コード例 #1
0
 /////////////////////////////////////////////////////////////////////////////////
 // Item reinforce with stones
 /////////////////////////////////////////////////////////////////////////////////
 public void AlchemyStoneMain()
 {
     try
     {
         PacketReader Reader = new PacketReader(PacketInformation.buffer);
         Character.Alchemy.ItemList = new List <Global.slotItem>();
         byte type = Reader.Byte();
         if (type == 1)
         {
             try
             {
                 this.Character.Alchemy.AlchemyThread.Abort();
                 this.client.Send(Packet.AlchemyCancel());
             }
             catch (Exception ex)
             {
                 Systems.Debugger.Write(ex);
             }
         }
         else if (type == 2)
         {
             Reader.Skip(1);
             byte numitem = Reader.Byte();
             this.Character.Alchemy.ItemList.Add(GetItem((uint)this.Character.Information.CharacterID, Reader.Byte(), 0));
             this.Character.Alchemy.ItemList.Add(GetItem((uint)this.Character.Information.CharacterID, Reader.Byte(), 0));
         }
         Alchemy = new Timer(new TimerCallback(StartAlchemyStoneResponse), 0, 3000, 0);
     }
     catch (Exception ex)
     {
         Systems.Debugger.Write(ex);
     }
 }
コード例 #2
0
ファイル: Exchange.cs プロジェクト: uvbs/DarkEmu
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Exchange Request Check
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        void Request()
        {
            try
            {
                PacketReader Reader = new PacketReader(PacketInformation.buffer);

                if (Reader.Byte() == 1 && Reader.Byte() == 0)
                {
                    Systems sys = GetPlayer(Character.Network.TargetID);
                    sys.client.Send(Packet.Exchange_Cancel());
                }
                else
                {
                    Systems sys = GetPlayer(Character.Network.TargetID);
                    sys.client.Send(Packet.OpenExhangeWindow(1, this.Character.Information.UniqueID));
                    client.Send(Packet.OpenExhangeWindow(sys.Character.Information.UniqueID));

                    Character.Network.Exchange.Window       = true;
                    Character.Network.Exchange.ItemList     = new List <DarkEmu_GameServer.Global.slotItem>();
                    sys.Character.Network.Exchange.Window   = true;
                    sys.Character.Network.Exchange.ItemList = new List <DarkEmu_GameServer.Global.slotItem>();
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
コード例 #3
0
ファイル: Renaming.cs プロジェクト: uvbs/DarkEmu
 void RenameParty()
 {
     try
     {
         //Create new packet reader
         PacketReader reader = new PacketReader(PacketInformation.buffer);
         //First integer is party id
         int partyid = reader.Int32();
         //Second integer is not needed
         int NotNeeded = reader.Int32();
         //Byte party type
         byte ptype = reader.Byte();
         //Byte party purpose
         byte purpose = reader.Byte();
         //Byte minimum level
         byte minlevel = reader.Byte();
         //Byte max level to enter party
         byte maxlevel = reader.Byte();
         //Party name lenght
         short namel = reader.Int16();
         //Party name each character is a word value using text3
         string pname = reader.Text3();
         //Create new packet writer
         PacketWriter Writer = new PacketWriter();
         //Add opcode to server packet
         Writer.Create(Systems.SERVER_PARTY_CHANGENAME);
         //Write static byte 1
         Writer.Byte(1);
         //Write party id
         Writer.DWord(partyid);
         //Write dword 0
         Writer.DWord(0);
         //Write party type
         Writer.Byte(ptype);
         //Write party purpose
         Writer.Byte(purpose);
         //Write party minimum level
         Writer.Byte(minlevel);
         //Write party max level
         Writer.Byte(maxlevel);
         //Write party name
         Writer.Text3(pname);
         //Send bytes to client
         client.Send(Writer.GetBytes());
     }
     //If a error happens
     catch (Exception ex)
     {
         //Write the exception to the log
         Systems.Debugger.Write(ex);
     }
 }
コード例 #4
0
ファイル: CharacterLogin.cs プロジェクト: uvbs/DarkEmu
 /////////////////////////////////////////////////////////////////////////////////
 // Client connecting
 /////////////////////////////////////////////////////////////////////////////////
 #region Client Connect
 public void Connect()
 {
     //Wrap our function inside a catcher
     try
     {
         //Open our packet reader
         PacketReader Reader = new PacketReader(PacketInformation.buffer);
         byte         type   = Reader.Byte();
         Reader.Skip(3);
         string ID = Reader.Text();
         string PW = Reader.Text();
         Reader.Close();
         //Set login result information
         int LoginResult = LoginUser(ID, ref PW, ref Player, true);
         //If the login is succesfull
         if (LoginResult == 0)
         {
             //Send succes packet
             client.Send(Packet.ConnectSuccess());
         }
         //If the login is wrong
         else
         {
             //Disconnect the user
             client.Disconnect(PacketInformation.Client);
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Client connect error {0}", ex);
         Systems.Debugger.Write(ex);
     }
 }
コード例 #5
0
ファイル: Npcs.cs プロジェクト: uvbs/DarkEmu
        /////////////////////////////////////////////////////////////////////////////////
        // Open Npc
        /////////////////////////////////////////////////////////////////////////////////
        protected void Open_NPC()
        {
            #region Open Npc
            try
            {
                Character.State.Busy = true;
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                Reader.UInt32();
                byte type = Reader.Byte();

                if (type == 1)
                {
                    client.Send(Packet.OpenNPC(type));
                }
                else
                {
                    client.Send(Packet.OpenNPC(type));
                }
                Reader.Close();
            }
            catch (Exception ex)
            {
                Console.WriteLine(ex.StackTrace);
            }
            #endregion
        }
コード例 #6
0
ファイル: Jobs.cs プロジェクト: uvbs/DarkEmu
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Join Job
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        void JoinMerc()
        {
            try
            {
                MsSQL ms       = new MsSQL("SELECT * FROM character_jobs WHERE character_name='" + Character.Information.Name + "'");
                int   checkjob = ms.Count();

                if (checkjob == 0)
                {
                    /////////////////////////////////////////////////////////////////////////////////////
                    PacketReader Reader = new PacketReader(PacketInformation.buffer);
                    int          id     = Reader.Int32();
                    byte         type   = Reader.Byte();
                    /////////////////////////////////////////////////////////////////////////////////////
                    client.Send(Packet.InfoUpdate(1, Character.Information.CharacterID, 0));
                    client.Send(Packet.JoinMerchant(id, type));
                    /////////////////////////////////////////////////////////////////////////////////////
                    MsSQL.InsertData("INSERT INTO character_jobs (character_name, job_type) VALUES ('" + Character.Information.Name + "','2')");
                    ms.Close();
                }
                else
                {
                    // Not needed cant join job because excist
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
コード例 #7
0
ファイル: Jobs.cs プロジェクト: uvbs/DarkEmu
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 // Create Job Alias
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
 public void MakeAlias()
 {
     try
     {
         ///////////////////////////////////////////////////////////////////////////////////////////////////
         PacketReader Reader  = new PacketReader(PacketInformation.buffer);
         int          id      = Reader.Int32();
         byte         type    = Reader.Byte();
         short        nLenght = Reader.Int16();
         string       name    = Reader.String(nLenght);
         ///////////////////////////////////////////////////////////////////////////////////////////////////
         Console.WriteLine(name);
         MsSQL ms       = new MsSQL("SELECT * FROM character_jobs WHERE job_alias='" + name + "'");
         int   checkjob = ms.Count();
         ///////////////////////////////////////////////////////////////////////////////////////////////////
         client.Send(Packet.MakeAlias(name, type));
         if (checkjob == 0)
         {
             client.Send(Packet.MakeAlias(name, type));
             MsSQL.UpdateData("UPDATE character_jobs SET job_alias='" + name + "' WHERE character_name='" + Character.Information.Name + "'");
         }
         else if (checkjob >= 0)
         {
             client.Send(Packet.MakeAliasError(name, type));
         }
     }
     catch (Exception ex)
     {
         Systems.Debugger.Write(ex);
     }
 }
コード例 #8
0
ファイル: CharacterLoad.cs プロジェクト: uvbs/DarkEmu
 public static void PlayerQuickBar(PacketReader Reader, PacketWriter Writer)
 {
     byte amm = 0;
     int[] skillid = new int[51];
     byte[] slotn = new byte[51];
     for (byte i = 0; i <= 50; i++)
     {
         slotn[i] = Reader.Byte();
         if (slotn[i] != 0)
         {
             skillid[i] = Reader.Int32();
             amm++;
         }
         else Reader.Skip(4);
     }
     Writer.Byte(amm);
     for (byte i = 0; i <= 50; i++)
     {
         if (slotn[i] != 0)
         {
             Writer.Byte(i);
             Writer.Byte(slotn[i]);
             Writer.DWord(skillid[i]);
         }
     }
     Reader.Close();
 }
コード例 #9
0
ファイル: CharacterScreen.cs プロジェクト: uvbs/DarkEmu
        public void CharacterScreen()
        {
            //Wrap our function inside a catcher
            try
            {
                //Open our packet reader
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                byte         type   = Reader.Byte();
                //Switch on byte type
                switch (type)
                {
                case 1:
                    //Character creation
                    CharacterCreate();
                    break;

                case 2:
                    //Character listening
                    client.Send(CharacterListing(Player));
                    break;

                case 3:
                    //Character deletion
                    CharacterDelete();
                    break;

                case 4:
                    //Character checking
                    CharacterCheck(PacketInformation.buffer);
                    break;

                case 5:
                    //Character restoring
                    CharacterRestore();
                    break;

                case 9:
                    //Character job information
                    CharacterJobInfo();
                    break;

                case 16:
                    //Select job
                    CharacterJobPick(PacketInformation.buffer);
                    break;

                default:
                    //We use this if we get a new case.
                    Console.WriteLine("Character Screen Type: " + type);
                    break;
                }
                //Close packet reader
                Reader.Close();
            }
            catch (Exception ex)
            {
                Console.WriteLine("Characterscreen switch error {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }
コード例 #10
0
ファイル: Friends.cs プロジェクト: uvbs/DarkEmu
        /////////////////////////////////////////////////////////////////////////////////
        // Friend add response
        /////////////////////////////////////////////////////////////////////////////////
        void FriendAddResponse()
        {
            try
            {
                PacketReader reader    = new PacketReader(PacketInformation.buffer);
                int          Inviterid = reader.Int32();
                int          Myid      = reader.Int32();
                byte         State     = reader.Byte();
                reader.Close();

