Exemple #1
0
        /// <summary>
        /// Load player corpses and add them to the corpse list.
        /// </summary>
        /// <returns></returns>
        public static CorpseData Load()
        {
            string        filename      = FileLocation.SystemDirectory + FileLocation.CorpseFile;
            string        blankFilename = FileLocation.BlankSystemFileDirectory + FileLocation.CorpseFile;
            XmlSerializer serializer    = new XmlSerializer(typeof(CorpseData));
            Stream        stream        = null;

            try
            {
                try
                {
                    stream = new FileStream(filename, FileMode.Open, FileAccess.Read, FileShare.None);
                }
                catch (FileNotFoundException)
                {
                    Log.Info("Corpse file not found, using blank file.");
                    File.Copy(blankFilename, filename);
                    stream = new FileStream(filename, FileMode.Open, FileAccess.Read, FileShare.None);
                }
                CorpseData data = (CorpseData)serializer.Deserialize(stream);
                stream.Close();
                return(data);
            }
            catch (Exception ex)
            {
                Log.Error("Exception in CorpseData.Load(): " + ex);
                return(new CorpseData());
            }
        }
Exemple #2
0
        /// <summary>
        /// Loads the entire MUD database including all classes, races, areas, helps, sytem data, etc.
        /// </summary>
        public void LoadDatabase()
        {
            DatabaseIsBooting = true;

            Log.Trace( DateTime.Now.ToShortDateString() + " BOOT: -------------------------[ Boot Log ]-------------------------" );

            Log.Trace("Validating that player directories exist.");
            for (Char letter = 'a'; letter <= 'z'; letter++)
            {
                String directory = FileLocation.PlayerDirectory + letter;
                if (!Directory.Exists(directory))
                {
                    Log.Trace("Creating directory: " + directory + ".");
                    Directory.CreateDirectory(directory);
                }
            }
            Log.Trace("Player directories validated.");

            Log.Trace( "Loading Database.SystemData." );
            Sysdata.Load();
            SystemData.CurrentTime = DateTime.Now;
            SystemData.GameBootTime = SystemData.CurrentTime;

            // Set time and weather.
            Log.Trace( "Setting time and weather." );
            SystemData.SetWeather();

            Log.Trace("Loading static rooms.");
            StaticRooms.Load();
            Log.Trace("Loaded " + StaticRooms.Count + " static rooms.");

            Log.Trace("Loading spells.");
            Spell.LoadSpells();
            Log.Trace("Loaded " + Spell.SpellList.Count + " spells.");

            Log.Trace("Loading skills.");
            Skill.LoadSkills();
            Log.Trace("Loaded " + Skill.SkillList.Count + " skills.");

            Log.Trace( "Loading races." );
            Race.LoadRaces();
            Log.Trace( "Loaded " + Race.Count + " races." );

            Log.Trace( "Initializing skill Levels." );
            {
                int cclass;

                foreach (KeyValuePair<String, Skill> kvp in Skill.SkillList)
                {
                    for (cclass = 0; cclass < CharClass.ClassList.Length; cclass++)
                        kvp.Value.ClassAvailability[ cclass ] = Limits.LEVEL_LESSER_GOD;
                }
                foreach (KeyValuePair<String, Spell> kvp in Spell.SpellList)
                {
                    for (cclass = 0; cclass < CharClass.ClassList.Length; cclass++)
                        kvp.Value.SpellCircle[cclass] = Limits.MAX_CIRCLE + 3;
                }
            }

            Log.Trace( "Loading classes." );
            CharClass.LoadClasses(true);
            Log.Trace( "Loaded " + CharClass.Count + " classes." );

            Log.Trace("Assigning spell circles.");
            AssignSpellCircles();
            Log.Trace("Assigned spell circles.");

            Log.Trace( "Loading socials." );
            SocialList = Socials.Load();
            Log.Trace( "Loaded " + Social.Count + " socials." );

