Esempio n. 1
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 public void SetDisplayItemsFromRenderData(CharRenderData newRenderData)
 {
     EquipItem(ItemType.Boots, (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Boots, newRenderData.boots) ?? new ItemRecord()).ID, newRenderData.boots, true);
     EquipItem(ItemType.Armor, (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Armor, newRenderData.armor) ?? new ItemRecord()).ID, newRenderData.armor, true);
     EquipItem(ItemType.Hat, (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Hat, newRenderData.hat) ?? new ItemRecord()).ID, newRenderData.hat, true);
     EquipItem(ItemType.Shield, (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Shield, newRenderData.shield) ?? new ItemRecord()).ID, newRenderData.shield, true);
     EquipItem(ItemType.Weapon, (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Weapon, newRenderData.weapon) ?? new ItemRecord()).ID, newRenderData.weapon, true);
 }
Esempio n. 2
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        public Character(PacketAPI api, int id, CharRenderData data)
        {
            m_packetAPI = api;
            ID = id;
            RenderData = data ?? new CharRenderData();

            Inventory = new List<InventoryItem>();
            Spells = new List<CharacterSpell>();
            PaperDoll = new short[(int)EquipLocation.PAPERDOLL_MAX];
        }
Esempio n. 3
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        public Character(PacketAPI api, int id, CharRenderData data)
        {
            m_packetAPI = api;
            ID          = id;
            RenderData  = data ?? new CharRenderData();

            Inventory = new List <InventoryItem>();
            Spells    = new List <CharacterSpell>();
            PaperDoll = new short[(int)EquipLocation.PAPERDOLL_MAX];
        }
Esempio n. 4
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        public Character()
        {
            //mock all members with non-null fields
            //PacketAPI cannot be mocked...
            Inventory = new List<InventoryItem>();
            Spells = new List<CharacterSpell>();
            PaperDoll = new short[1];

            Stats = new CharStatData();
            RenderData = new CharRenderData();

            Name = PaddedGuildTag = GuildName = GuildRankStr = "";
        }
Esempio n. 5
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        public Character()
        {
            //mock all members with non-null fields
            //PacketAPI cannot be mocked...
            Inventory = new List <InventoryItem>();
            Spells    = new List <CharacterSpell>();
            PaperDoll = new short[1];

            Stats      = new CharStatData();
            RenderData = new CharRenderData();

            Name = PaddedGuildTag = GuildName = GuildRankStr = "";
        }
Esempio n. 6
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        //public void SetGamePlayerID(int newId)
        //{
        //	GamePlayerID = newId;
        //}

        public bool SetActiveCharacter(PacketAPI api, int id)
        {
            if (ActiveCharacter != null)
            {
                Logger.Log("Setting Active Character to new ID {0}", id);
            }
            CharRenderData activeData = CharData.FirstOrDefault(d => d.id == id);

            if (activeData == null)
            {
                return(false);
            }
            ActiveCharacter = new Character(api, id, activeData);
            return(true);
        }
Esempio n. 7
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        //constructs a character from a packet sent from the server
        public Character(PacketAPI api, CharacterData data)
        {
            //initialize lists
            m_packetAPI = api;

            Inventory = new List<InventoryItem>();
            Spells = new List<CharacterSpell>();
            PaperDoll = new short[(int)EquipLocation.PAPERDOLL_MAX];

            Name = data.Name;

            ID = data.ID;
            CurrentMap = data.Map;
            X = data.X;
            Y = data.Y;

            PaddedGuildTag = data.GuildTag;

            RenderData = new CharRenderData
            {
                facing = data.Direction,
                level = data.Level,
                gender = data.Gender,
                hairstyle = data.HairStyle,
                haircolor = data.HairColor,
                race = data.Race
            };

            Stats = new CharStatData
            {
                maxhp = data.MaxHP,
                hp = data.HP,
                maxtp = data.MaxTP,
                tp = data.TP
            };

            EquipItem(ItemType.Boots, 0, data.Boots, true);
            EquipItem(ItemType.Armor, 0, data.Armor, true);
            EquipItem(ItemType.Hat, 0, data.Hat, true);
            EquipItem(ItemType.Shield, 0, data.Shield, true);
            EquipItem(ItemType.Weapon, 0, data.Weapon, true);

