예제 #1
0
        public override bool Run()
        {
            base.Run();
            if (System.Environment.TickCount - mnTick > mnTime)
            {
                this.ClearThis();
                return(false);
            }

            //会攻击的特效-- 降灵咒雨
            if (mnEffID == Define.JIANGLINGZHOUYU)
            {
                if (System.Environment.TickCount - mnAttackTick > 1000)
                {
                    mnAttackTick = System.Environment.TickCount;

                    NetMsg.MsgMonsterMagicInjuredInfo magicattack = new NetMsg.MsgMonsterMagicInjuredInfo();
                    magicattack.roleid  = (uint)mnEffID;
                    magicattack.role_x  = this.GetCurrentX();
                    magicattack.role_y  = this.GetCurrentY();
                    magicattack.tag     = 21;
                    magicattack.magicid = (ushort)Define.JIANGLINGZHOUYU_MAGICID;
                    magicattack.magiclv = 0;

                    this.BrocatBuffer(magicattack.GetBuffer());

                    NetMsg.MsgGroupMagicAttackInfo magicattackex = new NetMsg.MsgGroupMagicAttackInfo();
                    magicattackex.nID      = mPlay.GetTypeId();
                    magicattackex.nX       = this.GetCurrentX();
                    magicattackex.nY       = this.GetCurrentY();
                    magicattackex.nMagicID = (ushort)Define.JIANGLINGZHOUYU_MAGICID;
                    magicattackex.nMagicLv = 0;
                    magicattackex.bDir     = this.GetDir();
                    NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                    info.tag = 21;
                    //---攻击 暂时只攻击怪物
                    foreach (RefreshObject refobj in this.GetVisibleList().Values)
                    {
                        BaseObject obj = refobj.obj;
                        if (obj.type == OBJECTTYPE.MONSTER)
                        {
                            if (this.GetPoint().CheckVisualDistance(obj.GetCurrentX(), obj.GetCurrentY(), Define.JIANGLINGZHOUYU_DIS))
                            {
                                uint nValue = BattleSystem.AdjustDamage(mPlay, obj, true);
                                magicattackex.AddObject(obj.GetTypeId(), (int)nValue);

                                obj.Injured(mPlay, nValue, info);
                            }
                        }
                    }
                    this.BrocatBuffer(magicattackex.GetBuffer());
                }
            }
            return(true);
        }
예제 #2
0
        public override bool Run()
        {
            base.Run();
            if (System.Environment.TickCount - mnTick > mnTime)
            {
                this.ClearThis();
                return false;
            }

            //会攻击的特效-- 降灵咒雨
            if (mnEffID == Define.JIANGLINGZHOUYU)
            {
                if (System.Environment.TickCount - mnAttackTick > 1000)
                {
                    mnAttackTick = System.Environment.TickCount;

                    NetMsg.MsgMonsterMagicInjuredInfo magicattack = new NetMsg.MsgMonsterMagicInjuredInfo();
                    magicattack.roleid = (uint)mnEffID;
                    magicattack.role_x = this.GetCurrentX();
                    magicattack.role_y = this.GetCurrentY();
                    magicattack.tag = 21;
                    magicattack.magicid = (ushort)Define.JIANGLINGZHOUYU_MAGICID;
                    magicattack.magiclv = 0;

                    this.BrocatBuffer(magicattack.GetBuffer());

                    NetMsg.MsgGroupMagicAttackInfo magicattackex = new NetMsg.MsgGroupMagicAttackInfo();
                    magicattackex.nID = mPlay.GetTypeId();
                    magicattackex.nX = this.GetCurrentX();
                    magicattackex.nY = this.GetCurrentY();
                    magicattackex.nMagicID = (ushort)Define.JIANGLINGZHOUYU_MAGICID;
                    magicattackex.nMagicLv = 0;
                    magicattackex.bDir = this.GetDir();
                    NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                    info.tag = 21;
                    //---攻击 暂时只攻击怪物
                    foreach (RefreshObject refobj in this.GetVisibleList().Values)
                    {
                        BaseObject obj = refobj.obj;
                        if (obj.type == OBJECTTYPE.MONSTER)
                        {

                            if (this.GetPoint().CheckVisualDistance(obj.GetCurrentX(), obj.GetCurrentY(), Define.JIANGLINGZHOUYU_DIS))
                            {
                                uint nValue = BattleSystem.AdjustDamage(mPlay, obj, true);
                                magicattackex.AddObject(obj.GetTypeId(), (int)nValue);

                                obj.Injured(mPlay, nValue, info);

                            }

                        }
                    }
                    this.BrocatBuffer(magicattackex.GetBuffer());
                }
            }
            return true;
        }
예제 #3
0
        public virtual void Run()
        {
            if (SelObj.IsDie())
            {
                return;           //自身实体已死亡
            }
            if (SelObj.IsLock())  //自身被锁定
            {
                if (findlist != null)
                {
                    findlist.Clear();
                }
                return;
            }
            //攻击的对方被锁定,攻击不了
            if (TargetObj != null && TargetObj.IsLock())
            {
                return;
            }
            //目标已死亡切换目标
            if (TargetObj != null && TargetObj.IsDie())
            {
                SetAttackTarget(null);
            }
            //目标是幻兽- 并且在休息状态
            if (TargetObj != null && TargetObj.type == OBJECTTYPE.EUDEMON &&
                (TargetObj as EudemonObject).GetState() != EUDEMONSTATE.BATTLE)
            {
                SetAttackTarget(null);
            }
            //空闲状态走路
            if (nState == BaseAI.STATE_IDLE && mAiInfo.bIdle_Move)
            {
                if (System.Environment.TickCount - SelObj.GetLastWalkTime() > SelObj.GetWalkTime() && !SelObj.IsDie())
                {
                    //二分之一的几率不走路
                    if (IRandom.Random(1, 4) > 2)
                    {
                        //增加判断- 优化服务端运行效率- 视野里有玩家才走
                        bool bWalk = false;
                        foreach (RefreshObject obj in SelObj.GetVisibleList().Values)
                        {
                            if (obj.obj.type == OBJECTTYPE.PLAYER)
                            {
                                bWalk = true;
                                break;
                            }
                        }
                        if (bWalk)
                        {
                            byte dir = 0; short x = 0; short y = 0;
                            if (DIR.Random_Walk(SelObj, ref dir, ref x, ref y))
                            {
                                SelObj.Walk(dir, x, y);
                            }
                        }
                    }
                }
            }
            //玩家意外掉线
            if (TargetObj != null && TargetObj.type == OBJECTTYPE.PLAYER &&
                TargetObj.GetGameSession() == null)
            {
                SetAttackTarget(null);
            }
            //主动怪物- 遍历视野范围内的玩家- 找到最近的那一个开始攻击他
            ActiveAttackPlay();

            //受伤了..反击
            if ((TargetObj != null) &&
                (nState == BaseAI.INJURED || nState == BaseAI.ATTACK ||
                 nState == BaseAI.FOLLOW))
            {
                if (!SelObj.CanPK(TargetObj))
                {
                    SetAttackTarget(null);
                    return;
                }
                //目标角色死亡了或者已经不在可视范围内
                if (TargetObj.IsDie() || !SelObj.GetPoint().CheckVisualDistance(TargetObj.GetCurrentX(),
                                                                                TargetObj.GetCurrentY(), mAiInfo.nRange))
                {
                    TargetObj = null;
                    nState    = BaseAI.STATE_IDLE;
                    if (findlist != null)
                    {
                        findlist.Clear();
                    }
                }


                if (TargetObj != null &&
                    System.Environment.TickCount - mnLastMoveTick > mAiInfo.nMove_Speed &&
                    mAiInfo.bMove)
                {
                    //与目标差距太大-- 就跟随
                    if (Math.Abs(TargetObj.GetCurrentX() - SelObj.GetCurrentX()) > mAiInfo.nAttack_Range ||
                        Math.Abs(TargetObj.GetCurrentY() - SelObj.GetCurrentY()) > mAiInfo.nAttack_Range)
                    {
                        if (findlist != null && findlist.Count > 0)
                        {
                            MapServer.FindPoint point = findlist[findlist.Count - 1];
                            findlist.RemoveAt(findlist.Count - 1);
                            if (point.x == SelObj.GetCurrentX() && point.y == SelObj.GetCurrentY())
                            {
                                return;
                            }
                            byte dir = DIR.GetDirByPos(SelObj.GetCurrentX(), SelObj.GetCurrentY(), point.x, point.y);
                            //   Console.WriteLine("当前怪物坐标:"+SelObj.GetCurrentX().ToString()+"y:"+SelObj.GetCurrentY().ToString() + "目的坐标:"+point.x.ToString() + "y:" + point.y.ToString() + "方向:" + dir.ToString()+"\n");
                            if (findlist.Count == 0)
                            {
                                nState = BaseAI.ATTACK;