                Systems sys = GetPlayer(Inviterid);
                if (sys != null)
                {
                    if (State == 0)
                    {
                        //Declined
                        client.Send(Packet.FriendDecline(Character.Information.Name));
                        sys.client.Send(Packet.FriendDecline(Character.Information.Name));
                    }
                    else
                    {
                        //Accepted
                        sys.client.Send(Packet.FriendData(Myid, 2, Character.Information.Name, Character, false));
                        client.Send(Packet.FriendData(Inviterid, 2, sys.Character.Information.Name, sys.Character, false));
                        MsSQL.InsertData("INSERT INTO friends (owner,friend_name,model_info) VALUES ('" + Character.Information.CharacterID + "','" + sys.Character.Information.CharacterID + "','" + sys.Character.Information.Model + "')");
                        MsSQL.InsertData("INSERT INTO friends (owner,friend_name,model_info) VALUES ('" + sys.Character.Information.CharacterID + "','" + Character.Information.CharacterID + "','" + Character.Information.Model + "')");
                    }
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine("Friend Add Response Error {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }
コード例 #11
0
ファイル: PrivateMessages.cs プロジェクト: uvbs/DarkEmu
 void PrivateMessageOpen()
 {
     try
     {
         //Create new packet reader for reading packet information
         PacketReader Reader = new PacketReader(PacketInformation.buffer);
         //Create new packetwriter for writing our packet
         PacketWriter Writer = new PacketWriter();
         //Read selected message id from packet
         byte SelectedMessageID = Reader.Byte();
         //Close packet reader
         Reader.Close();
         //Create new mssql query for getting the messages
         Systems.MsSQL ms = new Systems.MsSQL("SELECT * FROM message WHERE receiver='" + Character.Information.Name + "' ORDER BY time DESC");
         //Create new integer for calculating what message must be selected.
         int Messageid = -1;
         //Create new sql data reader for reading column information
         using (SqlDataReader reader = ms.Read())
         {
             //While our sql data reader is reading
             while (reader.Read())
             {
                 //Read message content
                 string MessageContent = reader.GetString(3);
                 //Increase our message id integer
                 Messageid += 1;
                 //Check if the messageid equals to our selected message
                 if (Messageid == SelectedMessageID)
                 {
                     //Add opcode to packet
                     Writer.Create(Systems.SERVER_PM_OPEN);
                     //Write static byte
                     Writer.Byte(1);
                     //Write byte selected message id
                     Writer.Byte(SelectedMessageID);
                     //Write text message content
                     Writer.Text(MessageContent);
                     //Send packet to client
                     client.Send(Writer.GetBytes());
                     //Update message state to read in database
                     MsSQL.UpdateData("UPDATE message SET status='1' WHERE receiver='" + Character.Information.Name + "' AND message ='" + MessageContent + "'");
                 }
             }
         }
         //Close mssql
         ms.Close();
     }
     //If an error accures we catch it here
     catch (Exception ex)
     {
         //Write information to the console
         Console.WriteLine("Error PrivateMessages.cs : {0}" + ex);
         //Write information to the debug logger
         Systems.Debugger.Write(ex);
     }
 }
コード例 #12
0
ファイル: Grabpet.cs プロジェクト: uvbs/DarkEmu
        ///////////////////////////////////////////////////////////////////////////
        // Grabpet settings
        ///////////////////////////////////////////////////////////////////////////
        void GrabPetSettings()
        {
            //Not worked on yet.
            PacketReader Reader       = new PacketReader(PacketInformation.buffer);
            int          petid        = Reader.Int32();
            byte         type         = Reader.Byte();
            int          settingsinfo = Reader.Int32();

            client.Send(Packet.ChangePetSettings(1, petid, type, settingsinfo));
        }
コード例 #13
0
ファイル: PrivateMessages.cs プロジェクト: uvbs/DarkEmu
 void PrivateMessageDelete()
 {
     try
     {
         //Create new packet reader
         PacketReader Reader = new PacketReader(PacketInformation.buffer);
         //Read message selected id
         byte SelectedMessageID = Reader.Byte();
         //Close packet reader
         Reader.Close();
         //Create new integer to get message id
         int Messageid = -1;
         //Create new mssql query
         MsSQL ms = new MsSQL("SELECT * FROM message WHERE receiver='" + Character.Information.Name + "' ORDER BY time DESC");
         //Create new sql data reader for reading column information
         using (SqlDataReader reader = ms.Read())
         {
             //While our sql data reader is reading
             while (reader.Read())
             {
                 //Read message content
                 string MessageContent = reader.GetString(3);
                 //Increase our message id integer
                 Messageid += 1;
                 //Check if the messageid equals to our selected message
                 if (Messageid == SelectedMessageID)
                 {
                     //Create new packet writer
                     PacketWriter Writer = new PacketWriter();
                     //Add opcode for deleting message
                     Writer.Create(Systems.SERVER_PM_DELETE);
                     //Write static byte 1
                     Writer.Byte(0x01);
                     //Write byte selected message id
                     Writer.Byte(SelectedMessageID);
                     //Send packet to client
                     client.Send(Writer.GetBytes());
                     //Update database
                     MsSQL.DeleteData("DELETE FROM message WHERE message='" + reader.GetString(3) + "' AND receiver='" + Character.Information.CharacterID + "'");
                 }
             }
         }
         //Close mssql
         ms.Close();
     }
     //If an error happens
     catch (Exception ex)
     {
         //Write information to the console
         Console.WriteLine("Delete private message error: " + ex);
         //Write info to debugger
         Systems.Debugger.Write(ex);
     }
 }
コード例 #14
0
ファイル: CharacterLoad.cs プロジェクト: uvbs/DarkEmu
 public static void PlayerAutoPot(PacketReader Reader, PacketWriter Writer)
 {
     Writer.Byte(Reader.Byte());
     Writer.Byte(Reader.Byte());
     Writer.Byte(Reader.Byte());
     Writer.Byte(Reader.Byte());
     Writer.Byte(Reader.Byte());
     Writer.Byte(Reader.Byte());
     Writer.Byte(Reader.Byte());
     Reader.Close();
 }
コード例 #15
0
        public void Gameguide()//Will need to read this byte by byte to get the id for the server to record for the chardata
        {
            try
            {
                PacketReader Reader  = new PacketReader(PacketInformation.buffer);
                bool         Guideok = false;
                int[]        b1      = new int[8];
                for (int b = 0; b < 8; ++b) //Reads Guide Data
                {
                    b1[b] = Reader.Byte();  //Puts into a int Array
                }

                for (int gc = 0; gc < 8; ++gc)//This Checks The Last Send Guide Paket To Make Sure The Same Packet Is Not Read Twice
                {
                    if (b1[gc] == Character.Guideinfo.Gchk[gc])
                    {
                        Guideok = false;//If Guide Packet Has Been Sent Will Return False
                    }
                    else
                    {
                        Guideok = true;//If Guide Packet Is New Will Retun True And Break
                        break;
                    }
                }

                if (Guideok)
                {
                    for (int gc = 0; gc < 8; ++gc)             // Guide Packet Check
                    {
                        Character.Guideinfo.Gchk[gc] = b1[gc]; //Adds Packet To Int Array
                    }

                    for (int gi = 0; gi < 8; ++gi)                                        //Guide Packet Update For Save And Teleport,Return,Etc
                    {
                        Character.Guideinfo.G1[gi] = Character.Guideinfo.G1[gi] + b1[gi]; //Adds The Packet And Updates The Data
                    }
                    PacketWriter Writer = new PacketWriter();                             //Writes the Packet Responce For Guide Window
                    Writer.Create(Systems.SERVER_SEND_GUIDE);
                    Writer.Byte(1);
                    for (int b = 0; b < 8; ++b)
                    {
                        Writer.Byte(b1[b]);
                    }
                    client.Send(Writer.GetBytes());
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
コード例 #16
0
ファイル: PlayerState.cs プロジェクト: uvbs/DarkEmu
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        // Player Actions / Sit / Stand / Walk etc
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
        void Doaction()
        {
            try
            {
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                List <int>   toall  = Character.Spawn;
                byte         type   = Reader.Byte();

                switch (type)
                {
                case 2:
                    if (Character.Transport.Right)
                    {
                        Send(toall, Packet.SetSpeed(Character.Transport.Horse.UniqueID, Character.Transport.Horse.Speed1, Character.Transport.Horse.Speed2));
                        Send(toall, Packet.ChangeStatus(Character.Transport.Horse.UniqueID, type, 0));
                    }
                    Send(toall, Packet.ChangeStatus(Character.Information.UniqueID, type, 0));
                    break;

                case 3:
                    if (Character.Transport.Right)
                    {
                        Send(toall, Packet.SetSpeed(Character.Transport.Horse.UniqueID, Character.Transport.Horse.Speed1, Character.Transport.Horse.Speed2));
                        Send(toall, Packet.ChangeStatus(Character.Transport.Horse.UniqueID, type, 0));
                    }
                    Send(toall, Packet.ChangeStatus(Character.Information.UniqueID, type, 0));
                    break;

                case 4:
                    if (!Character.Stall.Stallactive && !Character.Transport.Right && !Character.Position.Walking && !Character.State.Die)
                    {
                        StartSitTimer(1000);
                    }
                    else
                    {
                        //Needs Error Packet InStall
                    }
                    break;

                default:
                    Send(toall, Packet.ChangeStatus(Character.Information.UniqueID, type, 0));
                    break;
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
コード例 #17
0
        //##############################################################################
        // Start timers voids
        //##############################################################################
        void StartPvpTimer(int time)
        {
            //Need to add checks
            PacketReader reader  = new PacketReader(PacketInformation.buffer);
            byte         pvptype = reader.Byte();