            Log.Trace( "Loading bans." );
            LoadBans();
            Log.Trace( "Loaded " + BanList.Count + " bans." );

            Log.Trace( "Loading help entries." );
            HelpList = Help.Load(FileLocation.SystemDirectory + FileLocation.HelpFile);
            Log.Trace( "Loaded " + Help.Count + " help entries." );

            Log.Trace( "Loading screens." );
            Screen.Load(FileLocation.SystemDirectory + FileLocation.ScreenFile, FileLocation.BlankSystemFileDirectory + FileLocation.ScreenFile);
            Log.Trace( "Loaded " + Screen.Count + " screens." );

            // Chatbots have to be loaded before mobs.
            Log.Trace( "Loading chatbots." );
            ChatterBot.Load();
            Log.Trace( "Loaded " + ChatterBot.Count + " chatbots." );

            // Read in all the area files.
            Log.Trace( "Reading in area files..." );
            LoadAreaFiles();
            Log.Trace( "Loaded " + Area.Count + " areas." );

            string buf = String.Format( "Loaded {0} mobs, {1} objects, {2} rooms, {3} shops, {4} helps, {5} resets, and {6} quests.",
                                        MobTemplate.Count, ObjTemplate.Count, Room.Count, Shop.Count, Help.Count, Reset.Count, QuestData.Count );
            Log.Trace( buf );

            Log.Trace( "Loading guilds." );
            Guild.LoadGuilds();
            Log.Trace( "Loaded " + Guild.Count + " guilds." );

            Log.Trace( "Loading corpses." );
            CorpseList = CorpseData.Load();
            Log.Trace( "Loaded " + CorpseData.Count + " corpses." );

            Log.Trace( "Loading crimes." );
            Crime.Load();
            Log.Trace( "Loaded " + Crime.Count + " crimes." );

            Log.Trace( "Loading fraglist." );
            FraglistData.Fraglist.Load();

            Log.Trace( "Loading issues." );
            Issue.Load();
            Log.Trace( "Loaded " + Issue.Count + " issues." );

            Log.Trace("Loading bounties.");
            Bounty.Load();
            Log.Trace("Loaded " + Bounty.Count + " bounties.");

            Log.Trace("Initializing movement parameters.");
            Movement.Initialize();
            Log.Trace("Movement parameters initialized.");

            // Only compile spells that have attached code.  Otherwise use default handlers.
            Log.Trace("Compiling spells.");
            int good = 0;
            int bad = 0;
            foreach (KeyValuePair<String, Spell> kvp in Spell.SpellList)
            {
                if( !String.IsNullOrEmpty(kvp.Value.Code))
                {
                    if (!SpellFunction.CompileSpell(kvp.Value))
                    {
                        ++bad;
                    }
                    else
                    {
                        ++good;
                    }
                }
            }
            Log.Trace("Done compiling spells. " + good + " were successful, " + bad + " failed.");

            // Links up exits and makes rooms runtime-ready so we can access them.
            Log.Trace( "Linking exits." );
            LinkExits();

            // This has to be after LinkExits().
            Log.Trace("Loading zone connections.");
            ZoneConnectionList = ZoneConnection.Load();
            // Link zones together based on file.
            foreach (ZoneConnection connection in ZoneConnectionList)
            {
                RoomTemplate room1 = Room.GetRoom(connection.FirstRoomNumber);
                RoomTemplate room2 = Room.GetRoom(connection.SecondRoomNumber);
                Exit.Direction direction = connection.FirstToSecondDirection;
                if (room1 != null && room2 != null && direction != Exit.Direction.invalid)
                {
                    Exit exit = new Exit();
                    exit.TargetRoom = room2;
                    exit.IndexNumber = connection.SecondRoomNumber;
                    room1.ExitData[(int)direction] = exit;
                    exit = new Exit();
                    exit.TargetRoom = room1;
                    exit.IndexNumber = connection.FirstRoomNumber;
                    room2.ExitData[(int)Exit.ReverseDirection(direction)] = exit;
                    Log.Trace("Connected " + room1.Area.Name + " to " + room2.Area.Name + " at " + room1.IndexNumber);
                }
                else
                {
                    Log.Error("Unable to connect room " + connection.FirstRoomNumber + " to " + connection.SecondRoomNumber + " in direction " + connection.FirstToSecondDirection);
                }
            }
            Log.Trace("Loaded " + ZoneConnectionList.Count + " zone connections.");