                                //    Console.Write("------------------------------------------------------------\n");
                            }
                            SelObj.Walk(dir, point.x, point.y);
                        }
                        else
                        {
                            this.FollowTarget();
                        }

                        mnLastMoveTick = System.Environment.TickCount;
                        // Console.WriteLine((System.Environment.TickCount - mnLastMoveTick).ToString());
                        return;
                    }
                }
                //攻击目标
                if (TargetObj != null &&
                    System.Environment.TickCount - mnLastAttackTick > mAiInfo.nAttack_Speed)
                {
                    //在攻击范围内
                    if (Math.Abs(TargetObj.GetCurrentX() - SelObj.GetCurrentX()) <= mAiInfo.nAttack_Range &&
                        Math.Abs(TargetObj.GetCurrentY() - SelObj.GetCurrentY()) <= mAiInfo.nAttack_Range)
                    {
                        NetMsg.MsgMonsterAttackInfo msg = new NetMsg.MsgMonsterAttackInfo();
                        msg.Create(null, null);
                        msg.monsterid    = SelObj.GetTypeId();
                        msg.roleid       = TargetObj.GetTypeId();;
                        msg.role_x       = TargetObj.GetCurrentX();
                        msg.role_y       = TargetObj.GetCurrentY();
                        msg.injuredvalue = BattleSystem.AdjustDamage(SelObj, TargetObj);;
                        byte[] buff = msg.GetBuffer();
                        //广播
                        (SelObj as MonsterObject).BrocatBuffer(buff);
                        //GameStruct.Action act = new GameStruct.Action(GameStruct.Action.ATTACK, buff);
                        //SelObj.PushAction(act);

                        //反馈角色被攻击--减血3
                        NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                        info.tag = 21;
                        TargetObj.Injured(SelObj, msg.injuredvalue, info);
                        mnLastAttackTick = System.Environment.TickCount;
                    }
                }
            }
        }
예제 #4
0
        public virtual void Run()
        {
            if (SelObj.IsDie()) return; //自身实体已死亡
            if (SelObj.IsLock())  //自身被锁定
            {
                if (findlist != null)
                    findlist.Clear();
                return;
            }
            //攻击的对方被锁定,攻击不了
            if (TargetObj != null && TargetObj.IsLock()) return;
            //目标已死亡切换目标
            if (TargetObj != null && TargetObj.IsDie())
            {
                SetAttackTarget(null);
            }
            //目标是幻兽- 并且在休息状态
            if(TargetObj != null && TargetObj.type == OBJECTTYPE.EUDEMON &&
                (TargetObj as EudemonObject).GetState() != EUDEMONSTATE.BATTLE)
            {
                SetAttackTarget(null);
            }
            //空闲状态走路
            if (nState == BaseAI.STATE_IDLE && mAiInfo.bIdle_Move)
            {
                if (System.Environment.TickCount - SelObj.GetLastWalkTime() > SelObj.GetWalkTime() && !SelObj.IsDie())
                {
                    //二分之一的几率不走路
                    if (IRandom.Random(1, 4) > 2)
                    {
                        //增加判断- 优化服务端运行效率- 视野里有玩家才走
                        bool bWalk = false;
                        foreach (RefreshObject obj in SelObj.GetVisibleList().Values)
                        {
                            if (obj.obj.type == OBJECTTYPE.PLAYER)
                            {
                                bWalk = true;
                                break;
                            }
                        }
                        if (bWalk)
                        {
                            byte dir = 0; short x = 0; short y = 0;
                            if (DIR.Random_Walk(SelObj, ref dir, ref x, ref y))
                            {
                                SelObj.Walk(dir, x, y);
                            }
                        }

                    }
                }
            }
            //玩家意外掉线
            if (TargetObj != null && TargetObj.type == OBJECTTYPE.PLAYER &&
                TargetObj.GetGameSession() == null)
            {
                SetAttackTarget(null);

            }
            //主动怪物- 遍历视野范围内的玩家- 找到最近的那一个开始攻击他
            ActiveAttackPlay();

            //受伤了..反击
            if ((TargetObj != null) &&
                (nState == BaseAI.INJURED || nState == BaseAI.ATTACK ||
                nState == BaseAI.FOLLOW))
            {
                if (!SelObj.CanPK(TargetObj))
                {
                    SetAttackTarget(null);
                    return;
                }
                //目标角色死亡了或者已经不在可视范围内
                if (TargetObj.IsDie() || !SelObj.GetPoint().CheckVisualDistance(TargetObj.GetCurrentX(),
                    TargetObj.GetCurrentY(),mAiInfo.nRange))
                {
                    TargetObj = null;
                    nState = BaseAI.STATE_IDLE;
                    if (findlist != null) findlist.Clear();
                }

                if (TargetObj != null &&
                    System.Environment.TickCount - mnLastMoveTick > mAiInfo.nMove_Speed &&
                    mAiInfo.bMove)
                {
                    //与目标差距太大-- 就跟随
                    if (Math.Abs(TargetObj.GetCurrentX() - SelObj.GetCurrentX()) > mAiInfo.nAttack_Range ||
                        Math.Abs(TargetObj.GetCurrentY() - SelObj.GetCurrentY()) > mAiInfo.nAttack_Range)
                    {
                        if (findlist != null && findlist.Count > 0)
                        {
                            MapServer.FindPoint point = findlist[findlist.Count - 1];
                            findlist.RemoveAt(findlist.Count - 1);
                            if (point.x == SelObj.GetCurrentX() && point.y == SelObj.GetCurrentY()) return;
                            byte dir = DIR.GetDirByPos(SelObj.GetCurrentX(), SelObj.GetCurrentY(), point.x, point.y);
                         //   Console.WriteLine("当前怪物坐标:"+SelObj.GetCurrentX().ToString()+"y:"+SelObj.GetCurrentY().ToString() + "目的坐标:"+point.x.ToString() + "y:" + point.y.ToString() + "方向:" + dir.ToString()+"\n");
                            if (findlist.Count == 0)
                            {
                                nState = BaseAI.ATTACK;

                            //    Console.Write("------------------------------------------------------------\n");
                            }
                            SelObj.Walk(dir,point.x,point.y);

                        }else this.FollowTarget();

                        mnLastMoveTick = System.Environment.TickCount ;
                       // Console.WriteLine((System.Environment.TickCount - mnLastMoveTick).ToString());
                        return;
                    }

                }
                //攻击目标
                if(TargetObj != null &&
                    System.Environment.TickCount - mnLastAttackTick > mAiInfo.nAttack_Speed)
                {
                    //在攻击范围内
                    if(Math.Abs(TargetObj.GetCurrentX() - SelObj.GetCurrentX()) <= mAiInfo.nAttack_Range &&
                        Math.Abs(TargetObj.GetCurrentY() - SelObj.GetCurrentY()) <= mAiInfo.nAttack_Range)
                    {
                        NetMsg.MsgMonsterAttackInfo msg = new NetMsg.MsgMonsterAttackInfo();
                        msg.Create(null, null);
                        msg.monsterid = SelObj.GetTypeId();
                        msg.roleid = TargetObj.GetTypeId(); ;
                        msg.role_x = TargetObj.GetCurrentX();
                        msg.role_y = TargetObj.GetCurrentY();
                        msg.injuredvalue = BattleSystem.AdjustDamage(SelObj, TargetObj); ;
                        byte[] buff = msg.GetBuffer();
                        //广播
                        (SelObj as MonsterObject).BrocatBuffer(buff);
                        //GameStruct.Action act = new GameStruct.Action(GameStruct.Action.ATTACK, buff);
                        //SelObj.PushAction(act);

                        //反馈角色被攻击--减血3
                        NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                        info.tag = 21;
                        TargetObj.Injured(SelObj, msg.injuredvalue, info);
                        mnLastAttackTick = System.Environment.TickCount;
                    }
                }