            RenderData.SetSitting(data.Sitting);
            RenderData.SetHidden(data.Hidden);
        }
Esempio n. 8
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        //constructs a character from a packet sent from the server
        public Character(PacketAPI api, CharacterData data)
        {
            //initialize lists
            m_packetAPI = api;

            Inventory = new List <InventoryItem>();
            Spells    = new List <CharacterSpell>();
            PaperDoll = new short[(int)EquipLocation.PAPERDOLL_MAX];

            Name = data.Name;

            ID         = data.ID;
            CurrentMap = data.Map;
            X          = data.X;
            Y          = data.Y;

            PaddedGuildTag = data.GuildTag;

            RenderData = new CharRenderData
            {
                facing    = data.Direction,
                level     = data.Level,
                gender    = data.Gender,
                hairstyle = data.HairStyle,
                haircolor = data.HairColor,
                race      = data.Race
            };

            Stats = new CharStatData
            {
                maxhp = data.MaxHP,
                hp    = data.HP,
                maxtp = data.MaxTP,
                tp    = data.TP
            };

            EquipItem(ItemType.Boots, 0, data.Boots, true);
            EquipItem(ItemType.Armor, 0, data.Armor, true);
            EquipItem(ItemType.Hat, 0, data.Hat, true);
            EquipItem(ItemType.Shield, 0, data.Shield, true);
            EquipItem(ItemType.Weapon, 0, data.Weapon, true);

            RenderData.SetSitting(data.Sitting);
            RenderData.SetHidden(data.Hidden);
        }
Esempio n. 9
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 public void ProcessCharacterData(CharacterRenderData[] dataArray)
 {
     CharData = new CharRenderData[dataArray.Length];
     for (int i = 0; i < CharData.Length; ++i)
     {
         CharData[i] = new CharRenderData
         {
             name = dataArray[i].Name,
             id = dataArray[i].ID,
             level = dataArray[i].Level,
             gender = dataArray[i].Gender,
             hairstyle = dataArray[i].HairStyle,
             haircolor = dataArray[i].HairColor,
             race = dataArray[i].Race,
             admin = (byte)dataArray[i].AdminLevel,
             boots = dataArray[i].Boots,
             armor = dataArray[i].Armor,
             hat = dataArray[i].Hat,
             shield = dataArray[i].Shield,
             weapon = dataArray[i].Weapon
         };
     }
 }
Esempio n. 10
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 public void ProcessCharacterData(CharacterRenderData[] dataArray)
 {
     CharData = new CharRenderData[dataArray.Length];
     for (int i = 0; i < CharData.Length; ++i)
     {
         CharData[i] = new CharRenderData
         {
             name      = dataArray[i].Name,
             id        = dataArray[i].ID,
             level     = dataArray[i].Level,
             gender    = dataArray[i].Gender,
             hairstyle = dataArray[i].HairStyle,
             haircolor = dataArray[i].HairColor,
             race      = dataArray[i].Race,
             admin     = (byte)dataArray[i].AdminLevel,
             boots     = dataArray[i].Boots,
             armor     = dataArray[i].Armor,
             hat       = dataArray[i].Hat,
             shield    = dataArray[i].Shield,
             weapon    = dataArray[i].Weapon
         };
     }
 }
Esempio n. 11
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 public void SetDisplayItemsFromRenderData(CharRenderData newRenderData)
 {
     EquipItem(ItemType.Boots,  (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Boots,  newRenderData.boots)  ?? new ItemRecord()).ID, newRenderData.boots,  true);
     EquipItem(ItemType.Armor,  (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Armor,  newRenderData.armor)  ?? new ItemRecord()).ID, newRenderData.armor,  true);
     EquipItem(ItemType.Hat,    (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Hat,    newRenderData.hat)    ?? new ItemRecord()).ID, newRenderData.hat,    true);
     EquipItem(ItemType.Shield, (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Shield, newRenderData.shield) ?? new ItemRecord()).ID, newRenderData.shield, true);
     EquipItem(ItemType.Weapon, (short)(World.Instance.EIF.GetItemRecordByDollGraphic(ItemType.Weapon, newRenderData.weapon) ?? new ItemRecord()).ID, newRenderData.weapon, true);
 }
        /// <summary>
        /// Construct a character renderer in-game
        /// </summary>
        /// <param name="charToRender">The character data that should be wrapped by this renderer</param>
        public EOCharacterRenderer(Character charToRender)
        {
            //this has been happening when shit gets disconnected due to invalid sequence or internal packet id
            if (charToRender == null)
            {
                EOGame.Instance.LostConnectionDialog();
                return;
            }