            if (Timer.Pvp != null)
            {
                Timer.Pvp.Dispose();
            }
            Timer.Pvp = new Timer(new TimerCallback(Player_Pvp_CallBack), 0, time, 0);
            Send(Packet.PvpSystemWait(Character.Information.UniqueID));
            Character.Information.PvpWait = true;
            Character.Information.Pvptype = pvptype;
        }
コード例 #18
0
 void CharacterJobPick(byte[] buff)
 {
     //Wrap our function inside a catcher
     try
     {
         //Create new packet reader
         PacketReader Reader = new PacketReader(buff);
         //Skip first byte not used
         Reader.Skip(1);
         //Read name lenght
         short CharacterNameLEN = Reader.Int16();
         //Read character name
         string CharacterName = Reader.String(CharacterNameLEN);
         //Read job selection
         byte job = Reader.Byte();
         //Close packet reader
         Reader.Close();
         //Get row count from character to check if the current account and character match
         int NameCheck = MsSQL.GetRowsCount("SELECT * FROM character WHERE account='" + Player.AccountName + "'");
         //Get job information from database as integer
         int jobcheck = MsSQL.GetDataInt("SELECT jobtype FROM users WHERE id='" + Player.AccountName + "'", "jobtype");
         //If the name check is succesfull and account has no job set.
         if (jobcheck == 0 && NameCheck != 0)
         {
             //Write new job information to the database
             MsSQL.UpdateData("UPDATE users SET jobtype='" + job + "' WHERE id='" + Player.AccountName + "'");
         }
         //Send visual confirmation in packet
         PacketWriter writer = new PacketWriter();
         //Add opcode
         writer.Create(Systems.SERVER_CHARACTERSCREEN);
         //Write static byte 10
         writer.Byte(0x10);
         //Write succes byte 1
         writer.Byte(1);
         //Send bytes to client
         client.Send(writer.GetBytes());
     }
     //Catch any bad exception error
     catch (Exception ex)
     {
         //Write error information to the console
         Console.WriteLine("Job selection error {0}", ex);
         //Write error to debug log file
         Systems.Debugger.Write(ex);
     }
 }
コード例 #19
0
        void HandleRegisterIcon()
        {
            try
            {
                PacketReader reader     = new PacketReader(PacketInformation.buffer);
                byte         type       = reader.Byte();
                int          iconlenght = reader.Int32();
                string       icon       = reader.Text();
                reader.Close();

                string convertedicon = ConvertToHex(icon);
                //Save output to .dat file in hex formatting.
            }
            catch (Exception ex)
            {
                Console.WriteLine("Guild icon register error {0}", ex);
            }
        }
コード例 #20
0
        /////////////////////////////////////////////////////////////////////////////////
        // Save quick bar and autopotion
        /////////////////////////////////////////////////////////////////////////////////
        #region Save quick bar & autopotion
        protected void Save()
        {
            //Wrap our function inside a catcher
            try
            {
                //Open our packet reader
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                string       player_path;
                byte[]       file;
                //Switch on byte
                switch (Reader.Byte())
                {
                case 1:
                    //Save quickbar information
                    player_path = Environment.CurrentDirectory + @"\player\info\quickbar\" + Character.Information.Name + ".dat";
                    file        = System.IO.File.ReadAllBytes(player_path);

                    byte Slot  = Reader.Byte();
                    byte sType = Reader.Byte();

                    Slot *= 5;

                    file[Slot]     = sType;
                    file[Slot + 1] = Reader.Byte();
                    file[Slot + 2] = Reader.Byte();
                    file[Slot + 3] = Reader.Byte();
                    file[Slot + 4] = Reader.Byte();
                    System.IO.File.WriteAllBytes(player_path, file);
                    break;

                case 2:
                    //Save autopotion information
                    player_path = Environment.CurrentDirectory + @"\player\info\autopot\" + Character.Information.Name + ".dat";
                    file        = System.IO.File.ReadAllBytes(player_path);
                    file[0]     = Reader.Byte();
                    file[1]     = Reader.Byte();
                    file[2]     = Reader.Byte();
                    file[3]     = Reader.Byte();
                    file[4]     = Reader.Byte();
                    file[5]     = Reader.Byte();
                    file[6]     = Reader.Byte();
                    System.IO.File.WriteAllBytes(player_path, file);
                    UpdateHp();
                    UpdateMp();
                    break;
                }
                Reader.Close();
            }
            catch (Exception ex)
            {
                Console.WriteLine("Save quickbar and autopotion error {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }
コード例 #21
0
        /////////////////////////////////////////////////////////////////////////////////
        // Item destruction with alchemy
        /////////////////////////////////////////////////////////////////////////////////
        public void BreakItem()
        {
            try
            {
                //Checks before we continue
                if (Character.Stall.Stallactive || Character.Action.nAttack || Character.Action.sAttack || Character.Alchemy.working)
                {
                    return;
                }
                //Set bool
                Character.Alchemy.working = true;
                //TODO: Timer for alchemy start / end
                PacketReader reader        = new PacketReader(PacketInformation.buffer);
                byte         rondorequired = reader.Byte();
                byte         slot          = reader.Byte();
                reader.Close();


                //Get our item information (item)
                Global.slotItem item = GetItem((uint)Character.Information.CharacterID, slot, 0);

                //Get our degree information
                byte itemdegree = Data.ItemBase[item.ID].Degree;

                //First we get our elements (Same degree as weapon)
                //This should return 4 items
                //Add check rondo count if high enough.
                Character.Alchemy.Elementlist = GetDegreeElements(item.ID, Character);
                //Check if the item has any blues on it.
                if (Data.ItemBlue[item.dbID].totalblue != 0)
                {
                    Character.Alchemy.StonesList = GetStonesDegree(item.ID, Character);
                }

                //Check current free slots of the player
                byte slotcheck = GetFreeSlot();
                //If slot amount is lower then 4 return
                //Slots free must be 6 i believe because of stones (TODO: Check info official).
                if (slotcheck < 4)
                {
                    //Send error message inventory full ...
                    return;
                }
                //Player has enough slots so we continue adding the new items
                else
                {
                    //Update rondo quantity
                    Character.Information.InventorylistSlot = GetPlayerItems(Character);
                    foreach (byte e in Character.Information.InventorylistSlot)
                    {
                        //Set slotitem
                        Global.slotItem itemrondoinfo = GetItem((uint)Character.Information.CharacterID, e, 0);
                        if (itemrondoinfo.ID != 0)
                        {
                            if (Data.ItemBase[itemrondoinfo.ID].Etctype == Global.item_database.EtcType.DESTROYER_RONDO)
                            {
                                //Update amount
                                itemrondoinfo.Amount -= rondorequired;
                                ItemUpdateAmount(itemrondoinfo, Character.Information.CharacterID);
                            }
                        }
                    }
                    //Clean our list
                    Character.Information.InventorylistSlot.Clear();
                    //Remove the item used in dissembling (Query).
                    MsSQL.DeleteData("DELETE FROM char_items WHERE id='" + item.dbID + "' AND owner='" + Character.Information.CharacterID + "'");
                    //Remove the item used in dissembling (Visual).
                    ItemUpdateAmount(item, Character.Information.CharacterID);
                    //Send packet #2
                    client.Send(Packet.DestroyItem());
                    //Repeat for each element in our list.
                    foreach (int e in Character.Alchemy.Elementlist)
                    {
                        if (e != 0)
                        {
                            //TODO: Make detailed randoms
                            //Make random add count for the elements
                            //NOTE: Check what item has what element on destruction. if pk2 contains or not.
                            int elementamount = 0;

                            #region Amounts
                            if (Data.ItemBase[item.ID].Degree == 1)
                            {
                                elementamount = rnd.Next(1, 60);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 2)
                            {
                                elementamount = rnd.Next(1, 90);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 3)
                            {
                                elementamount = rnd.Next(1, 120);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 4)
                            {
                                elementamount = rnd.Next(1, 150);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 5)
                            {
                                elementamount = rnd.Next(1, 200);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 6)
                            {
                                elementamount = rnd.Next(1, 250);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 7)
                            {
                                elementamount = rnd.Next(1, 300);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 8)
                            {
                                elementamount = rnd.Next(1, 375);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 9)
                            {
                                elementamount = rnd.Next(1, 450);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 10)
                            {
                                elementamount = rnd.Next(1, 600);
                            }
                            else if (Data.ItemBase[item.ID].Degree == 11)
                            {
                                elementamount = rnd.Next(1, 800);
                            }
                            #endregion

                            int stoneamount = 0;

                            #region Stones
                            if (Data.ItemBlue[item.dbID].totalblue != 0)
                            {
                                if (Data.ItemBlue[item.dbID].totalblue == 1)
                                {
                                    stoneamount = rnd.Next(0, 1);
                                }
                                else if (Data.ItemBlue[item.dbID].totalblue == 2)
                                {
                                    stoneamount = rnd.Next(0, 2);
                                }
                            }
                            #endregion