            }
        }
예제 #5
0
        //自动普通攻击
        private void AutoAttack()
        {
            //清除自动攻击对象
            if (mAutoTarget != null)
            {
                if (mAutoTarget.IsDie()) mAutoTarget = null;
            }
            if (play.IsDie() || play.IsLock()) return;
            if (mAutoTarget != null && !mAutoTarget.IsLock())
            {
                if (System.Environment.TickCount - mnAutoAttackTick > 1500/*1.5秒攻击一次*/)
                {

                    NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                    //触发被动技能
                    if (PassiveMagic(info))
                    {
                        return;
                    }
                    info.idTarget = mAutoTarget.GetTypeId();
                    Attack(info);
                    mnAutoAttackTick = System.Environment.TickCount;
                }

            }
        }
예제 #6
0
        public override bool Run()
        {
            bool ret = base.Run();

            //距离超出-
            if (!this.GetPoint().CheckVisualDistance(mPlay.GetCurrentX(), mPlay.GetCurrentY(), DIS))
            {
                mPlay.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_MINGGUOSHENGNV);
                return(false);
            }
            //刷新周围对象以便寻找目标
            if (this.GetAi().GetTargetObject() == null)
            {
                if (System.Environment.TickCount - mnRefreshTick > REFRESHTIME)
                {
                    this.RefreshVisibleObject();
                    mnRefreshTick = System.Environment.TickCount;
                }
            }
            if (mMagicAttackTime.ToNextTime())
            {
                this.RefreshVisibleObject();

                NetMsg.MsgMonsterMagicInjuredInfo magicattack = new NetMsg.MsgMonsterMagicInjuredInfo();
                magicattack.roleid  = this.GetTypeId();
                magicattack.role_x  = this.GetCurrentX();
                magicattack.role_y  = this.GetCurrentY();
                magicattack.tag     = 21;
                magicattack.magicid = 6051;
                magicattack.magiclv = 0;
                this.BrocatBuffer(magicattack.GetBuffer());



                NetMsg.MsgGroupMagicAttackInfo magicattackex = new NetMsg.MsgGroupMagicAttackInfo();
                magicattackex.nID      = this.GetTypeId();
                magicattackex.nX       = this.GetCurrentX();
                magicattackex.nY       = this.GetCurrentY();
                magicattackex.nMagicID = 6051;
                magicattackex.nMagicLv = 0;
                magicattackex.bDir     = this.GetDir();
                foreach (RefreshObject refobj in this.GetVisibleList().Values)
                {
                    //只攻击怪物
                    if (refobj.obj.type == OBJECTTYPE.MONSTER)
                    {
                        BaseObject obj = refobj.obj;
                        if (this.GetPoint().CheckVisualDistance(obj.GetCurrentX(), obj.GetCurrentY(), 10))
                        {
                            uint injured = BattleSystem.AdjustDamage(mPlay, obj, true);
                            NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                            info.tag = 21;
                            obj.Injured(this, injured, info);
                            magicattackex.AddObject(obj.GetTypeId(), (int)injured);
                        }
                    }
                }
                this.BrocatBuffer(magicattackex.GetBuffer());
            }
            return(ret);
        }
예제 #7
0
        public override bool Run()
        {
            bool ret = base.Run();
            //距离超出-
            if (!this.GetPoint().CheckVisualDistance(mPlay.GetCurrentX(), mPlay.GetCurrentY(), DIS))
            {
                mPlay.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_MINGGUOSHENGNV);
                return false;
            }
            //刷新周围对象以便寻找目标
            if (this.GetAi().GetTargetObject() == null)
            {
                if (System.Environment.TickCount - mnRefreshTick > REFRESHTIME)
                {
                    this.RefreshVisibleObject();
                    mnRefreshTick = System.Environment.TickCount;
                }
            }
            if (mMagicAttackTime.ToNextTime())
            {
                this.RefreshVisibleObject();

                NetMsg.MsgMonsterMagicInjuredInfo magicattack = new NetMsg.MsgMonsterMagicInjuredInfo();
                magicattack.roleid = this.GetTypeId();
                magicattack.role_x = this.GetCurrentX();
                magicattack.role_y = this.GetCurrentY();
                magicattack.tag = 21;
                magicattack.magicid = 6051;
                magicattack.magiclv = 0;
                this.BrocatBuffer(magicattack.GetBuffer());

                NetMsg.MsgGroupMagicAttackInfo magicattackex = new NetMsg.MsgGroupMagicAttackInfo();
                magicattackex.nID = this.GetTypeId();
                magicattackex.nX = this.GetCurrentX();
                magicattackex.nY = this.GetCurrentY();
                magicattackex.nMagicID = 6051;
                magicattackex.nMagicLv = 0;
                magicattackex.bDir = this.GetDir();
                foreach (RefreshObject refobj in this.GetVisibleList().Values)
                {
                    //只攻击怪物
                    if (refobj.obj.type == OBJECTTYPE.MONSTER)
                    {
                        BaseObject obj = refobj.obj;
                        if (this.GetPoint().CheckVisualDistance(obj.GetCurrentX(), obj.GetCurrentY(), 10))
                        {
                            uint injured = BattleSystem.AdjustDamage(mPlay, obj, true);
                            NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                            info.tag = 21;
                            obj.Injured(this, injured, info);
                            magicattackex.AddObject(obj.GetTypeId(), (int)injured);
                        }
                    }
                }
                this.BrocatBuffer(magicattackex.GetBuffer());

            }
            return ret;
        }
예제 #8
0
        public void ProcessNetMsg(ushort tag, byte[] netdata)
        {
            PlayerObject play = this;
            // Log.Instance().WriteLog("协议号:" + tag.ToString());
            // Log.Instance().WriteLog("data:"+GamePacketKeyEx.byteToText(netdata));
            switch (tag)
            {
                case PacketProtoco.C_MOVE:
                    {

                        //被锁定之后无法进行操作
                        NetMsg.MsgMoveInfo moveinfo = new NetMsg.MsgMoveInfo();
                        moveinfo.Create(netdata, session.GetGamePackKeyEx());
                        byte[] movebuf = null;
                        //角色移动
                        if (moveinfo.id == this.GetTypeId())
                        {
                            if (this.IsLock()) return;
                            //摆摊状态
                            if (this.GetTimerSystem().QueryStatus(GameStruct.RoleStatus.STATUS_PTICH) != null) return;
                            if (this.Move(moveinfo))
                            {
                                moveinfo.id = this.GetTypeId();
                                moveinfo.x = this.GetCurrentX();
                                moveinfo.y = this.GetCurrentY();
                                moveinfo.dir = this.GetDir();
                                movebuf = moveinfo.GetBuffer();
                                //发给自己
                                this.SendData(movebuf);

                            }
                            break;
                        }
                        //幻兽移动
                        play.GetEudemonSystem().Move(moveinfo);

                        //正在跳舞中- 就设置停止跳舞标记
                        if (this.IsDancing())
                        {
                            this.SetDancing(0);
                        }
                        // this.GetGameMap().BroadcastMove(play, movebuf);
                        break;
                    }
                case PacketProtoco.C_OPENNPC: //单击npc
                    {
                        PackIn inpack = new PackIn(netdata);
                        inpack.ReadUInt16();
                        uint npcid = inpack.ReadUInt32();
                        ScripteManager.Instance().ExecuteActionForNpc(npcid, this);
                        break;
                    }
                case PacketProtoco.C_NPCREPLY: //点击npc选项
                    {

                        PackIn inpack = new PackIn(netdata);
                        inpack.ReadUInt16();
                        inpack.ReadUInt32();
                        inpack.ReadUInt16();
                        byte selectindex = inpack.ReadByte();
                        inpack.ReadInt16();
                        String szStr = inpack.ReadString();
                        if (selectindex == 255) //退出该npc对话脚本
                        {
                            this.SetTaskID(0);
                            break;
                        }
                        if ((selectindex > 0))
                        {
                            ScripteManager.Instance().ExecuteOptionId(selectindex, this, szStr);