            spriteSheet = new EOSpriteSheet(charToRender);
            _char = charToRender;
            _data = charToRender.RenderData;
            Texture2D tmpSkin = spriteSheet.GetSkin(false, out m_skinSourceRect);
            if (_char != World.Instance.MainPlayer.ActiveCharacter)
            {
                drawArea = new Rectangle(
                    _char.OffsetX + 304 - World.Instance.MainPlayer.ActiveCharacter.OffsetX,
                    _char.OffsetY + 91 - World.Instance.MainPlayer.ActiveCharacter.OffsetY,
                    m_skinSourceRect.Width, m_skinSourceRect.Height); //set based on size of the sprite and location of charToRender
            }
            else
            {
                drawArea = new Rectangle((618 - m_skinSourceRect.Width) / 2 + 4, (298 - m_skinSourceRect.Height) / 2 - 29, m_skinSourceRect.Width, m_skinSourceRect.Height);
                noLocUpdate = true; //make sure not to update the drawArea rectangle in the update method
            }
            Data.SetUpdate(true);
            _prevKeyState = Keyboard.GetState();

            //get the top pixel!
            Color[] skinData = new Color[m_skinSourceRect.Width * m_skinSourceRect.Height];
            tmpSkin.GetData(0, m_skinSourceRect, skinData, 0, skinData.Length);
            int i = 0;
            while (i < skinData.Length && skinData[i].A == 0) i++;
            //account for adjustment in drawing the skin in the draw method
            TopPixel = (Data.gender == 0 ? 12 : 13) + (i == skinData.Length - 1 ? 0 : i / m_skinSourceRect.Height);

            m_chatBubble = new EOChatBubble(this);
            m_damageCounter = new DamageCounter(this, GetType());
        }
        /// <summary>
        /// Construct a character renderer pre-game (character creation dialog, character list)
        /// </summary>
        /// <param name="drawLocation">Where to draw it</param>
        /// <param name="data">Render data to use for drawing</param>
        public EOCharacterRenderer(Vector2 drawLocation, CharRenderData data)
            : base(drawLocation, null)
        {
            noLocUpdate = true;
            _char = new Character(null, -1, data);
            spriteSheet = new EOSpriteSheet(_char);
            //when this is a part of a dialog, the drawareaoffset will be set accordingly and is used in the draw method
            //otherwise, it will just draw it at the absolute location specified by drawArea

            drawArea = new Rectangle((int) drawLocation.X, (int) drawLocation.Y, 1, 1);
            Data.SetUpdate(true);

            if (data.name.Length > 0)
            {
                //362, 167 abs loc
                levelLabel = new XNALabel(new Rectangle(-32, 75, 1, 1), "Microsoft Sans Serif", 8.75f)
                {
                    ForeColor = System.Drawing.Color.FromArgb(0xFF, 0xb4, 0xa0, 0x8c),
            // ReSharper disable SpecifyACultureInStringConversionExplicitly
                    Text = data.level.ToString()
            // ReSharper restore SpecifyACultureInStringConversionExplicitly
                };
                levelLabel.SetParent(this);

                //504, 93 abs loc
                nameLabel = new XNALabel(new Rectangle(104, 2, 89, 22), "Microsoft Sans Serif", 8.5f)
                {
                    ForeColor = System.Drawing.Color.FromArgb(0xFF, 0xb4, 0xa0, 0x8c),
                    Text = ((char) (data.name[0] - 32)) + data.name.Substring(1),
                    TextAlign = System.Drawing.ContentAlignment.MiddleCenter,
                    AutoSize = false
                };
                nameLabel.SetParent(this);

                adminGraphic = GFXLoader.TextureFromResource(GFXTypes.PreLoginUI, 22);
                if (data.admin == 1)
                {
                    adminRect = new Rectangle(252, 39, 17, 17);
                }
                else if (data.admin > 1)
                {
                    adminRect = new Rectangle(233, 39, 17, 17);
                }
                else
                {
                    adminRect = null;
                }
            }
        }