                            slotcheck = GetFreeSlot();
                            //Stack items todo
                            AddItem(Data.ItemBase[e].ID, 10, slotcheck, Character.Information.CharacterID, 0);
                            client.Send(Packet.GainElements(slotcheck, Data.ItemBase[e].ID, (short)elementamount));
                        }
                    }
                    //Clear created list content.
                    Character.Alchemy.Elementlist.Clear();
                }
                //Reset bool
                Character.Alchemy.working = false;
            }
            catch (Exception ex)
            {
                Console.WriteLine("Alchemy error destroyer {0}", ex);
            }
        }
コード例 #22
0
        //Void creation for characters
        void CharacterCreate()
        {
            //Start wrapper for catching errors
            try
            {
                //Check the amount of characters created (If 4 then we return).
                if (MsSQL.GetRowsCount("SELECT * FROM character WHERE account='" + Player.AccountName + "'") == 4)
                {
                    return;
                }
                //Open our packet reader
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                //Need to be checked
                byte tocheck = Reader.Byte();
                //String character name
                string NewCharacterName = Reader.Text();
                //Integer for character model
                int NewCharacterModel = Reader.Int32();
                //Byte for character volume
                byte NewCharacterVolume = Reader.Byte();
                //Set new integer for item creation [4] total
                int[] Item = new int[4];
                //Item id one integer
                Item[0] = Reader.Int32();
                //Item id two integer
                Item[1] = Reader.Int32();
                //Item id three integer
                Item[2] = Reader.Int32();
                //Item id four integer
                Item[3] = Reader.Int32();
                //Close packet reader
                Reader.Close();
                //Set default character stats
                double MagicalDefense        = 3;
                double PhysicalDefense       = 6;
                double ParryRatio            = 11;
                double HitRatio              = 11;
                double MinimalPhysicalAttack = 6;
                double MaxPhysicalAttack     = 9;
                double MinimalMagicalAttack  = 6;
                double MaxMagicalAttack      = 10;
                //Set mag defense
                MagicalDefense += Data.ItemBase[Item[0]].Defans.MinMagDef;
                MagicalDefense += Data.ItemBase[Item[1]].Defans.MinMagDef;
                MagicalDefense += Data.ItemBase[Item[2]].Defans.MinMagDef;
                //Set phy defence
                PhysicalDefense += Data.ItemBase[Item[0]].Defans.MinPhyDef;
                PhysicalDefense += Data.ItemBase[Item[1]].Defans.MinPhyDef;
                PhysicalDefense += Data.ItemBase[Item[2]].Defans.MinPhyDef;
                //Set parry information
                ParryRatio += Data.ItemBase[Item[0]].Defans.Parry;
                ParryRatio += Data.ItemBase[Item[1]].Defans.Parry;
                ParryRatio += Data.ItemBase[Item[2]].Defans.Parry;
                //Set hit ratio
                HitRatio += Data.ItemBase[Item[3]].Attack.MinAttackRating;
                //Set phy attack
                MinimalPhysicalAttack += Data.ItemBase[Item[3]].Attack.Min_LPhyAttack;
                MaxPhysicalAttack     += Data.ItemBase[Item[3]].Attack.Min_HPhyAttack;
                //Set mag attack
                MinimalMagicalAttack += Data.ItemBase[Item[3]].Attack.Min_LMagAttack;
                MaxMagicalAttack     += Data.ItemBase[Item[3]].Attack.Min_HMagAttack;
                //Set bool for european or chinese characters
                if (NewCharacterModel >= 14715 && NewCharacterModel <= 14745)
                {
                    European = true;
                }
                //Replace any bad character from the name like [ , ] etc.
                NewCharacterName = Removebadchars(NewCharacterName);
                //Check the character name before creation
                if (CharacterCheck(NewCharacterName))
                {
                    //If bad send informational packet
                    client.Send(Packet.CharacterName(4));
                    //Finally return.
                    return;
                }
                //Random x y z output
                int random = rnd.Next(1, 3);
                //If player is creating a european character
                if (European)
                {
                    //Set random start location for european
                    if (random == 1)
                    {
                        randomx = 1030; randomz = 80; randomy = 512;
                    }
                    if (random == 2)
                    {
                        randomx = 889; randomz = 83; randomy = 1104;
                    }
                    if (random == 3)
                    {
                        randomx = 453; randomz = 80; randomy = 1249;
                    }
                    //Insert the basic information into the database
                    MsSQL.InsertData("INSERT INTO character (account, name, chartype, volume, xsect, ysect, xpos, zpos, ypos, GuideData) VALUES ('" + Player.AccountName + "','" + NewCharacterName + "', '" + NewCharacterModel + "', '" + NewCharacterVolume + "','79','105','" + randomx + "','" + randomz + "','" + randomy + "','0000000000000000')");
                    //Insert reverse scroll data into the database
                    MsSQL.InsertData("INSERT INTO character_rev (charname, revxsec, revysec, revx, revy, revz) VALUES ('" + NewCharacterName + "','79','105','" + randomx + "','" + randomy + "','" + randomz + "')");
                    //Set definition for the character id information
                    Player.CreatingCharID = MsSQL.GetDataInt("Select * from character Where name='" + NewCharacterName + "'", "id");
                    //If the 3rd item is a sword or a dark staff
                    if (Item[3] == 10730 || Item[3] == 10734)
                    {
                        //Add the mag def information
                        MagicalDefense += Data.ItemBase[251].Defans.MinMagDef;
                        //Add the phy def information
                        PhysicalDefense += Data.ItemBase[251].Defans.MinPhyDef;
                        //Add parry ration
                        ParryRatio += Data.ItemBase[251].Defans.Parry;
                        //Add shield item
                        AddItem(10738, 0, 7, Player.CreatingCharID, 0);
                    }
                    //If the 3rd item is a crossbow
                    if (Item[3] == 10733)
                    {
                        //We add our base bolts 250
                        AddItem(10376, 250, 7, Player.CreatingCharID, 0);
                    }

                    //Add base mastery's for europe characters
                    AddMastery(513, Player.CreatingCharID); //Warrior
                    AddMastery(515, Player.CreatingCharID); //Rogue
                    AddMastery(514, Player.CreatingCharID); //Wizard
                    AddMastery(516, Player.CreatingCharID); //Warlock
                    AddMastery(517, Player.CreatingCharID); //Bard
                    AddMastery(518, Player.CreatingCharID); //Cleric
                }
                //If the character model is an chinese character
                else
                {
                    //Set random start location for chinese
                    if (random == 1)
                    {
                        randomx = 1030; randomz = 80; randomy = 512; randomysec = 97;
                    }
                    if (random == 2)
                    {
                        randomx = 959; randomz = 20; randomy = 421; randomysec = 98;
                    }
                    if (random == 3)
                    {
                        randomx = 964; randomz = 0; randomy = 235; randomysec = 97;
                    }
                    //Add character default information into the database
                    MsSQL.InsertData("INSERT INTO character (account, name, chartype, volume, xsect, ysect, xpos, zpos, ypos, GuideData) VALUES ('" + Player.AccountName + "','" + NewCharacterName + "', '" + NewCharacterModel + "', '" + NewCharacterVolume + "','168','" + randomysec + "','" + randomx + "','" + randomz + "','" + randomy + "','0000000000000000')");
                    //Add character reverse scroll information into the database
                    MsSQL.InsertData("INSERT INTO character_rev (charname, revxsec, revysec, revx, revy, revz) VALUES ('" + NewCharacterName + "','168','" + randomysec + "','" + randomx + "','" + randomy + "','" + randomz + "')");
                    //Get new character id
                    Player.CreatingCharID = MsSQL.GetDataInt("Select * from character Where name='" + NewCharacterName + "'", "id");
                    //If the item chosen is a blade or sword
                    if (Item[3] == 3632 || Item[3] == 3633)
                    {
                        //Set magical defense for shield
                        MagicalDefense += Data.ItemBase[251].Defans.MinMagDef;
                        //Set physical defense for shield
                        PhysicalDefense += Data.ItemBase[251].Defans.MinPhyDef;
                        //Set parry ratio for shield
                        ParryRatio += Data.ItemBase[251].Defans.Parry;
                        //Add the shield to the character
                        AddItem(251, 0, 7, Player.CreatingCharID, 0);
                    }
                    //If the item is a bow
                    if (Item[3] == 3636)
                    {
                        //Add 250 arrows to the new character
                        AddItem(62, 250, 7, Player.CreatingCharID, 0);
                    }
                    AddMastery(257, Player.CreatingCharID); //blade
                    AddMastery(258, Player.CreatingCharID); //heuksal
                    AddMastery(259, Player.CreatingCharID); //bow
                    AddMastery(273, Player.CreatingCharID); //cold
                    AddMastery(274, Player.CreatingCharID); //light
                    AddMastery(275, Player.CreatingCharID); //fire
                    AddMastery(276, Player.CreatingCharID); //force
                }
                //Add job mastery same for both races
                AddMastery(1000, Player.CreatingCharID);
                //Add the base items
                AddItem(Item[0], 0, 1, Player.CreatingCharID, 0);
                AddItem(Item[1], 0, 4, Player.CreatingCharID, 0);
                AddItem(Item[2], 0, 5, Player.CreatingCharID, 0);
                AddItem(Item[3], 0, 6, Player.CreatingCharID, 0);
                //Open settings information for start items
                ini = new Framework.Ini(Environment.CurrentDirectory + @"\Settings\Settings.ini");
                try
                {
                    //European start items custom
                    string Item1 = ini.GetValue("European.Start", "Item1", "").ToString();
                    string Item2 = ini.GetValue("European.Start", "Item2", "").ToString();
                    string Item3 = ini.GetValue("European.Start", "Item3", "").ToString();
                    string Item4 = ini.GetValue("European.Start", "Item4", "").ToString();
                    string Item5 = ini.GetValue("European.Start", "Item5", "").ToString();
                    //Chinese start items cusom
                    string Item6  = ini.GetValue("Chinese.Start", "Item1", "").ToString();
                    string Item7  = ini.GetValue("Chinese.Start", "Item2", "").ToString();
                    string Item8  = ini.GetValue("Chinese.Start", "Item3", "").ToString();
                    string Item9  = ini.GetValue("Chinese.Start", "Item4", "").ToString();
                    string Item10 = ini.GetValue("Chinese.Start", "Item5", "").ToString();
                    //The amount related information for european items custom
                    string Amount1 = ini.GetValue("European.Start", "Amount1", "").ToString();
                    string Amount2 = ini.GetValue("European.Start", "Amount2", "").ToString();
                    string Amount3 = ini.GetValue("European.Start", "Amount3", "").ToString();
                    string Amount4 = ini.GetValue("European.Start", "Amount4", "").ToString();
                    string Amount5 = ini.GetValue("European.Start", "Amount5", "").ToString();
                    //The amount related information for chinese items custom
                    string Amount6  = ini.GetValue("Chinese.Start", "Amount1", "").ToString();
                    string Amount7  = ini.GetValue("Chinese.Start", "Amount2", "").ToString();
                    string Amount8  = ini.GetValue("Chinese.Start", "Amount3", "").ToString();
                    string Amount9  = ini.GetValue("Chinese.Start", "Amount4", "").ToString();
                    string Amount10 = ini.GetValue("Chinese.Start", "Amount5", "").ToString();
                    //Add the custom items (European)
                    AddItem(Convert.ToInt32(Item1), Convert.ToByte(Amount1), 13, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item2), Convert.ToByte(Amount2), 14, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item3), Convert.ToByte(Amount3), 15, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item4), Convert.ToByte(Amount4), 16, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item5), Convert.ToByte(Amount5), 17, Player.CreatingCharID, 0);
                    //Add the custom items (Chinese)
                    AddItem(Convert.ToInt32(Item6), Convert.ToByte(Amount1), 13, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item7), Convert.ToByte(Amount2), 14, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item8), Convert.ToByte(Amount3), 15, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item9), Convert.ToByte(Amount4), 16, Player.CreatingCharID, 0);
                    AddItem(Convert.ToInt32(Item10), Convert.ToByte(Amount5), 17, Player.CreatingCharID, 0);
                }
                catch (Exception) { }