                        }
                        else if (this.GetTaskID() != 0) //回调-
                        {
                            ScripteManager.Instance().ExecuteOptionId(play.GetTaskID(), this, szStr);
                            this.SetTaskID(0);
                        }
                        break;
                    }
                case PacketProtoco.C_ATTACK:        //攻击
                    {
                        //检测是否是安全区- 防作弊
                        if (this.GetGameMap().IsSafeArea(this.GetCurrentX(), this.GetCurrentY()))
                        {
                            this.LeftNotice("该区域内禁止PK!");
                            break;
                        }
                        NetMsg.MsgAttackInfo info = new NetMsg.MsgAttackInfo();
                        info.Create(netdata, this.GetGamePackKeyEx());
                        if (info.tag == 21)//魔法攻击 要解密
                        {
                            uint nData = ((info.usPosX) ^ (info.roleId) ^ 0x2ED6);
                            info.usPosX = (ushort)(0xFFFF & (BaseFunc.ExchangeShortBits(nData, 16 - 1) + 0xDD12));
                            nData = ((info.usPosY) ^ (info.roleId) ^ 0xB99B);
                            info.usPosY = (ushort)(0xFFFF & (BaseFunc.ExchangeShortBits(nData, 16 - 5) + 0x76DE));
                            info.idTarget = (BaseFunc.ExchangeLongBits((info.idTarget), 13) ^ (info.roleId) ^ 0x5F2D2463) + 0x8B90B51A;
                            info.usType = 0xFFFF & (BaseFunc.ExchangeShortBits(((info.usType) ^ (info.roleId) ^ 0x915D), 16 - 3) + 0x14BE);
                        }

                        if (info.roleId == this.GetTypeId()) //角色攻击
                        {
                            //被锁定之后无法进行操作
                            this.GetFightSystem().SetFighting();
                            //摆摊状态
                            if (this.GetTimerSystem().QueryStatus(GameStruct.RoleStatus.STATUS_PTICH) != null) return;
                            if (this.IsLock() || this.IsDie()) return;
                            //潜行状态就移除
                            if (this.GetTimerSystem().QueryStatus(GameStruct.RoleStatus.STATUS_STEALTH) != null)
                            {
                                this.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_STEALTH);
                            }
                            switch (info.tag)
                            {
                                case 2:     //普通攻击
                                    {
                                        // this.Attack(info);
                                        GetFightSystem().Attack(info);
                                        break;
                                    }
                                case 21:     //魔法攻击
                                    {

                                        //this.MagicAttack(info);
                                        GetFightSystem().MagicAttack(info);
                                        break;
                                    }
                            }
                            //正在跳舞中- 就设置停止跳舞标记
                            if (this.IsDancing())
                            {
                                this.SetDancing(0);
                            }
                            break;
                        }
                        //幻兽攻击
                        this.GetEudemonSystem().Eudemon_Attack(info);
                        break;
                    }
                case PacketProtoco.C_MSGIEM:    //道具操作信息
                    {
                        //被锁定后是无法使用道具的
                        if (this.IsLock()) break;
                        NetMsg.MsgOperateItem info = new NetMsg.MsgOperateItem();
                        info.Create(netdata);
                        switch (info.usAction)
                        {
                            //case NetMsg.MsgOperateItem.ITEMACT_EQUIP:   //穿戴装备
                            //    {
                            //        this.GetItemSystem().Equip(info.id, info.dwData);
                            //        break;
                            //    }
                            case NetMsg.MsgOperateItem.ITEMACT_BUY: //购买道具
                                {
                                    //魔石商店 1207为魔石商店的id
                                    switch (info.id)
                                    {
                                        case GameBase.Config.Define.GMAESHOPID: //魔石商店
                                            {
                                                this.GetItemSystem().BuyGameShopItem(info.dwData, info.amount);
                                                break;
                                            }
                                        case GameBase.Config.Define.LOOKFACEID: //头像商店
                                            {
                                                this.GetItemSystem().ChangeLookFace(info.dwData);
                                                break;
                                            }
                                        case GameBase.Config.Define.HAIRID:     //发型商店
                                            {
                                                this.GetItemSystem().ChangeHair(info.dwData);
                                                break;
                                            }

                                        default:
                                            {
                                                //普通的npc商店
                                                this.GetItemSystem().BuyItem(info.id, info.dwData);
                                                break;
                                            }
                                    }

                                    break;
                                }
                            case NetMsg.MsgOperateItem.ITEMACT_SELL: //卖出道具
                                {
                                    this.GetItemSystem().SellItem(info.id, info.dwData);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.ITEMACT_UNEQUIP: //卸下装备
                                {
                                    this.GetItemSystem().UnEquip(info.id, info.dwData);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.ITEMACT_USE: //使用道具
                                {
                                    //
                                    this.GetItemSystem().UseItem(info.id, info.dwData, (short)info.amount, (short)info.param1);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.ITEMACT_REPAIREQUIP:
                                {
                                    this.GetItemSystem().RepairEquip(info.param1, info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.ITEMACT_DROP:    //丢弃道具,从道具栏
                                {
                                    this.GetItemSystem().DropItemBag(info.id);
                                    break;
                                }

                            case NetMsg.MsgOperateItem.ITEMACT_OPENGEM: //装备打洞
                                {
                                    //Log.Instance().WriteLog("装备打洞:" + play.GetName() + " " + GamePacketKeyEx.byteToText(netdata));
                                    EquipOperation.Instance().OpenGem(this, info.id, (uint)BaseFunc.MakeLong(info.amount,info.param1));
                                    break;
                                }
                            case NetMsg.MsgOperateItem.STRONGACT_SAVEMONEY: //仓库存钱
                                {
                                    this.GetItemSystem().SaveStrongMoney((int)info.dwData);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.STRONGACT_GIVEMONEY: //仓库取钱
                                {
                                    this.GetItemSystem().GiveStrongMoney((int)info.dwData);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.EUDEMONACT_RECALL: //幻兽召回
                                {
                                    this.GetEudemonSystem().Eudemon_ReCall(info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.EUDEMONACT_FIT://幻兽合体
                                {
                                    this.GetEudemonSystem().Eudemon_Fit(info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.EUDEMONACT_BREAK_UP: //幻兽解体
                                {
                                    this.GetEudemonSystem().Eudemon_BreakUp(info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.EUDEMON_EVOLUTION:  //幻兽进化
                                {
                                    this.GetEudemonSystem().Eudemon_Evolution(info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.EUDEMON_DELETE_MAGIC: //删除幻兽技能
                                {
                                    this.GetEudemonSystem().Eudemon_DeleteMagic(info.id, (ushort)info.amount);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.TAKEMOUNT: //骑乘
                                {
                                    //如果幻兽出征了,先召回
                                    EudemonObject obj = this.GetEudemonSystem().GetEudmeonObject(info.id);
                                    if (obj == null) break;
                                    GameStruct.RoleItemInfo item = this.GetItemSystem().FindItem(obj.GetEudemonInfo().itemid);
                                    if (item == null) break;
                                    this.TakeMount(obj.GetTypeId(), item.itemid);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.TAKEOFFMOUNT: //下马
                                {
                                    this.TakeOffMount(info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.GET_EXPBALL_EXP: //获取经验球的等级
                                {
                                    int id = BaseFunc.MakeLong(info.amount, info.param1);
                                    if (id == this.GetTypeId())
                                    {
                                        this.LeftNotice("经验球不允许给人物使用");
                                        break;
                                    }
                                  //  收到网络协议:长度:28协议号:1009
                                    //{28,0,241,3,122,243,157,131,32,147,105,18,50,0,0,0,122,243,157,131,0,0,0,0,0,0,0,0}
                                    break;
                                }
                            case NetMsg.MsgOperateItem.USE_EXPBALL_EXP: //使用经验球
                                {
                                    int id = BaseFunc.MakeLong(info.amount, info.param1);
                                    if (id == this.GetTypeId())
                                    {
                                        this.LeftNotice("经验球不允许给人物使用");
                                        break;
                                    }
                                    //给幻兽使用
                                    RoleData_Eudemon eudemon_info = this.GetEudemonSystem().FindEudemon((uint)id);
                                    EudemonObject _obj = this.GetEudemonSystem().GetEudmeonObject((uint)id);
                                    if (_obj == null || eudemon_info == null) break;
                                    eudemon_info.level = 0;
                                  //  _obj.GetAttr().level = 0;
                                    _obj.ChangeAttribute(EudemonAttribute.Level, this.GetBaseAttr().level + GameBase.Config.Define.EXPBALL_EUDEMON_MAXLEVEL, false);
                                    //删除经验球
                                    this.GetItemSystem().DeleteItemByID(info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.PTICH_SELL_ITEM_GOLD: //摊位以金币方式出售道具
                                {
                                    PtichManager.Instance().SellItem(this, info.id, (byte)NetMsg.MsgOperateItem.PTICH_SELL_ITEM_GOLD, (int)info.dwData);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.PTICH_SELL_ITEM_GAMEGOLD: //摊位以魔石方式出售道具
                                {
                                    PtichManager.Instance().SellItem(this, info.id, (byte)NetMsg.MsgOperateItem.PTICH_SELL_ITEM_GAMEGOLD, (int)info.dwData);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.PTICH_GETBACK_SELLITEM: //摊位取回道具
                                {
                                    PtichManager.Instance().GetBackItem(this, info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.PTICH_BUY_ITEM: //购买摊位道具
                                {
                                    PtichManager.Instance().BuyItem(this, info.dwData, info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.GET_REMOTE_PTICH://获取远程摊位
                                {
                                    PtichManager.Instance().GetRemotePtich(this);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.BUY_REMOTE_PTICH_ITEM:   //购买远程摊位道具
                                {