            DatabaseIsBooting = false;
            Log.Trace( "Resetting areas." );
            AreaUpdate();

            Log.Trace( "Creating events." );
            Event.CreateEvent(Event.EventType.save_corpses, Event.TICK_SAVE_CORPSES, null, null, null);
            Event.CreateEvent(Event.EventType.save_sysdata, Event.TICK_SAVE_SYSDATA, null, null, null);
            Event.CreateEvent(Event.EventType.violence_update, Event.TICK_COMBAT_UPDATE, null, null, null);
            Event.CreateEvent(Event.EventType.area_update, Event.TICK_AREA, null, null, null);
            Event.CreateEvent(Event.EventType.room_update, Event.TICK_ROOM, null, null, null);
            Event.CreateEvent(Event.EventType.object_special, Event.TICK_OBJECT, null, null, null);
            Event.CreateEvent(Event.EventType.mobile_update, Event.TICK_MOBILE, null, null, null);
            Event.CreateEvent(Event.EventType.weather_update, Event.TICK_WEATHER, null, null, null);
            Event.CreateEvent(Event.EventType.char_update, Event.TICK_CHAR_UPDATE, null, null, null);
            Event.CreateEvent(Event.EventType.object_update, Event.TICK_OBJ_UPDATE, null, null, null);
            Event.CreateEvent(Event.EventType.aggression_update, Event.TICK_AGGRESS, null, null, null);
            Event.CreateEvent( Event.EventType.memorize_update, Event.TICK_MEMORIZE, null, null, null );
            Event.CreateEvent( Event.EventType.hit_gain, Event.TICK_HITGAIN, null, null, null );
            Event.CreateEvent( Event.EventType.mana_gain, Event.TICK_MANAGAIN, null, null, null );
            Event.CreateEvent( Event.EventType.move_gain, Event.TICK_MOVEGAIN, null, null, null );
            Event.CreateEvent( Event.EventType.heartbeat, Event.TICK_WEATHER, null, null, null );

            return;
        }
Exemple #3
0
        /// <summary>
        /// Loads the entire MUD database including all classes, races, areas, helps, sytem data, etc.
        /// </summary>
        public void LoadDatabase()
        {
            DatabaseIsBooting = true;

            Log.Trace(DateTime.Now.ToShortDateString() + " BOOT: -------------------------[ Boot Log ]-------------------------");

            Log.Trace("Validating that player directories exist.");
            for (Char letter = 'a'; letter <= 'z'; letter++)
            {
                String directory = FileLocation.PlayerDirectory + letter;
                if (!Directory.Exists(directory))
                {
                    Log.Trace("Creating directory: " + directory + ".");
                    Directory.CreateDirectory(directory);
                }
            }
            Log.Trace("Player directories validated.");

            Log.Trace("Loading Database.SystemData.");
            Sysdata.Load();
            SystemData.CurrentTime  = DateTime.Now;
            SystemData.GameBootTime = SystemData.CurrentTime;

            // Set time and weather.
            Log.Trace("Setting time and weather.");
            SystemData.SetWeather();

            Log.Trace("Loading static rooms.");
            StaticRooms.Load();
            Log.Trace("Loaded " + StaticRooms.Count + " static rooms.");

            Log.Trace("Loading spells.");
            Spell.LoadSpells();
            Log.Trace("Loaded " + Spell.SpellList.Count + " spells.");