                //Update database information for stats
                MsSQL.UpdateData("update character set min_phyatk='" + (int)Math.Round(MinimalPhysicalAttack) +
                                 "', max_phyatk='" + Math.Round(MaxPhysicalAttack) +
                                 "', min_magatk='" + Math.Round(MinimalMagicalAttack) +
                                 "', max_magatk='" + Math.Round(MaxMagicalAttack) +
                                 "', phydef='" + Math.Round(PhysicalDefense) +
                                 "', magdef='" + Math.Round(PhysicalDefense) +
                                 "', parry='" + Math.Round(ParryRatio) +
                                 "', hit='" + Math.Round(HitRatio) +
                                 "' where name='" + NewCharacterName + "'");
                //Send information to the console
                Console.WriteLine("Character: " + NewCharacterName + " has been created");
                //Send packet success to the client
                client.Send(Packet.ScreenSuccess(1));
            }
            //If a error happens just catch it.
            catch (Exception ex) { Console.WriteLine(ex); }
        }
コード例 #23
0
        void Chat()
        {
            /*
             *  We use for each now, to make sure there wont be any issues
             *  Incase the list we send the packet to can have none connected clients.
             *  To prevent bugging of chat we repeat and check each client before sending.
             */
            try
            {
                //Set our list of ranged players
                List <int> Rangedplayers = Character.Spawn;
                //Create new packet reader for reading packet data
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                //Chat type byte (for our switch case).
                byte chatType = Reader.Byte();
                //Byte chat index
                byte chatIndex = Reader.Byte();
                //Link count byte
                byte linkCount = Reader.Byte();
                //Create switch to switch on type of chat (normal party etc).
                switch (chatType)
                {
                //--------------------------------- [Normal chat] ---------------------------------//
                case 1:
                    //Read written text from packet data
                    string Text = Reader.Text3();
                    //Close packet reader
                    Reader.Close();

                    // .additem 111 12
                    if (Character.Information.GM == 1 && Text[0] == '.')
                    {
                        gmCommands(Text);
                    }

                    //Repeat for each in range player
                    foreach (int member in Rangedplayers)
                    {
                        //Make sure the member is not null
                        if (member != 0)
                        {
                            //Make sure its not sending to our client
                            if (member != Character.Information.UniqueID)
                            {
                                //Get member detail
                                Systems memberinfo = GetPlayer(member);
                                //Send packet to the in range player
                                memberinfo.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, null));
                            }
                        }
                    }
                    //Send chatindex packet to ourselfs
                    client.Send(Packet.ChatIndexPacket(chatType, chatIndex));
                    break;

                //--------------------------------- [Normal chat pink] ---------------------------------//
                case 3:
                    //Check if our character has gm rights or not
                    if (Character.Information.GM == 1)
                    {
                        //Read packet information (text typed).
                        Text = Reader.Text3();
                        //Close packet reader
                        Reader.Close();
                        //Repeat for each player in our range list
                        foreach (int member in Rangedplayers)
                        {
                            //Check if the member is not null
                            if (member != 0)
                            {
                                //Make sure its not sending to our own client
                                if (member != Character.Information.UniqueID)
                                {
                                    //Get member detail
                                    Systems memberinfo = GetPlayer(member);
                                    //Send packet to the member
                                    memberinfo.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, null));
                                }
                            }
                        }
                        //Send chat index to our client
                        client.Send(Packet.ChatIndexPacket(chatType, chatIndex));
                        break;
                    }
                    //If character tried to use pink chat but isnt a gm
                    else
                    {
                        //We ban the player for hacking attempt.
                        Disconnect("ban");
                    }
                    break;

                //--------------------------------- [Private chat] ---------------------------------//
                case 2:
                    //Read from packet data who we are sending the message to
                    string Target = Reader.Text();
                    //Get information from the given player we send to
                    Systems Targetplayer = GetPlayerName(Target);
                    //Make sure the player sending to is not null
                    if (Targetplayer != null)
                    {
                        //Make sure the player is ingame (Not teleporting or such).
                        if (Targetplayer.Character.InGame)
                        {
                            //Read the message from the packet data
                            Text = Reader.Text3();
                            //Close the packet reader
                            Reader.Close();
                            //Send packet to our target
                            Targetplayer.client.Send(Packet.ChatPacket(chatType, 0, Text, this.Character.Information.Name));
                            //Send chatindex packet to ourselfs
                            client.Send(Packet.ChatIndexPacket(chatType, chatIndex));
                        }
                    }
                    break;

                //--------------------------------- [Party chat] ---------------------------------//
                case 4:
                    //Make sure the player is in a party
                    if (Character.Network.Party != null)
                    {
                        //Read the text the player has typed from packet data
                        Text = Reader.Text3();
                        //Close packet reader
                        Reader.Close();
                        //Repeat for each member in the party member list
                        foreach (int member in Character.Network.Party.Members)
                        {
                            //Make sure the member isnt null (0)
                            if (member != 0)
                            {
                                //Get detailed info for the player
                                Systems memberinfo = GetPlayer(member);
                                //Send packet information to the member for chat
                                memberinfo.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, this.Character.Information.Name));
                            }
                        }
                        //Finally send chatindex packet to ourselfs
                        client.Send(Packet.ChatIndexPacket(chatType, chatIndex));
                    }

                    break;

                //--------------------------------- [Guild chat] ---------------------------------//
                case 5:
                    //Read message beeing send from packet data
                    Text = Reader.Text3();
                    //Close packet reader
                    Reader.Close();
                    //Repeat for each member in the guild member list
                    foreach (int member in Character.Network.Guild.Members)
                    {
                        //Make sure the member is not null (0)
                        if (member != 0)
                        {
                            //Get guild member detailed information
                            Systems Guildmember = GetPlayerMainid(member);
                            //Again check if the guild member is not null
                            if (Guildmember != null)
                            {
                                //Send chat packet to the member
                                Guildmember.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, this.Character.Information.Name));
                            }
                        }
                    }
                    //Send chat index packet to our client
                    client.Send(Packet.ChatIndexPacket(chatType, chatIndex));

                    break;

                //--------------------------------- [Global chat] ---------------------------------//
                case 6:
                    //Get sender name from packet data
                    string Sender = Reader.Text();
                    //Get message from packet data
                    Text = Reader.Text3();
                    //Send to every client connected and logged in
                    SendAll(Packet.ChatPacket(chatType, Character.Information.UniqueID, " " + Text, Sender));
                    break;

                //--------------------------------- [Notice chat] ---------------------------------//
                case 7:
                    //Make sure the character sending is a gm
                    if (Character.Information.GM == 1)
                    {
                        //Get message from packet data
                        Text = Reader.Text3();
                        //Close packet reader
                        Reader.Close();
                        //Send to everyone ingame (using void sendnoticecon).
                        SendAll(sendnoticecon(chatType, Character.Information.UniqueID, Text, null));
                    }
                    //If the character is not a gm
                    else
                    {
                        //Disconnect and ban the player for hack attempt
                        Disconnect("ban");
                    }
                    break;

                //--------------------------------- [Stall chat] ---------------------------------//
                case 9:
                    //Read message from packet data
                    Text = Reader.Text3();
                    //Close packet reader
                    Reader.Close();
                    //Repeat for each member in the stall
                    foreach (int stallmember in Character.Network.Stall.Members)
                    {
                        //Make sure the stall member isnt null 0
                        if (stallmember != 0)
                        {
                            //Get stall member details
                            Systems member = GetPlayer(stallmember);
                            //Make sure the member isnt null
                            if (member != null)
                            {
                                //Send chat packet to the member
                                member.client.Send(Packet.ChatPacket(chatType, Character.Network.Stall.ownerID, Text, this.Character.Information.Name));
                            }
                        }
                    }
                    //Send chat index to ourselfs
                    client.Send(Packet.ChatIndexPacket(chatType, chatIndex));
                    break;

                //--------------------------------- [Academy chat] ---------------------------------//
                case 10:
                    //Todo academy system then chat.
                    break;

                //--------------------------------- [Union chat] ---------------------------------//
                case 11:
                    //Read message from packet data
                    Text = Reader.Text3();
                    //Close packet reader
                    Reader.Close();
                    //If the character has no union
                    if (!Character.Network.Guild.UnionActive)
                    {
                        //Return
                        return;
                    }
                    //Else for each member in the union
                    foreach (int member in Character.Network.Guild.UnionMembers)
                    {
                        //Make sure the union member is not null 0
                        if (member != 0)
                        {
                            //Get member detailed information
                            Systems tomember = GetPlayerMainid(member);
                            //Make sure the member is not null
                            if (tomember != null)
                            {
                                //Make sure the member isnt ourself
                                if (tomember.Character.Information.CharacterID != Character.Information.CharacterID)
                                {
                                    //Send packet to the union member
                                    tomember.client.Send(Packet.ChatPacket(chatType, Character.Information.UniqueID, Text, Character.Information.Name));
                                }
                            }
                        }
                    }
                    //Repeat for each member in the guild
                    foreach (int member in Character.Network.Guild.Members)
                    {
                        //Make sure the member isnt null 0
                        if (member != 0)
                        {
                            //Get member detailed information
                            Systems tomember = GetPlayerMainid(member);
                            //Make sure the member isnt null
                            if (tomember != null)
                            {
                                //Make sure the member isnt ourself
                                if (tomember.Character.Information.CharacterID != Character.Information.CharacterID)
                                {
                                    //Send packet to the member
                                    tomember.Character.Network.Guild.SingleSend = false;
                                }
                            }
                        }
                    }
                    //Finally send chat index packet to ourself
                    client.Send(Packet.ChatIndexPacket(chatType, chatIndex));
                    break;
                }
            }
            //If an exception error happens
            catch (Exception errorinformation)
            {
                //Write the information to the console
                Console.WriteLine("Chat error {0}", errorinformation);
                //Write the information to the log system
                Systems.Debugger.Write(errorinformation);
            }
        }
コード例 #24
0
ファイル: Stall.cs プロジェクト: uvbs/DarkEmu
        public void StallMain()
        {
            try
            {
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                byte         Type   = Reader.Byte();

                //Item edit
                if (Type == 1)
                {
                    if (Character.Network.Stall.isOpened)
                    {
                        return;
                    }
                    byte stallslot = Reader.Byte();
                    Reader.Skip(2);
                    ulong price = Reader.UInt64();
                    if (price <= 999999999)
                    {
                        int StallItemIndex = Character.Network.Stall.ItemList.FindIndex(i => (i.stallSlot == stallslot));
                        Character.Network.Stall.ItemList[StallItemIndex].price = price;