                                    PtichManager.Instance().BuyRemotePtichItem(this,info.id);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.GET_REMOTE_PTICH_ID: //获取远程摊位- 从指定摊位号
                                {
                                    PtichManager.Instance().GetRemotePtich(this,(int) (info.dwData - 1)/*客户端传上来的是以1为下标*/);
                                    break;
                                }
                            case NetMsg.MsgOperateItem.EUDEMON_FOOD: //幻兽喂食圣兽魔晶
                                {
                                    if (this.GetMoneyCount(MONEYTYPE.GAMEGOLD) < 19) return;
                                    uint eudemon_id = (uint)BaseFunc.MakeLong(info.amount, info.param1);
                                    EudemonObject eudemon = this.GetEudemonSystem().GetBattleEudemon(eudemon_id);

                                    if (eudemon == null ) break;
                                    //幻兽等级不能超过角色九级以上
                                    if (eudemon.GetAttr().level + 50 > this.GetBaseAttr().level + 8)
                                    {
                                        eudemon.ChangeAttribute(EudemonAttribute.Level, this.GetBaseAttr().level + 8 - eudemon.GetAttr().level);
                                    }
                                    //最高255级
                                    else if (eudemon.GetAttr().level + 50 > 255)
                                    {
                                        eudemon.ChangeAttribute(EudemonAttribute.Level, 255 - eudemon.GetAttr().level);

                                    }
                                    else eudemon.ChangeAttribute(EudemonAttribute.Level, 50);
                                    eudemon.CalcAttribute();
                                    this.ChangeMoney(MONEYTYPE.GAMEGOLD, -19);
                                    break;
                                }
                            default: {
                                //Log.Instance().WriteLog("未知操作封包:" + play.GetName() + " " + GamePacketKeyEx.byteToText(netdata));
                                break;
                            }
                        }

                        break;
                    }
                case PacketProtoco.C_MSGTALK:
                    {
                        NetMsg.MsgTalkInfo talkinfo = new NetMsg.MsgTalkInfo();
                        talkinfo.Create(netdata);
                        String talk = talkinfo.GetTalkText();
                        if (talk.Length > 0)
                        {
                            if (talk[0] == '\\' && this.IsGM())
                            {
                                //GM命令--
                                GMCommand.ExecuteGMCommand(talk, this);
                            }
                            if (talk[0] == '\\') //普通命令--
                            {
                                GMCommand.ExecuteNormalCommand(talk, this);
                            }
                        }

                        PacketOut outpack;
                        switch (talkinfo.unTxtAttribute)
                        {
                            case NetMsg.MsgTalkInfo._TXTATR_TALK: //公聊
                                {
                                    outpack = new PacketOut();
                                    outpack.WriteUInt16((ushort)(netdata.Length + 2));
                                    outpack.WriteBuff(netdata);
                                    this.BroadcastBuffer(outpack.Flush(), false);
                                    break;
                                }
                            case NetMsg.MsgTalkInfo._TXTATR_PRIVATE: //私聊
                                {
                                    String targetname = talkinfo.GetTalkTargetText();
                                    PlayerObject targetobj = UserEngine.Instance().FindPlayerObjectToName(targetname);
                                    if (targetobj != null)
                                    {
                                        outpack = new PacketOut(targetobj.GetGamePackKeyEx());
                                        outpack.WriteUInt16((ushort)(netdata.Length + 2));
                                        outpack.WriteBuff(netdata);
                                        targetobj.SendData(outpack.Flush());
                                    }
                                    break;
                                }
                            case NetMsg.MsgTalkInfo._TXTATR_REJECT: //驳回
                                {
                                    String targetname = talkinfo.GetTalkTargetText();
                                    PlayerObject targetobj = UserEngine.Instance().FindPlayerObjectToName(targetname);
                                    if (targetobj != null)
                                    {
                                        switch (talkinfo.GetTalkText())
                                        {
                                            case "a": //好友请求驳回
                                                {
                                                    break;
                                                }
                                            case "b": //交易请求驳回
                                                {
                                                    this.GetTradSystem().SetTradTarget(0);
                                                    targetobj.GetTradSystem().SetTradTarget(0);
                                                    targetobj.LeftNotice("对方拒绝你的交易请求");
                                                    break;
                                                }
                                            case "c": //队伍请求
                                                {
                                                    break;
                                                }
                                        }
                                    }
                                    break;
                                }
                        }

                        break;
                    }
                case PacketProtoco.C_PICKDROPITEM: //拾取道具
                    {
                        NetMsg.MsgDropItem item = new NetMsg.MsgDropItem();
                        item.Create(netdata, null);
                        BaseObject obj = GetGameMap().GetObject(item.id);
                        if (obj == null) break;
                        if (this.IsDie() || this.IsLock()) break;//死亡或者被锁定
                        if (this.GetCurrentX() != obj.GetCurrentX() || this.GetCurrentY() != obj.GetCurrentY())
                        {
                            //连击技能或者xp技能没校验过坐标。。 就校验一下坐标 2015.11.21
                            //该道具暂时不可拾取-
                            this.ScroolRandom(this.GetCurrentX(), this.GetCurrentY());

                        }
                        if ((obj as DropItemObject).IsOwner() && (obj as DropItemObject).GetOwnerId() != this.GetTypeId())
                        {
                            this.LeftNotice("该道具暂时无法拾取!");
                            return;
                        }

                        //在地图
                        GameStruct.RoleItemInfo roleitem = (obj as DropItemObject).GetRoleItemInfo();
                        (obj as DropItemObject).BroadcastInfo(2);
                        this.GetGameMap().RemoveObj(obj);
                        //捡起来放到背包
                        if (roleitem == null) //怪物爆的
                        {
                            this.GetItemSystem().AwardItem(obj.GetTypeId(), NetMsg.MsgItemInfo.ITEMPOSITION_BACKPACK);
                        }
                        else
                        {
                            //玩家丢的
                            //如果是幻兽蛋,就得有幻兽数据
                            if (roleitem.postion == NetMsg.MsgItemInfo.ITEMPOSITION_EUDEMON_PACK)
                            {
                                this.GetEudemonSystem().AddTempEudemon((obj as DropItemObject).GetRoleEudemonInfo());
                            }
                            this.GetItemSystem().AwardItem(roleitem);

                        }

                        break;
                    }
                case PacketProtoco.C_CHANGEPKMODE: //更改pk模式
                    {
                        bool isrecall = false;
                        NetMsg.MsgChangePkMode action = new NetMsg.MsgChangePkMode();
                        action.Create(netdata, GetGamePackKeyEx());
                        switch (action.tag)
                        {
                            case NetMsg.MsgAction.TYPE_CHANGEPKMODE:
                                {
                                    if (action.value >= 0 && action.value <= 5)
                                    {
                                        this.SetPkMode((byte)action.value);
                                        isrecall = true;

                                    }
                                    break;
                                }
                            //xp技能单击
                            case NetMsg.MsgAction.TYPE_XPFULL:
                                {
                                    GetTimerSystem().XPFull((short)action.value);
                                    //测试--
                                    //PacketOut outpack = new PacketOut(this.GetGamePackKeyEx());
                                    //outpack.WriteUInt16(28);
                                    //outpack.WriteUInt16(1017);
                                    //outpack.WriteUInt32(this.GetTypeId());
                                    //outpack.WriteUInt32(2);
                                    //outpack.WriteInt32(36);
                                    //outpack.WriteInt32(64);
                                    //outpack.WriteInt32(71);
                                    //outpack.WriteInt32(2048);
                                    //byte[] data = outpack.Flush();
                                    //this.SendData(data);

