Esempio n. 1
0
 public override void onPlayerMove(PlayerMoveEvent Event)
 {
     Player p = Event.Sender as Player;
     //p.sendMessage("You are on tile: x=" + p.TileLocation.X + " y=" + p.TileLocation.Y);
     foreach ( RegisteredPattern rp in registeredPatterns) {
         //p.sendMessage("Player is in x=" + (int)(Event.Location.X / 16) + " y=" + (int)(Event.Location.Y / 16));
         //p.sendMessage("Rune location is y=" + rp.y + " ( " + (rp.y - 1) + " ) and x between " + rp.x + " and " + rp.x + rp.patt.sizeX);
         if ((int)(Event.Location.Y/16) == (rp.y - rp.patt.sizeY - 1) && ((int)(Event.Location.X/16) >= rp.x && (int)(Event.Location.X/16) <= rp.x+rp.patt.sizeX))
         {
             p.sendMessage("Activating rune: " + rp.patt.name);
             p.teleportTo( Main.spawnTileX*16 , Main.spawnTileY*16);
         }
     }
     base.onPlayerMove(Event);
 }
        public override void onPlayerMove(PlayerMoveEvent Event)
        {
            //base.onPlayerMove(Event);
            //Player player = Event.Player;

            //player.sendMessage("You have moved.");
        }
 /// <summary>
 /// Hook method for player movement
 /// </summary>
 /// <param name="Event">PlayerMoveEvent info</param>
 public virtual void onPlayerMove(PlayerMoveEvent Event)
 {
 }
        public void Process(int start, int length, int num, int whoAmI, byte[] readBuffer, byte bufferData)
        {
            int playerIndex = (int)readBuffer[num++];
            if (playerIndex == Main.myPlayer)
            {
                return;
            }

            Player player = (Player)Main.players[playerIndex].Clone();

            playerIndex = whoAmI;

            player.oldVelocity = player.Velocity;

            int controlMap = (int)readBuffer[num++];
            player.selectedItemIndex = (int)readBuffer[num++];

            player.Position.X = BitConverter.ToSingle(readBuffer, num);
            num += 4;
            player.Position.Y = BitConverter.ToSingle(readBuffer, num);
            num += 4;
            player.Velocity.X = BitConverter.ToSingle(readBuffer, num);
            num += 4;
            player.Velocity.Y = BitConverter.ToSingle(readBuffer, num);
            num += 4;

            player.fallStart = (int)(player.Position.Y / 16f);

            player.controlUp = (controlMap & 1) == 1;
            player.controlDown = (controlMap & 2) == 2;
            player.controlLeft = (controlMap & 4) == 4;
            player.controlRight = (controlMap & 8) == 8;
            player.controlJump = (controlMap & 16) == 16;
            player.controlUseItem = (controlMap & 32) == 32;
            player.direction = (controlMap & 64) == 64 ? 1 : -1;

            PlayerMoveEvent playerEvent = new PlayerMoveEvent();
            playerEvent.Sender = Main.players[playerIndex]; //We want to use the old player. (Possibly, to keep old Data?)
            playerEvent.Location = player.Position;
            playerEvent.Velocity = player.Velocity;
            playerEvent.FallStart = player.fallStart;
            Program.server.PluginManager.processHook(Hooks.PLAYER_MOVE, playerEvent);
            if (playerEvent.Cancelled)
            {
                return;
            }

            PlayerKeyPressEvent playerInteractEvent = new PlayerKeyPressEvent();
            playerInteractEvent.Sender = Main.players[playerIndex];

            Key playerKeysPressed = new Key();
            playerKeysPressed.Up = player.controlUp;
            playerKeysPressed.Down = player.controlDown;
            playerKeysPressed.Left = player.controlLeft;
            playerKeysPressed.Right = player.controlRight;
            playerKeysPressed.Jump = player.controlJump;

            playerInteractEvent.KeysPressed = playerKeysPressed;
            playerInteractEvent.MouseClicked = player.controlUseItem;
            playerInteractEvent.FacingDirection = player.direction;
            Program.server.PluginManager.processHook(Hooks.PLAYER_KEYPRESS, playerInteractEvent);
            if (playerEvent.Cancelled)
            {
                return;
            }

            Main.players[playerIndex] = player;

            if (Netplay.slots[whoAmI].state == SlotState.PLAYING)
            {
                NetMessage.SendData(13, -1, whoAmI, "", playerIndex);
            }
        }