                        Character.Network.Stall.Send(Packet.StallModifyItem(stallslot, price));
                    }
                    else
                    {
                        return;
                    }
                }
                //Add an item
                else if (Type == 2)
                {
                    if (Character.Network.Stall.isOpened)
                    {
                        return;
                    }
                    byte  stallslot = Reader.Byte();
                    byte  invpos    = Reader.Byte();
                    short quantity  = Reader.Int16();
                    ulong price     = Reader.UInt64();

                    Global.slotItem uItemID = GetItem((uint)Character.Information.CharacterID, invpos, 0);

                    //Disable item mall items in stalls for now.
                    if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.GLOBALCHAT ||
                        Data.ItemBase[uItemID.ID].Type == Global.item_database.ArmorType.AVATAR ||
                        Data.ItemBase[uItemID.ID].Type == Global.item_database.ArmorType.AVATARHAT ||
                        Data.ItemBase[uItemID.ID].Type == Global.item_database.ArmorType.AVATARATTACH
                        )
                    {
                        return;
                    }

                    if (quantity <= Data.ItemBase[uItemID.ID].Max_Stack)
                    {
                        stall.stallItem StallItem = new stall.stallItem();
                        LoadBluesid(uItemID.dbID);
                        StallItem.stallSlot = stallslot;
                        StallItem.price     = price;
                        StallItem.Item      = (GetItem((uint)Character.Information.CharacterID, invpos, 0));

                        if (Character.Network.Stall.ItemList.Exists((get => get.Item.dbID == StallItem.Item.dbID)))
                        {
                            return;
                        }

                        Character.Network.Stall.ItemList.Add(StallItem);
                        Character.Network.Stall.Send(Packet.StallItemMain(Character.Network.Stall.ItemList));
                    }
                    else
                    {
                        return;
                    }
                }
                //Item pulling out
                else if (Type == 3)
                {
                    if (Character.Network.Stall.isOpened)
                    {
                        return;
                    }
                    byte stallslot = Reader.Byte();

                    //remove stallItem from stall
                    Character.Network.Stall.ItemList.Remove(Character.Network.Stall.ItemList.Find(i => (i.stallSlot == stallslot)));
                    Character.Network.Stall.Send(Packet.StallItemMain(Character.Network.Stall.ItemList));
                }
                //Stall modify state
                else if (Type == 5)
                {
                    byte State = Reader.Byte();
                    Character.Network.Stall.isOpened = (State == 1) ? true : false;

                    Character.Network.Stall.Send(Packet.StallSetState(State));
                }
                //Set Welcome msg
                else if (Type == 6)
                {
                    if (Character.Network.Stall.isOpened)
                    {
                        return;
                    }
                    short length = Reader.Int16();
                    Character.Network.Stall.WelcomeMsg = Reader.Text3();
                    //Console.WriteLine("New Welcome msg:" + welcome);
                    Character.Network.Stall.Send(Packet.StallWelcome(Character.Network.Stall.WelcomeMsg));
                }
                //Set StallName
                else if (Type == 7)
                {
                    string stallname = Reader.Text3();
                    Send(Packet.StallNameGlobal(Character.Information.UniqueID, stallname));
                    Character.Network.Stall.Send(Packet.StallName(stallname));
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine("Additem Stall error: {0}", ex);
            }
        }
コード例 #25
0
ファイル: Icons.cs プロジェクト: uvbs/DarkEmu
        public void RequestIcons()
        {
            PacketReader Reader        = new PacketReader(PacketInformation.buffer);
            byte         IconType      = Reader.Byte();
            short        IconHexLenght = Reader.Int16();
            string       Icon          = Reader.String(IconHexLenght);

            Reader.Close();
            //Need to figure out the string.. identification of the icon probably
            client.Send(Packet.IconSend(IconType, Icon));

            // Below is sniffed data

            /*
             * [S -> C][2114]
             *  01                                                Byte = Type icon (1 = Guild 2 = union).
             *  1C 01                                             Lenght of hex icon string
             *
             *  // below is the hex string (Ascii) icon
             *  74 6D 28 73 81 2A 47 37 F6 13 99 62 8C 3F 4E 29   tm(s.*G7...b.?N)
             *  0F 04 CB 3D E6 5F FC 0B D6 07 03 DD 0D 72 9A 25   ...=._.......r.%
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  8A 88 BF CB 59 5A 8A 08 74 80 32 53 AA 1C 5E 86   ....YZ..t.2S..^.
             *  FE DC BA 98 76 54 32 10 0F 1E 2D 3C               ....vT2...-<....
             *
             *  [C -> S][2114]
             *  02                                                ................
             *  0C 00                                             ................
             *  AE A5 BF 3C 23 65 0C 01 03 1E 27 3C               ...<#e....'<....
             */

            /*
             * (Nukei)Discovered so far:
             * client requests image by contacting 121.128.134.16 (gdmark.joymax.com) using HTTP protocol over port 15080
             * like:
             * http://gdmark.joymax.com:15080/SRO_CREST/A96_2132_1.crb (this files is saved in sro-client's RD folder as A96_2132.rd converted to BMP format)
             *
             * the returned header indicates, that the returned content is 256 Bytes in size (16 x 16 = 256).  the given type is "application".
             *
             * ToDo:
             * 1.	Why or when the client starts this request for images ?
             * 2.	Is the returned array of bytes 16x16 palette entries ?
             * 3.	if 2 is right, what palette is used ?
             *
             * Result:
             * 1. dont know :-P
             * 2. Yes, we get a paletted image in 16x16 size (without palette, without size, RAW pixel), so every byte is one pixel. pay attention that the Y coordinates are reversed, so the image is bottom up.
             * 3. discovered that it is the windows system palette !!
             *
             * I dont know if the image really is transfered with 2114 packet !!!
             *
             * Tools used: PhotoShop, Wireshark, WinHex
             */
            /*Xsense:
             * Result:
             * 1. I believe send on guild name spawn by 1 byte indication active non active.
             * 1. Simple check would be a bool from database on creation of icon set to true,
             * 1. Deletion item / guild disband / union kick / leave would remove the bool information from db.
             * 2. Indexed color 8 bit setting. (Change extension to bmp / checked photoshop indications).
             * 3.
             * 4. RD should be cache folder, which server could check from registry path to see excisting icons.
             */


            /*
             * (Rokky93) Discovered:
             *
             * I search a bit about CREST System of Joymax and found an interesting blog.So now i will tell you my results:
             *
             * 1. Silkroad stores Guild Icons on a stand-alone FTP Server. You can find them in the Media.pk2/type.txt
             * 2. For example A96_2132_1.crb:
             *  A - type(Guild or Alliance)
             *  96- Server ID
             *  2132 - guild id
             *  1 - crest id
             *
             * When we want to convert it to bmp:
             * 1. Silkroad uses 16x16 pixel big 8bbp bitmaps with static color palette and no compression. The stored crests are 256B big.
             * 2. BMP Structure:
             *  header - static
             *  meta - static
             *  palette - static
             *  bitmap (crest file content) - dynamic
             *
             * When we want to send icons to Client
             * 1. We have to change the FTP Server in the Media.pk2
             * 2. We must send this packet to Client
             *  byte - type(alliance, guild) 00 or 01
             *  dword - guildid
             *  string - guildname
             * dword - crestindex
             *
             * For example:
             * type                 G
             * serverId          187
             * guildId             2929
             * crestid             3
             *
             * Client makes this : G187_2929_3.crb and download them from server ( this is my  theory)
             *
             *
             * GET /SRO_CREST/A239_282_3.crb HTTP/1.1
             * Accept-Encoding: gzip, deflate
             * User-Agent: Mozilla/4.0 (compatible; MSIE 7.0; Windows NT 6.1; Trident/4.0; SLCC2; .NET CLR 2.0.50727; .NET CLR 3.5.30729; .NET CLR 3.0.30729; Media Center PC 6.0; InfoPath.3; .NET4.0C; .NET4.0E)
             * Host: gdmark.joymax.com:15080
             * Connection: Keep-Alive
             */
        }
コード例 #26
0
ファイル: Stall.cs プロジェクト: uvbs/DarkEmu
        public void StallBuy()
        {
            try
            {
                if (!Character.Network.Stall.isOpened)
                {
                    return;
                }
                PacketReader Reader    = new PacketReader(PacketInformation.buffer);
                byte         stallslot = Reader.Byte();

                stall           currentStall = Character.Network.Stall;
                stall.stallItem sitem        = currentStall.ItemList.Find(i => (i.stallSlot == stallslot));

                // stall buyer update
                byte slot = GetFreeSlot();
                if (slot <= 12)
                {
                    return;
                }
                if (Character.Information.Gold >= (long)sitem.price)
                {
                    Character.Information.Gold -= (long)sitem.price;
                    client.Send(Packet.UpdateGold(Character.Information.Gold));
                    SaveGold();
                }
                else
                {
                    return;  //insufficent gold
                }
                // staller update
                if (currentStall.ItemList.Contains(sitem))
                {
                    Systems staller = GetPlayer(currentStall.ownerID);
                    staller.Character.Information.Gold += (long)sitem.price;
                    staller.client.Send(Packet.UpdateGold(staller.Character.Information.Gold));

                    MsSQL.UpdateData("update character set gold='" + staller.Character.Information.Gold + "' where id='" + staller.Character.Information.CharacterID + "'");
                    //MsSQL.UpdateData("delete from char_items where itemnumber='item" + sitem.Item.Slot + "' AND owner='" + staller.Character.Information.CharacterID + "'");
                    Systems.MsSQL.InsertData("UPDATE char_items SET owner='" + Character.Information.CharacterID + "',slot='" + slot + "',itemnumber='item" + slot + "' WHERE owner='" + staller.Character.Information.CharacterID + "' AND itemid='" + sitem.Item.ID + "' AND id='" + sitem.Item.dbID + "' AND storagetype='0'");
                    //take item out from stall
                    if (currentStall.ItemList.Count == 1)
                    {
                        staller.Character.Stall.Stallactive = false;
                        Character.Stall.Stallactive         = false;
                    }
                    currentStall.ItemList.Remove(sitem);
                    client.Send(Packet.StallBuyItem(stallslot, 1));
                    currentStall.Send(Packet.StallBuyItem2(Character.Information.Name, stallslot, currentStall.ItemList));
                }
                else
                {
                    Disconnect("ban");
                    Console.WriteLine("Autobanned user: "******" Due to hacking");
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
コード例 #27
0
ファイル: ItemUsage.cs プロジェクト: uvbs/DarkEmu
        void Handle()
        {
            try
            {
                //Read packet information
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                byte         iSlot  = Reader.Byte();
                //Get global item information
                Global.slotItem uItemID = GetItem((uint)Character.Information.CharacterID, iSlot, 0);
                //Checks before continuing
                if (uItemID.ID != 0 || !Character.State.Die)
                {
                    //###########################################################################################
                    // Grabpets
                    //###########################################################################################
                    #region Pets (PET OBJECTS)