                                    break;
                                }
                            //幻兽出征
                            case NetMsg.MsgAction.TYPE_EUDEMON_BATTLE:
                                {
                                    //value = id;
                                    this.GetEudemonSystem().Eudemon_Battle((uint)action.value);
                                    break;
                                }
                            //表情动作
                            case NetMsg.MsgAction.TYPE_FACEACTION:
                                {
                                    if (this.IsLock()) break;

                                    uint nAction = BitConverter.ToUInt32(netdata, 18);
                                    this.SetCurrentAction(nAction);
                                    action.SetKey(null);
                                    this.BroadcastBuffer(action.GetBuffer());
                                    //迷心术
                                    if (this.GetTimerSystem().QueryStatus(GameStruct.RoleStatus.STATUS_MIXINSHU) != null)
                                    {
                                        foreach (RefreshObject refobj in this.GetVisibleList().Values)
                                        {
                                            BaseObject obj = refobj.obj;
                                            if (obj.type == OBJECTTYPE.PLAYER)
                                            {
                                                (obj as PlayerObject).PlayAction(nAction);
                                            }
                                        }
                                    }
                                    break;
                                }
                            //获取角色详细信息
                            case NetMsg.MsgAction.TYPE_FRIENDINFO:
                                {
                                    this.GetFriendSystem().GetFriendInfo(action.value);

                                    break;
                                }
                            //复活角色
                            case NetMsg.MsgAction.TYPE_ALIVE:
                                {
                                    //要是鬼魂状态 并且死亡超过等于二十秒
                                    if (IsGhost() && System.Environment.TickCount - mnGhostTick >= GameBase.Config.Define.ALIVE_TIME)
                                    {

                                        Alive();

                                    }

                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_FLY_DOWN:    //雷霆万钧 下降
                                {
                                    play.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_FLY);
                                    play.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_XPFULL_ATTACK);
                                    if (play.GetTimerSystem().QueryStatus(GameStruct.RoleStatus.STATUS_HEILONGWU) != null)
                                    {
                                        play.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_HEILONGWU);
                                    }
                                    break;

                                }
                            case NetMsg.MsgAction.TYPE_EUDEMON_RANK: //查看幻兽排行榜
                                {
                                    //data1 从总星排行开始 超出100名为0
                                    byte[] data1 = { 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1 };
                                    //{36,0,102,4,114,189,89,134,39,31,97,5,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,83,85,0,0,0,0}
                                    PacketOut outpack = new PacketOut();
                                    outpack.WriteInt16(36);
                                    outpack.WriteInt16(1126);
                                    outpack.WriteUInt32((uint)action.value);
                                    outpack.WriteUInt32(this.GetTypeId());
                                    outpack.WriteInt16(0);
                                    outpack.WriteBuff(data1);
                                    this.SendData(outpack.Flush(), true);
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_EUDEMON_SOULINFO: //主幻兽增加分数信息
                                {

                                    EudemonObject obj = this.GetEudemonSystem().GetEudmeonObject((uint)action.time);
                                    if (obj == null) break;
                                    this.GetEudemonSystem().SetSoulEudemon((uint)action.time);
                                    GameStruct.EudemonSoulInfo soulinfo = ConfigManager.Instance().GetEudemonSoulInfo((int)(obj.GetEudemonInfo().quality / 100));
                                    if (soulinfo == null)
                                    {
                                        this.MsgBox("获取幻化信息错误!!");
                                        Log.Instance().WriteLog("获取幻化信息错误:名称:" + play.GetName() + " 品质:" + obj.GetEudemonInfo().quality.ToString()
                                            + "道具id:" + obj.GetEudemonInfo().itemid.ToString());
                                        break;
                                    }
                                    //125为等级需求
                                  //  byte[] data1 = { 32, 0, 244, 7, 73, 0, 6, 0, 125, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0/*, 9, 0, 0, 0, 1, 0, 0, 0*/ };
                                    PacketOut outpack = new PacketOut();
                                    outpack.WriteInt16(32);
                                    outpack.WriteInt16(2036);
                                    outpack.WriteInt16(73);
                                    outpack.WriteInt16(6);
                                    outpack.WriteInt32(soulinfo.level);
                                    outpack.WriteInt32(soulinfo.fu_star);
                                    outpack.WriteInt32(0);//亲密度
                                    outpack.WriteInt32(0);
                                    outpack.WriteInt32(0);
                                  //  outpack.WriteBuff(data1);
                                    //这个问成长率总分
                                    outpack.WriteInt32(obj.GetEudemonInfo().quality);
                                   // outpack.WriteInt32(9);
                                    outpack.WriteInt32(1);
                                    play.SendData(outpack.Flush(), true);
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_EUDEMON_SOUL: //幻兽幻化
                                {
                                    this.GetEudemonSystem().Eudemon_Soul((uint)action.value);
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_LOOKROLEINFO: //查看装备
                                {
                                    PlayerObject obj = UserEngine.Instance().FindPlayerObjectToTypeID((uint)action.value);
                                    if (obj == null) break;

                                    obj.GetItemSystem().SendLookRoleInfo(this);
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_LOOKEUDEMONINFO: //查看幻兽
                                {
                                    PlayerObject obj = UserEngine.Instance().FindPlayerObjectToTypeID((uint)action.value);
                                    if (obj == null) break;

                                    obj.GetEudemonSystem().SendLookEudemonInfo(this);
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_FINDPATH: //单击地图自动寻路
                                {
                                    short x = BaseFunc.LoWord(action.type);
                                    short y = BaseFunc.HiWord(action.type);
                                    if (!this.GetGameMap().CanMove(x, y)) break;

                                    //{28,0,242,3,1,0,0,0,73,48,96,5,195,1,159,1,0,0,0,0,232,3,0,0,166,38,0,0}
                                    PacketOut outpack = new PacketOut();
                                    outpack.WriteInt16(28);
                                    outpack.WriteInt16(1010);
                                    outpack.WriteInt32(1);
                                    outpack.WriteUInt32(this.GetTypeId());
                                    outpack.WriteInt16(x);
                                    outpack.WriteInt16(y);
                                    outpack.WriteInt32(0);
                                    outpack.WriteUInt32(this.GetGameMap().GetMapInfo().id);
                                    outpack.WriteInt32(9894);
                                    this.SendData(outpack.Flush(), true);
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_CONTINUEGAME:    //继续游戏
                                {

                                    PacketOut outpack = new PacketOut();
                                    outpack.WriteInt16(28);
                                    outpack.WriteInt16(1010);
                                    outpack.WriteInt32(System.Environment.TickCount);
                                    outpack.WriteUInt32(this.GetTypeId());
                                    outpack.WriteInt32(0);
                                    outpack.WriteInt32(0);
                                    outpack.WriteInt32(0);
                                    outpack.WriteInt32(9630);
                                    this.SendData(outpack.Flush(), true);
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_PTICH: //摆摊有关
                                {
                                    if (this.GetCurrentPtichID() == -1) break;
                                    PtichManager.Instance().AddPlayPtich(this.GetCurrentPtichID(), this);
                                    break;
                                }
                            case  NetMsg.MsgAction.TYPE_SHUT_PTICH: //收摊
                                {

                                    PtichManager.Instance().ShutPtich(this,true);