            Log.Trace("Loading skills.");
            Skill.LoadSkills();
            Log.Trace("Loaded " + Skill.SkillList.Count + " skills.");

            Log.Trace("Loading races.");
            Race.LoadRaces();
            Log.Trace("Loaded " + Race.Count + " races.");

            Log.Trace("Initializing skill Levels.");
            {
                int cclass;

                foreach (KeyValuePair <String, Skill> kvp in Skill.SkillList)
                {
                    for (cclass = 0; cclass < CharClass.ClassList.Length; cclass++)
                    {
                        kvp.Value.ClassAvailability[cclass] = Limits.LEVEL_LESSER_GOD;
                    }
                }
                foreach (KeyValuePair <String, Spell> kvp in Spell.SpellList)
                {
                    for (cclass = 0; cclass < CharClass.ClassList.Length; cclass++)
                    {
                        kvp.Value.SpellCircle[cclass] = Limits.MAX_CIRCLE + 3;
                    }
                }
            }

            Log.Trace("Loading classes.");
            CharClass.LoadClasses(true);
            Log.Trace("Loaded " + CharClass.Count + " classes.");

            Log.Trace("Assigning spell circles.");
            AssignSpellCircles();
            Log.Trace("Assigned spell circles.");

            Log.Trace("Loading socials.");
            SocialList = Socials.Load();
            Log.Trace("Loaded " + Social.Count + " socials.");

            Log.Trace("Loading bans.");
            LoadBans();
            Log.Trace("Loaded " + BanList.Count + " bans.");

            Log.Trace("Loading help entries.");
            HelpList = Help.Load(FileLocation.SystemDirectory + FileLocation.HelpFile);
            Log.Trace("Loaded " + Help.Count + " help entries.");

            Log.Trace("Loading screens.");
            Screen.Load(FileLocation.SystemDirectory + FileLocation.ScreenFile, FileLocation.BlankSystemFileDirectory + FileLocation.ScreenFile);
            Log.Trace("Loaded " + Screen.Count + " screens.");

            // Chatbots have to be loaded before mobs.
            Log.Trace("Loading chatbots.");
            ChatterBot.Load();
            Log.Trace("Loaded " + ChatterBot.Count + " chatbots.");

            // Read in all the area files.
            Log.Trace("Reading in area files...");
            LoadAreaFiles();
            Log.Trace("Loaded " + Area.Count + " areas.");

            string buf = String.Format("Loaded {0} mobs, {1} objects, {2} rooms, {3} shops, {4} helps, {5} resets, and {6} quests.",
                                       MobTemplate.Count, ObjTemplate.Count, Room.Count, Shop.Count, Help.Count, Reset.Count, QuestData.Count);

            Log.Trace(buf);

            Log.Trace("Loading guilds.");
            Guild.LoadGuilds();
            Log.Trace("Loaded " + Guild.Count + " guilds.");

            Log.Trace("Loading corpses.");
            CorpseList = CorpseData.Load();
            Log.Trace("Loaded " + CorpseData.Count + " corpses.");

            Log.Trace("Loading crimes.");
            Crime.Load();
            Log.Trace("Loaded " + Crime.Count + " crimes.");

            Log.Trace("Loading fraglist.");
            FraglistData.Fraglist.Load();

            Log.Trace("Loading issues.");
            Issue.Load();
            Log.Trace("Loaded " + Issue.Count + " issues.");

            Log.Trace("Loading bounties.");
            Bounty.Load();
            Log.Trace("Loaded " + Bounty.Count + " bounties.");

            Log.Trace("Initializing movement parameters.");
            Movement.Initialize();
            Log.Trace("Movement parameters initialized.");