                    // Grabpets
                    #region Grabpets
                    if (Data.ItemBase[uItemID.ID].Pettype == Global.item_database.PetType.GRABPET)
                    {
                        //Check if we have pet active allready.
                        if (!Character.Grabpet.Active && Character.Action.MonsterID.Count == 0)
                        {
                            //If not active , add new pet object.
                            HandleGrabPet(iSlot, uItemID.ID);
                            //Need to change this to active effect on slot.
                            HandleUpdateSlotn(iSlot, uItemID, Reader.Int32());
                        }
                    }
                    #endregion
                    // Attackpets
                    #region Attackpets
                    else if (Data.ItemBase[uItemID.ID].Pettype == Global.item_database.PetType.ATTACKPET)
                    {
                        //Check if we have pet active allready.
                        if (!Character.Attackpet.Active && Character.Action.MonsterID.Count == 0 || !Character.Attackpet.Active && Character.Action.MonsterID == null)
                        {
                            //If not active , add new pet object.
                            if (!Character.Attackpet.Active)
                            {
                                HandleUpdateSlotn(iSlot, uItemID, Reader.Int32());
                                HandleAttackPet(iSlot, uItemID.ID);
                                client.Send(Packet.Update2(iSlot));
                                client.Send(Packet.ChangeStatus(Character.Information.UniqueID, 5, 0));
                            }
                        }
                    }
                    #endregion
                    #endregion
                    // Horses (NOTE: Detail error messages per if statement (if level, summoned etc).
                    #region Horses
                    if (Data.ItemBase[uItemID.ID].Pettype == Global.item_database.PetType.TRANSPORT)
                    {
                        //Checks before we continue
                        if (!Character.Stall.Stallactive && !Character.Transport.Right && Character.Action.MonsterID.Count == 0 && !Character.State.Sitting && !Character.Information.Scroll)
                        {
                            //Check if level is high enough
                            if (this.Character.Information.Level >= Data.ItemBase[uItemID.ID].Level)
                            {
                                HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                                HandleHorseScroll(uItemID.ID);
                            }
                            //Else
                            else
                            {
                                client.Send(Packet.IngameMessages(SERVER_PLAYER_UPTOHORSE, IngameMessages.UIIT_MSG_COSPETERR_CANT_PETSUM_HIGHLEVEL));
                            }
                        }
                    }
                    #endregion
                    // Special transport
                    #region Special transport
                    else if (Data.ItemBase[uItemID.ID].Pettype == Global.item_database.PetType.ATTACKPET)
                    {
                    }
                    #endregion
                    // Job Transport
                    #region Job Transport
                    else if (Data.ItemBase[uItemID.ID].Pettype == Global.item_database.PetType.JOBTRANSPORT)
                    {
                        //HandleJobTransport(uItemID.ID);
                    }
                    #endregion
                    //###########################################################################################
                    // Potions
                    //###########################################################################################
                    #region Potions
                    #region HP potion
                    if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.HP_POTION && Data.ItemBase[uItemID.ID].Etctype != Global.item_database.EtcType.HPSTATPOTION)
                    {
                        HandlePotion(1, uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    else if (Data.ItemBase[uItemID.ID].Name.Contains("_HP_") && Data.ItemBase[uItemID.ID].Name.Contains("_SUPERSET_"))
                    {
                        HandlePotion(1, uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    #region HP STAT Potions
                    else if (Data.ItemBase[uItemID.ID].Etctype != Global.item_database.EtcType.HP_POTION && Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.HPSTATPOTION)
                    {
                    }
                    #endregion
                    #region MP potions
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.MP_POTION && Data.ItemBase[uItemID.ID].Etctype != Global.item_database.EtcType.MPSTATPOTION)
                    {
                        HandlePotion(2, uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    else if (Data.ItemBase[uItemID.ID].Name.Contains("_MP_") && Data.ItemBase[uItemID.ID].Name.Contains("_SUPERSET_"))
                    {
                        HandlePotion(1, uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    #region HP STAT Potions
                    else if (Data.ItemBase[uItemID.ID].Etctype != Global.item_database.EtcType.HP_POTION && Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.MPSTATPOTION)
                    {
                    }
                    #endregion
                    #region Vigor potions

                    /*
                     *  else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.VIGOR_POTION)
                     *  {
                     *      HandlePotion(5, uItemID.ID);
                     *      HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                     *  }
                     */
                    else if (Data.ItemBase[uItemID.ID].Name.Contains("ITEM_ETC_ALL_"))
                    {
                        HandlePotion(5, uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    #region Speed potions
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.SPEED_POTION)
                    {
                        if (Character.Speed.DefaultSpeed == Character.Speed.RunSpeed ||
                            Character.Speed.DefaultSpeed + Character.Speed.Updateded[20] != Character.Speed.RunSpeed && Character.Information.Berserking)
                        {
                            this.SpecialBuff(Data.ItemBase[uItemID.ID].SkillID);
                            HandleUpdateSlot(iSlot, uItemID, Reader.UInt16());
                        }
                    }
                    #endregion
                    #region Berserk Potion
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.BERSERKPOTION)
                    {
                        if (Character.Information.BerserkBar < 5)
                        {
                            if (Character.Information.Berserking == false)
                            {
                                this.Character.Information.BerserkBar = 5;
                                client.Send(Packet.InfoUpdate(4, 0, Character.Information.BerserkBar));
                                HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                            }
                        }
                    }
                    #endregion
                    #endregion
                    //###########################################################################################
                    // Tickets
                    //###########################################################################################
                    #region Tickets
                    //Forgotten world
                    #region Forgotten world
                    else if (Data.ItemBase[uItemID.ID].Ticket == Global.item_database.Tickets.DUNGEON_FORGOTTEN_WORLD)
                    {
                        //Must add check if user location currently is forgotten world.
                        //Must add level check of portal.
                        ForgottenWorld(uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    #endregion
                    //###########################################################################################
                    // Global chat
                    //###########################################################################################
                    #region Global Chat
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.GLOBALCHAT)
                    {
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                        byte   something = Reader.Byte();
                        string text      = Reader.Text3();
                        Reader.Close();
                        SendAll(Packet.ChatPacket(6, 0, text, Character.Information.Name));
                    }
                    #endregion
                    //###########################################################################################
                    // Stall decoration
                    //###########################################################################################
                    #region Stall decoration
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.STALLDECORATION)
                    {
                        StallDeco(uItemID.ID, iSlot);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    //###########################################################################################
                    // Monster masks
                    //###########################################################################################
                    #region Monster masks
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.MONSTERMASK)
                    {
                        //If character monster mask isnt enabled allready.
                        if (!Character.Transformed)
                        {
                            if (Character.Information.Level >= Data.ItemBase[uItemID.ID].Level)
                            {
                                //Load Mask
                                MonsterMasks(uItemID.ID, iSlot);
                                HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                            }
                            else
                            {
                                //Send msg level to low
                            }
                        }
                        else
                        {
                            //Send msg allready in use
                        }
                    }
                    #endregion
                    //###########################################################################################
                    // Return scrolls
                    //###########################################################################################
                    #region Return scrolls
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.RETURNSCROLL && Data.ItemBase[uItemID.ID].Etctype != Global.item_database.EtcType.REVERSESCROLL)
                    {
                        if (Character.Information.Scroll)
                        {
                            return;
                        }
                        if (Timer.Movement != null)
                        {
                            Timer.Movement.Dispose();
                            Character.Position.Walking = false;
                        }
                        HandleReturnScroll(uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    //###########################################################################################
                    // Reverse scrolls
                    //###########################################################################################
                    #region Reverse scrolls
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.REVERSESCROLL)
                    {
                        if (Character.Information.Scroll)
                        {
                            return;
                        }
                        if (Character.Position.Walking)
                        {
                            return;
                        }
                        //Read item id
                        int itemid = Reader.Int32();
                        //Our switch byte
                        byte type = Reader.Byte();
                        //locations for reverse
                        int locid = 0;
                        if (type == 7)
                        {
                            locid = Reader.Int32();
                        }
                        //Start our handle
                        HandleReverse(itemid, type, locid);
                        //Update slot
                        HandleUpdateSlot(iSlot, uItemID, itemid);
                    }
                    #endregion
                    //###########################################################################################
                    // Thief scrolls
                    //###########################################################################################
                    #region Thief scrolls
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.BANDITSCROLL)
                    {
                        if (Character.Information.Scroll)
                        {
                            return;
                        }
                        HandleThiefScroll(uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    //###########################################################################################
                    // Summon scrolls
                    //###########################################################################################
                    #region Summon scrolls
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.SUMMONSCROLL)
                    {
                        HandleSummon(Character.Information.Level);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    //###########################################################################################
                    // Skin change scrolls
                    //###########################################################################################
                    #region Skin change scrolls
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.CHANGESKIN)
                    {
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                        int skinmodel = Reader.Int32();
                        HandleSkinScroll(skinmodel, uItemID.ID);
                    }
                    #endregion
                    //###########################################################################################
                    // Item change tool
                    //###########################################################################################
                    #region Skin change scrolls
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.ITEMCHANGETOOL)
                    {
                        int  itemid     = Reader.Int32();
                        byte targetslot = Reader.Byte();
                        //Make sure the item target is not equiped.
                        if (targetslot < 13)
                        {
                            return;
                        }
                        //Continue
                        HandleUpdateSlot(iSlot, uItemID, itemid);
                        HandleItemChange(uItemID.ID, iSlot, targetslot);
                    }
                    #endregion
                    //###########################################################################################
                    // Dungeon items
                    //###########################################################################################
                    #region Forgotten world
                    else if (Data.ItemBase[uItemID.ID].Ticket == Global.item_database.Tickets.DUNGEON_FORGOTTEN_WORLD)
                    {
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                        ForgottenWorld(uItemID.ID);
                    }
                    #endregion
                    //###########################################################################################
                    // Inventory expansion
                    //###########################################################################################
                    #region Inventory expansion
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.INVENTORYEXPANSION)
                    {
                        HandleInventoryExp(uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    //###########################################################################################
                    // Warehouse expansion
                    //###########################################################################################
                    #region Warehouse expansion
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.WAREHOUSE)
                    {
                        HandleWareHouse(uItemID.ID);
                        HandleUpdateSlot(iSlot, uItemID, Reader.Int32());
                    }
                    #endregion
                    //###########################################################################################
                    // Guild related
                    //###########################################################################################
                    #region Guild Icon
                    else if (Data.ItemBase[uItemID.ID].Etctype == Global.item_database.EtcType.GUILD_ICON)
                    {
                        HandleRegisterIcon();
                    }
                    #endregion
                    //###########################################################################################
                    // Non coded types
                    //###########################################################################################
                    else
                    {
                        //Need to make message in progress or such
                        Console.WriteLine("Non Coded Item ID: " + Data.ItemBase[uItemID.ID].ID + " Name: " + Data.ItemBase[uItemID.ID].Name + "");
                    }
                }
                // Close our packet reader
                Reader.Close();
            }
            catch (Exception ex)
            {
                Console.WriteLine("Item usage error {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }
コード例 #28
0
        void ActionMain()
        {
            try
            {
                if (Character.State.Die || Character.Information.Scroll || Character.Action.Cast)
                {
                    return;
                }