                                    break;
                                }
                            case 9528:
                                {
                                    //{242,3,180,167,114,0,174,66,15,0,70,1,211,1,0,0,0,0,0,0,0,0,56,37,0,0,}
                                 //   Log.Instance().WriteLog(GamePacketKeyEx.byteToText(netdata));
                                    break;
                                }
                            case 9855: //开启远程浏览
                                {
                                    break;
                                }
                            case NetMsg.MsgAction.TYPE_LOOK_PTICH: //查看摊位
                                {
                                    uint ptich_obj_id = (uint)action.time;
                                    PtichManager.Instance().LookPtich(this, ptich_obj_id);
                                    //Log.Instance().WriteLog(GamePacketKeyEx.byteToText(netdata));
                                    break;
                                }
                        }
                        //是否回发-
                        if (isrecall)
                        {
                            this.SendData(action.GetBuffer());
                        }
                        break; ;
                    }
                //保存热键信息
                case PacketProtoco.C_HOTKEY:
                    {
                        // Log.Instance().WriteLog("data:" + GamePacketKeyEx.byteToText(netdata));
                        NetMsg.MsgHotKey hotkey = new NetMsg.MsgHotKey();
                        hotkey.Create(netdata, GetGamePackKeyEx());
                        switch (hotkey.tag)
                        {
                            case NetMsg.MsgHotKey.TAG_SAVEHOTKEY: //保存热键
                                {
                                    String[] hotkeyarr = hotkey.GetHotKeyArr();
                                    if (hotkeyarr != null)
                                    {
                                        this.ClearHotKey(hotkey.GetGroup());
                                        for (int i = 0; i < hotkeyarr.Length; i++)
                                        {
                                            GameStruct.HotkeyInfo info = new GameStruct.HotkeyInfo(hotkey.GetGroup(), hotkeyarr[i]);
                                            if (info.index == 0 && info.id == 0) continue;
                                            this.AddHotKeyInfo(info);
                                        }
                                    }
                                    break;
                                }
                            case NetMsg.MsgHotKey.TAG_WANGLING_STATE: //切换亡灵形态
                                {
                                    if (this.GetTimerSystem().QueryStatus(GameStruct.RoleStatus.STATUS_HUASHENWANGLING) != null)
                                    {
                                        this.GetTimerSystem().DeleteStatus(GameStruct.RoleStatus.STATUS_HUASHENWANGLING);
                                    }
                                    else
                                    {
                                        this.GetTimerSystem().AddStatus(GameStruct.RoleStatus.STATUS_HUASHENWANGLING);
                                    }

                                    break;
                                }
                            case NetMsg.MsgHotKey.WORLD_CHAT: //魔法飞鸽
                                {
                                    //this.MsgBox("游戏当前禁止发送飞鸽!");
                                    //break;
                                   // hotkey.str;
                                    int Index = WorldPigeon.Instance().AddText(this.GetName(), this.GetTypeId(), hotkey.str);
                                    if (Index > 1)
                                    {
                                        this.MsgBox("发布飞鸽成功,目前排在:" + Index.ToString() + "位");
                                    }
                                    else if (Index == -1)
                                    {
                                        this.MsgBox("你已经发过一次飞鸽了,请等上一次的飞鸽发完。");
                                    }

                                    break;
                                }
                            case NetMsg.MsgHotKey.CHANGE_EUDEMON_NAME:  //更改幻兽名字
                                {
                                   // hotkey.type 幻兽id
                                  //  hotkey.str
                                    if (hotkey.str.Length > 8) return;
                                    EudemonObject obj = this.GetEudemonSystem().GetEudmeonObject((uint)hotkey.type);
                                    if (obj == null) return;
                                    GameStruct.RoleItemInfo role_item = this.GetItemSystem().FindItem(obj.GetEudemonInfo().itemid);
                                    if (role_item == null) return;
                                    role_item.forgename = hotkey.str;
                                   // {21,0,247,3,114,189,89,134,24,0,1,8,210,187,184,246,201,181,177,198,0}
                                    PacketOut outpack = new PacketOut();
                                    outpack.WriteInt16((short)(11 + Coding.GetDefauleCoding().GetBytes(role_item.forgename).Length + 2));
                                    outpack.WriteInt16(1015);
                                    outpack.WriteUInt32((uint)hotkey.type);
                                    outpack.WriteInt16(24);
                                    outpack.WriteByte(1);
                                    outpack.WriteString(role_item.forgename);
                                    outpack.WriteByte(0);
                                    this.BroadcastBuffer(outpack.Flush(), true);

                                    this.GetItemSystem().UpdateItemInfo(role_item.id);
                                    this.GetEudemonSystem().SendEudemonInfo(obj.GetEudemonInfo());

                                    //出战的时候也要同步改名
                                    if (this.GetEudemonSystem().GetBattleEudemon((uint)hotkey.type) != null)
                                    {
                                        obj.SendEudemonInfo();
                                    }
                                    break;
                                }
                            case 288: //进入/离开名人堂
                                {
                                    this.MsgBox("名人堂下一个版本开放!");
                                    break;
                                }
                        }

                        break;
                    }
                case PacketProtoco.C_EQUIPOPERATION:
                    {
                        NetMsg.MsgEquipOperation equip = new NetMsg.MsgEquipOperation();
                        equip.Create(netdata, null);
                      //  Log.Instance().WriteLog(GamePacketKeyEx.byteToText(netdata));
                        switch (equip.type)
                        {
                            //提升魔魂等级
                            case NetMsg.MsgEquipOperation.EQUIPSTRONG:
                            case NetMsg.MsgEquipOperation.EQUIPSTRONGEX:
                                {
                                    EquipOperation.Instance().EquipStrong(this, equip.itemid, equip.materialid);
                                    break;
                                }
                            //提升幻魔等级
                            case NetMsg.MsgEquipOperation.EQUIPLEVEL:
                                {
                                    EquipOperation.Instance().EquipLevel(this, equip.itemid, equip.materialid);
                                    break;
                                }
                            //提升装备品质
                            case NetMsg.MsgEquipOperation.EQUIPQUALITY:
                                {
                                    EquipOperation.Instance().EquipQuality(this, equip.itemid, equip.materialid);
                                    break;
                                }
                            //宝石镶嵌
                            case NetMsg.MsgEquipOperation.GEMSET:
                                {
                                    byte index = 0;//第几个洞
                                    uint gemid = 0;
                                    if (equip.materialid != 0)
                                    {
                                        gemid = equip.materialid;
                                        index = 0;
                                    }
                                    else if (equip.param != 0)
                                    {
                                        gemid = equip.param;
                                        index = 1;
                                    }
                                    else if (equip.param1 != 0)
                                    {
                                        gemid = equip.param1;
                                        index = 2;
                                    }
                                    if (gemid == 0) return;
                                    EquipOperation.Instance().GemSet(this, gemid, equip.itemid, index);
                                    break;
                                }
                            case NetMsg.MsgEquipOperation.MAMIC_ADD_GOD:
                                {
                                    EquipOperation.Instance().Magic_Add_God(this, equip.itemid, equip.materialid);
                                    break;
                                }
                            //宝石融合
                            case NetMsg.MsgEquipOperation.GEMFUSION:
                                {
                                    EquipOperation.Instance().GemFusion(this, equip.itemid);
                                    break;
                                }
                                //宝石替换
                            case NetMsg.MsgEquipOperation.GEMREPLACE:
                                {
                                    EquipOperation.Instance().GemReplace(this, netdata);
                                    break;
                                }
                            case NetMsg.MsgEquipOperation.EQUIP_GODEXP://提升神佑
                                {
                                    EquipOperation.Instance().Equip_GodExp(this,equip.itemid, equip.materialid);
                                    break;
                                }
                            case NetMsg.MsgEquipOperation.GUANJUE_GOLD:
                                {
                                    GuanJueManager.Instance().Donation(this, MONEYTYPE.GOLD, (int)equip.itemid);
                                    break;
                                }
                            case NetMsg.MsgEquipOperation.GUANJUE_GAMEGOLD:
                                {
                                    GuanJueManager.Instance().Donation(this, MONEYTYPE.GAMEGOLD, (int)equip.itemid);
                                    break;
                                }
                            case NetMsg.MsgEquipOperation.EXIT_GAME:
                                {
                                   byte[] data = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,29,0,0,0,0,0,0,0,0,0};
                                    PacketOut outpack = new PacketOut();
                                    outpack.WriteInt16(32);
                                    outpack.WriteInt16(1032);
                                    outpack.WriteInt32(System.Environment.TickCount);
                                    outpack.WriteBuff(data);
                                    this.SendData(outpack.Flush(), true);
                                    break;
                                }

                        }

                        break;
                    }
                case PacketProtoco.C_STRONGPACK:
                    {

                        NetMsg.MsgStrongPack msgstrongpack = new NetMsg.MsgStrongPack();
                        msgstrongpack.Create(netdata);