            // Only compile spells that have attached code.  Otherwise use default handlers.
            Log.Trace("Compiling spells.");
            int good = 0;
            int bad  = 0;

            foreach (KeyValuePair <String, Spell> kvp in Spell.SpellList)
            {
                if (!String.IsNullOrEmpty(kvp.Value.Code))
                {
                    if (!SpellFunction.CompileSpell(kvp.Value))
                    {
                        ++bad;
                    }
                    else
                    {
                        ++good;
                    }
                }
            }
            Log.Trace("Done compiling spells. " + good + " were successful, " + bad + " failed.");

            // Links up exits and makes rooms runtime-ready so we can access them.
            Log.Trace("Linking exits.");
            LinkExits();

            // This has to be after LinkExits().
            Log.Trace("Loading zone connections.");
            ZoneConnectionList = ZoneConnection.Load();
            // Link zones together based on file.
            foreach (ZoneConnection connection in ZoneConnectionList)
            {
                RoomTemplate   room1     = Room.GetRoom(connection.FirstRoomNumber);
                RoomTemplate   room2     = Room.GetRoom(connection.SecondRoomNumber);
                Exit.Direction direction = connection.FirstToSecondDirection;
                if (room1 != null && room2 != null && direction != Exit.Direction.invalid)
                {
                    Exit exit = new Exit();
                    exit.TargetRoom  = room2;
                    exit.IndexNumber = connection.SecondRoomNumber;
                    room1.ExitData[(int)direction] = exit;
                    exit             = new Exit();
                    exit.TargetRoom  = room1;
                    exit.IndexNumber = connection.FirstRoomNumber;
                    room2.ExitData[(int)Exit.ReverseDirection(direction)] = exit;
                    Log.Trace("Connected " + room1.Area.Name + " to " + room2.Area.Name + " at " + room1.IndexNumber);
                }
                else
                {
                    Log.Error("Unable to connect room " + connection.FirstRoomNumber + " to " + connection.SecondRoomNumber + " in direction " + connection.FirstToSecondDirection);
                }
            }
            Log.Trace("Loaded " + ZoneConnectionList.Count + " zone connections.");


            DatabaseIsBooting = false;
            Log.Trace("Resetting areas.");
            AreaUpdate();

            Log.Trace("Creating events.");
            Event.CreateEvent(Event.EventType.save_corpses, Event.TICK_SAVE_CORPSES, null, null, null);
            Event.CreateEvent(Event.EventType.save_sysdata, Event.TICK_SAVE_SYSDATA, null, null, null);
            Event.CreateEvent(Event.EventType.violence_update, Event.TICK_COMBAT_UPDATE, null, null, null);
            Event.CreateEvent(Event.EventType.area_update, Event.TICK_AREA, null, null, null);
            Event.CreateEvent(Event.EventType.room_update, Event.TICK_ROOM, null, null, null);
            Event.CreateEvent(Event.EventType.object_special, Event.TICK_OBJECT, null, null, null);
            Event.CreateEvent(Event.EventType.mobile_update, Event.TICK_MOBILE, null, null, null);
            Event.CreateEvent(Event.EventType.weather_update, Event.TICK_WEATHER, null, null, null);
            Event.CreateEvent(Event.EventType.char_update, Event.TICK_CHAR_UPDATE, null, null, null);
            Event.CreateEvent(Event.EventType.object_update, Event.TICK_OBJ_UPDATE, null, null, null);
            Event.CreateEvent(Event.EventType.aggression_update, Event.TICK_AGGRESS, null, null, null);
            Event.CreateEvent(Event.EventType.memorize_update, Event.TICK_MEMORIZE, null, null, null);
            Event.CreateEvent(Event.EventType.hit_gain, Event.TICK_HITGAIN, null, null, null);
            Event.CreateEvent(Event.EventType.mana_gain, Event.TICK_MANAGAIN, null, null, null);
            Event.CreateEvent(Event.EventType.move_gain, Event.TICK_MOVEGAIN, null, null, null);
            Event.CreateEvent(Event.EventType.heartbeat, Event.TICK_WEATHER, null, null, null);

            return;
        }