                //Create new packet reader
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                //Read main action type
                byte type = Reader.Byte();
                //If attack action byte is not equal to 2
                if (type != 2)
                {
                    //Read player action byte
                    byte PlayerAction = Reader.Byte();
                    //Create switch on player actions
                    switch (PlayerAction)
                    {
                    //Normal attacking
                    case 1:
                        //If character is allready using normal attack
                        if (Character.Action.nAttack)
                        {
                            //Return
                            return;
                        }
                        //If the character is riding a horse
                        if (Character.Transport.Right)
                        {
                            //Return, because character cannot attack while riding a horse.
                            return;
                        }
                        //If the character is picking up a item
                        if (Character.Action.PickUping)
                        {
                            //Stop pick up timer
                            StopPickUpTimer();
                        }
                        //Skip non needed byte
                        Reader.Skip(1);
                        //Read integer target id (DWORD).
                        int TargetID = Reader.Int32();
                        //Close packet reader
                        Reader.Close();
                        //Set target id for usage later in attacking.
                        Character.Action.Object = GetObjects(TargetID);
                        //Set bool normal attack to true
                        Character.Action.nAttack = true;
                        //Set character target id
                        Character.Action.Target = TargetID;
                        //Start attacking
                        StartAttackTimer(1425);
                        break;

                    case 2:    //pickup
                        if (Character.Action.nAttack)
                        {
                            return;
                        }
                        if (Character.Action.sAttack)
                        {
                            return;
                        }
                        if (Character.Action.sCasting)
                        {
                            return;
                        }
                        if (Character.Action.PickUping)
                        {
                            return;
                        }

                        Reader.Byte();
                        int id2 = Reader.Int32();
                        Reader.Close();

                        Character.Action.Target    = id2;
                        Character.Action.PickUping = true;
                        StartPickupTimer(600);
                        break;

                    case 3:    //trace
                        if (Character.Action.sAttack)
                        {
                            return;
                        }
                        if (Character.Action.sCasting)
                        {
                            return;
                        }
                        if (Character.State.Sitting)
                        {
                            return;
                        }
                        if (Character.Stall.Stallactive)
                        {
                            return;
                        }

                        Reader.Byte();
                        int id3 = Reader.Int32();
                        Character.Action.Target = id3;
                        Reader.Close();
                        client.Send(Packet.ActionState(1, 1));
                        Character.Action.PickUping = false;
                        Player_Trace(id3);
                        break;

                    case 4:    //use skill
                        Character.Action.UsingSkillID = Reader.Int32();
                        SkillMain(Reader.Byte(), Reader);
                        break;

                    case 5:
                        int  id4     = Reader.Int32();
                        byte b_index = SkillGetBuffIndex(id4);
                        SkillBuffEnd(b_index);
                        break;

                    default:
                        Console.WriteLine("ActionMain case: " + Reader.Byte());
                        break;
                    }
                }

                else
                {
                    StopAttackTimer();
                }
            }
            catch (Exception ex)
            {
                Systems.Debugger.Write(ex);
            }
        }
コード例 #29
0
        //###########################################################################################
        // Start teleporting
        //###########################################################################################
        void Teleport_Start()
        {
            try
            {
                lock (this)
                {
                    //Checks before we continue
                    if (Character.Action.PickUping)
                    {
                        return;
                    }
                    //Timer checks
                    StopTimers();
                    //Open the packet reader
                    PacketReader Reader = new PacketReader(PacketInformation.buffer);
                    //Teleport id
                    int teleportidinfo = Reader.Int32();
                    //Number
                    byte number = Reader.Byte();
                    //Teleport selected
                    int teleportselect = Reader.Int32();
                    Reader.Close();
                    //Find price information
                    int price = Data.TeleportPrice.Find(pc => (pc.ID == number)).price;
                    //If the user has less gold then it costs
                    if (this.Character.Information.Gold < price)
                    {
                        //Send error message
                        this.client.Send(Packet.IngameMessages(SERVER_TELEPORTSTART, IngameMessages.UIIT_MSG_INTERACTION_FAIL_NOT_ENOUGH_MONEY));
                        return;
                    }
                    //If the user level is lower then the required level
                    if (Data.TeleportPrice.Find(dd => (dd.ID == teleportselect)).level > 0 && Character.Information.Level < Data.TeleportPrice.Find(dd => (dd.ID == teleportselect)).level)
                    {
                        client.Send(Packet.IngameMessages(SERVER_TELEPORTSTART, IngameMessages.UIIT_MSG_INTERACTION_FAIL_OUT_OF_REQUIRED_LEVEL_FOR_TELEPORT));
                        return;
                    }
                    //If the user is currently with job transport (TODO).

                    //Update players gold
                    this.Character.Information.Gold -= price;
                    //Update players gold in database
                    SaveGold();
                    //Close buffs
                    BuffAllClose();
                    //Send teleport packet #1
                    this.client.Send(Packet.TeleportStart());
                    //Set state
                    this.Character.InGame = false;
                    //Update location
                    Teleport_UpdateXYZ(Convert.ToByte(teleportselect));
                    //Despawn objects
                    ObjectDeSpawnCheck();
                    //Despawn player to other players
                    DeSpawnMe();
                    //Required
                    client.Send(Packet.TeleportStart2());
                    //Send loading screen image
                    this.client.Send(Packet.TeleportImage(Data.PointBase[Convert.ToByte(teleportselect)].xSec, Data.PointBase[Convert.ToByte(teleportselect)].ySec));
                    //Set bool
                    this.Character.Teleport = true;
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine("Teleport select error {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }
コード例 #30
0
        /////////////////////////////////////////////////////////////////////////////////
        // Item Switch
        /////////////////////////////////////////////////////////////////////////////////
        void ItemMain()
        {
            #region Item Actions
            try
            {
                if (Character.State.Die || Character.Information.Scroll)
                {
                    return;
                }
                PacketReader Reader = new PacketReader(PacketInformation.buffer);
                byte         iType  = Reader.Byte();

                switch (iType)
                {
                case 0:
                    if (Character.State.Busy)
                    {
                        return;
                    }
                    ItemMove(Reader.Byte(), Reader.Byte(), Reader.Int16());
                    break;

                case 1:
                    ItemMoveInStorage(Reader.Byte(), Reader.Byte(), Reader.Int16());
                    break;

                case 2:
                    Player_MoveItemToStorage(Reader.Byte(), Reader.Byte(), Reader.Int32());
                    break;

                case 3:
                    Player_MoveStorageItemToInv(Reader.Byte(), Reader.Byte(), Reader.Int32());
                    break;

                case 4:
                    ItemMoveToExhangePage(Reader.Byte());
                    break;

                case 5:
                    ItemMoveExchangeToInv(Reader.Byte());
                    break;

                case 8:
                    Player_BuyItem(Reader.Byte(), Reader.Byte(), Reader.Int16(), Reader.Int32());
                    break;

                case 9:
                    Player_SellItem(Reader.Byte(), Reader.Int16(), Reader.UInt16());
                    break;

                case 7:
                    if (Character.State.Busy)
                    {
                        return;
                    }
                    Player_DropItem(Reader.Byte());
                    break;

                case 10:
                    if (Character.State.Busy)
                    {
                        return;
                    }
                    Player_DropGold(Reader.UInt64());
                    break;

                case 11:
                    Player_TakeGoldW(iType, Reader.Int64());
                    break;

                case 12:
                    Player_GiveGoldW(iType, Reader.Int64());
                    break;

                case 13:
                    ItemExchangeGold(Reader.Int64());
                    break;

                case 16:
                    MovePetToPet(Reader.Int32(), Reader.Byte(), Reader.Byte(), Reader.Int16());
                    break;

                case 24:
                    Player_BuyItemFromMall(Reader.Byte(), Reader.Byte(), Reader.Byte(), Reader.Byte(), Reader.Byte(), Reader.Text());
                    break;

                case 26:
                    MoveItemFromPet(Reader.Int32(), Reader.Byte(), Reader.Byte());
                    break;

                case 27:
                    MoveItemToPet(Reader.Int32(), Reader.Byte(), Reader.Byte());
                    break;

                case 29:
                    ItemMoveInStorage(Reader.Byte(), Reader.Byte(), Reader.Int16());    //Move inside guild storage
                    break;

                case 30:
                    Player_MoveItemToStorage(Reader.Byte(), Reader.Byte(), Reader.Int32());    //Move to guild storage
                    break;

                case 31:
                    Player_MoveStorageItemToInv(Reader.Byte(), Reader.Byte(), Reader.Int32());    //Move from guild storage
                    break;

                case 32:
                    Player_GiveGoldW(iType, Reader.Int64());    //Guild storage
                    break;

                case 33:
                    Player_TakeGoldW(iType, Reader.Int64());    //Guild storage
                    break;

                case 35:
                    ItemAvatarUnEquip(Reader.Byte(), Reader.Byte());
                    break;

                case 36:
                    ItemAvatarEquip(Reader.Byte(), Reader.Byte());
                    break;

                default:
                    Print.Format("Unknown Item Function:{0}:{1}", iType, Decode.StringToPack(PacketInformation.buffer));
                    break;
                }
                Reader.Close();
            }
            catch (Exception ex)
            {
                Console.WriteLine("Item Switch Error {0}", ex);
            }
            #endregion
        }