Esempio n. 1
0
        void RecvCreateActionDisplayAtEntity(IIPSocket conn, BitStream r)
        {
            ActionDisplayID actionDisplayId = r.ReadActionDisplayID();
            MapEntityIndex sourceEntityIndex = r.ReadMapEntityIndex();
            bool hasTarget = r.ReadBool();
            MapEntityIndex? targetEntityIndex = hasTarget ? r.ReadMapEntityIndex() : (MapEntityIndex?)null;

            // Get the entities
            var sourceEntity = _objGrabber.GetDynamicEntity<Character>(sourceEntityIndex);
            if (sourceEntity == null)
                return;

            var targetEntity = targetEntityIndex.HasValue ? _objGrabber.GetDynamicEntity<Character>(targetEntityIndex.Value) : null;

            // Get the action display
            var ad = ActionDisplayScripts.ActionDisplays[actionDisplayId];
            if (ad == null)
                return;

            // Create
            ad.Execute(Map, sourceEntity, targetEntity);
        }
Esempio n. 2
0
        void RecvCharAttack(IIPSocket conn, BitStream r)
        {
            // Read the values
            var attackerID = r.ReadMapEntityIndex();

            MapEntityIndex? attackedID;
            if (r.ReadBool())
                attackedID = r.ReadMapEntityIndex();
            else
                attackedID = null;

            ActionDisplayID? actionDisplayIDNullable;
            if (r.ReadBool())
                actionDisplayIDNullable = r.ReadActionDisplayID();
            else
                actionDisplayIDNullable = null;

            // Get the object references using the IDs provided
            var attacker = _objGrabber.GetDynamicEntity<Character>(attackerID);
            if (attacker == null)
                return;

            DynamicEntity attacked = attackedID.HasValue ? Map.GetDynamicEntity(attackedID.Value) : null;

            // Use the default ActionDisplayID if we were provided with a null value
            ActionDisplayID actionDisplayID = !actionDisplayIDNullable.HasValue ? GameData.DefaultActionDisplayID : actionDisplayIDNullable.Value;

            // Get the ActionDisplay to use and, if valid, execute it
            var actionDisplay = ActionDisplayScripts.ActionDisplays[actionDisplayID];
            if (actionDisplay != null)
                actionDisplay.Execute(Map, attacker, attacked);
        }