Esempio n. 1
0
 public Inventory(Mooege.Core.GS.Player.Player owner)
 {
     this._owner = owner;
     this.Items = new Dictionary<uint, Item>();
     this._equipment = new Equipment(owner);
     this._inventoryStash = new Stash(owner, 6, 10);
 }
Esempio n. 2
0
 public Inventory(Mooege.Core.GS.Player.Player owner)
 {
     this._owner = owner;
     this.Items = new Dictionary<uint, Item>();
     this._equipment = new uint[16];
     this._backpack = new uint[6, 10];
     this._goldItem = null;
 }
Esempio n. 3
0
        private uint[] _equipment;      // array of equiped items_id  (not item)

        public Equipment(Player owner){
            this._equipment = new uint[16];
            this._inventoryGold = null;           
            this._owner = owner;
        }
Esempio n. 4
0
 public Stash(Player owner, int rows, int columns)
 {
     this._backpack = new uint[rows, columns];
     this._owner = owner;
 }
Esempio n. 5
0
        public void OnNewPlayer(GameClient client, JoinBNetGameMessage message)
        {
            client.BnetClient = GameManager.AvailableGames[(ulong)message.GameId].Clients.FirstOrDefault();
            if (client.BnetClient == null)
            {
                Logger.Warn("Couldn't find bnet client for joined client/player!");
                return;
            }

            client.BnetClient.InGameClient = client;

            client.SendMessageNow(new VersionsMessage(message.SNOPackHash));
            client.SendMessage(new ConnectionEstablishedMessage
            {
                Field0 = 0x00000000,
                Field1 = 0x4BB91A16,
                SNOPackHash = message.SNOPackHash,
            });
            client.SendMessage(new GameSetupMessage
            {
                Field0 = 0x00000077,
            });
            client.SendMessage(new SavePointInfoMessage
            {
                snoLevelArea = -1,
            });
            client.SendMessage(new HearthPortalInfoMessage
            {
                snoLevelArea = -1,
                Field1 = -1,
            });
            // transition player to act so client can load act related data? /raist
            client.SendMessage(new ActTransitionMessage
            {
                Field0 = 0x00000000,
                Field1 = true,
            });

            var player = new Mooege.Core.GS.Player.Player(this.Game.StartWorld, client, client.BnetClient.CurrentToon);
            client.Player = player;
        }