj.GetBaseAttr().level); outpack.WriteByte(obj.GetBaseAttr().profession); //职业 outpack.WriteInt32(0); outpack.WriteInt16(0); outpack.WriteByte(206); outpack.WriteByte(222); byte[] data = new byte[30]; outpack.WriteBuff(data); play.SendData(outpack.Flush()); }