                        switch (msgstrongpack.param)
                        {
                            case NetMsg.MsgStrongPack.STRONGPACK_TYPE: //仓库操作
                                {
                                    switch (msgstrongpack.type)
                                    {
                                        case NetMsg.MsgStrongPack.STRONGPACK_TYPE_SAVE: //存道具
                                            {
                                                if (this.GetItemSystem().GetStrongItemCount() >= PlayerItem.MAX_STRONGITEM) return; //仓库道具已满,存不了了
                                                this.GetItemSystem().MoveItem(msgstrongpack.itemid, (ushort)NetMsg.MsgItemInfo.ITEMPOSTION_STRONG_PACK);
                                                break;
                                            }
                                        case NetMsg.MsgStrongPack.STRONGPACK_TYPE_GIVE://取道具
                                            {
                                                if (this.GetItemSystem().IsItemFull()) return; //包裹道具已满,存不了了
                                                this.GetItemSystem().MoveItem(msgstrongpack.itemid, (ushort)NetMsg.MsgItemInfo.ITEMPOSITION_BACKPACK);
                                                break;
                                            }
                                    }

                                    break;
                                }
                            case NetMsg.MsgStrongPack.CHEST_TYPE:
                                {
                                    switch (msgstrongpack.type)
                                    {
                                        case NetMsg.MsgStrongPack.CHEST_TYPE_GIVE: //取回衣柜时装
                                            {
                                                this.GetItemSystem().Give_FashionChest(msgstrongpack.itemid);
                                                break;
                                            }
                                    }
                                    break;
                                }
                        }
                        break;
                    }
                case PacketProtoco.C_GETFRIENDINFO:
                    {
                        //for (int i = 0; i < 10; i++)
                        //{
                        //    NetMsg.MsgFriendInfo info = new NetMsg.MsgFriendInfo();
                        //    info.Create(null, this.GetGamePackKeyEx());
                        //    info.level = 130;
                        //    info.type = 15;
                        //    info.actorid = this.GetTypeId() + 1;
                        //    info.name = "狂拽酷炫屌炸天"+i.ToString();
                        //    info.Online = 1;
                        //    this.SendData(info.GetBuffer());
                        //}

                        //info = new NetMsg.MsgFriendInfo();
                        //info.Create(null, this.GetGamePackKeyEx());
                        //info.level = 130;
                        //info.type = 15;
                        //info.actorid = this.GetTypeId() + 2;
                        //info.name = "离线人物";
                        //info.Online = 0;
                        //this.SendData(info.GetBuffer());
                        //  this.GetFriendSystem().SendAllFriendInfo();
                        break;
                    }
                case PacketProtoco.C_ADDFRIEND:
                    {
                        NetMsg.MsgFriendInfo info = new NetMsg.MsgFriendInfo();
                        info.Create(netdata);
                        switch (info.type)
                        {
                            case NetMsg.MsgFriendInfo.TYPE_ADDFRIEND:
                                {
                                    this.GetFriendSystem().RequestAddFriend(info);
                                    break;
                                }
                            case NetMsg.MsgFriendInfo.TYPE_AGREED: //接收好友请求
                                {
                                    this.GetFriendSystem().AddFriend(info.playerid, NetMsg.MsgFriendInfo.TYPE_FRIEND);
                                    break;
                                }
                            case NetMsg.MsgFriendInfo.TYPE_REFUSE: //拒绝好友请求
                                {
                                    this.GetFriendSystem().RefuseFriend(info.playerid);
                                    break;
                                }
                            case NetMsg.MsgFriendInfo.TYPE_KILL:  //绝交
                                {
                                    this.GetFriendSystem().DeleteFriend(info.playerid);
                                    break;
                                }
                        }

                        break;
                    }
                case PacketProtoco.C_TRAD:
                    {
                        NetMsg.MsgTradInfo info = new NetMsg.MsgTradInfo();
                        info.Create(netdata, null);

                        switch (info.type)
                        {
                            case NetMsg.MsgTradInfo.REQUEST_TRAD:
                                {
                                    this.GetTradSystem().RequstTrad(info);
                                    break;
                                }
                            case NetMsg.MsgTradInfo.QUIT_TRAD:
                                {
                                    this.GetTradSystem().QuitTrad(info);
                                    break;
                                }
                            case NetMsg.MsgTradInfo.GOLD_TRAD:
                                {
                                    this.GetTradSystem().SetTradGold((int)info.typeid);
                                    break;
                                }
                            case NetMsg.MsgTradInfo.GAMEGOLD_TRAD:
                                {
                                    this.GetTradSystem().SetTradGameGold((int)info.typeid);
                                    break;
                                }
                            case NetMsg.MsgTradInfo.ITEM_TRAD:
                                {
                                    this.GetTradSystem().AddTradItem(info.typeid);
                                    break;
                                }
                            case NetMsg.MsgTradInfo.SURE_TRAD:
                                {
                                    this.GetTradSystem().SureTrad();
                                    break;
                                }
                        }
                        break;
                    }
                case PacketProtoco.C_GUANJUE:
                    {
                        PackIn inguanjue = new PackIn(netdata);
                        inguanjue.ReadUInt16();
                        short type = inguanjue.ReadInt16();
                        byte page = inguanjue.ReadByte();
                        if (type == 2) //请求获得爵位数据
                        {
                            GuanJueManager.Instance().RequestData(this, page);
                        }

                        //                        byte[] data = {162,1,12,8,2,0,0,0,0,0,5,0,0,0,0,0,10,0,226,12,16,0,205,168,204,236,177,166,56,0,0,0,0,0,0,0,0,0,0,0,0,0,128,226,104,182,10,0,0,0,1,0,0,0,0,0,0,0,119,109,

                        //15,0,161,254,192,230,194,228,161,254,0,0,0,0,0,0,0,0,0,0,0,0,80,231,196,204,9,0,0,0,1,0,0,0,1,0,0,0,130,72,16,0,185,243,215,229,193,236,208,228,0,0,0,0,0,0

                        //,0,0,0,0,0,0,0,190,229,228,8,0,0,0,1,0,0,0,2,0,0,0,230,90,15,0,126,194,182,45,194,182,45,193,250,126,0,0,0,0,0,0,0,0,0,0,98,3,137,149,7,0,0,0,3,0,0,0,3,0,0

                        //,0,30,145,15,0,126,204,236,200,244,211,208,199,233,126,0,0,0,0,0,0,0,0,0,0,176,56,161,110,6,0,0,0,3,0,0,0,4,0,0,0,236,69,15,0,193,233,202,166,0,0,0,0,0,0,0

                        //,0,0,0,0,0,0,0,0,0,195,147,65,41,5,0,0,0,3,0,0,0,5,0,0,0,179,169,15,0,213,189,198,199,161,162,208,204,204,236,0,0,0,0,0,0,0,0,0,0,184,62,118,7,4,0,0,0,3,0,

                        //0,0,6,0,0,0,213,95,16,0,40,95,136,181,165,235,164,240,213,108,215,237,0,0,0,0,0,0,0,0,0,59,223,155,3,0,0,0,3,0,0,0,7,0,0,0,206,207,15,0,182,192,185,194,161

                        //,162,176,212,204,236,0,0,0,0,0,0,0,0,0,0,128,149,127,73,3,0,0,0,3,0,0,0,8,0,0,0,40,79,15,0,196,234,199,225,190,205,210,170,192,203,0,0,0,0,0,0,0,0,0,0,115,

                        //166,15,67,3,0,0,0,3,0,0,0,9,0,0,0};
                        //                        this.GetGamePackKeyEx().EncodePacket(ref data, data.Length);
                        //                        this.SendData(data);
                        break;
                    }
                case PacketProtoco.C_DANCING: //跳舞
                    {
                        PackIn inpack = new PackIn(netdata);
                        short _param = inpack.ReadInt16();
                        uint role_id = inpack.ReadUInt32();
                        uint target_id = inpack.ReadUInt32();
                        int param1 = inpack.ReadInt32();
                        short magic_id = inpack.ReadInt16();
                        short magic_lv = inpack.ReadInt16();

                        PacketOut outpack = new PacketOut();
                        switch (param1)
                        {
                            case 1280: //请求跳舞
                                {
                                    BaseObject targetobj = play.GetGameMap().FindObjectForID(target_id);
                                    if (targetobj == null)
                                    {
                                        return;
                                    }
                                    //距离太远
                                    if (Math.Abs(this.GetCurrentX() - targetobj.GetCurrentX()) > 2 ||
                                        Math.Abs(this.GetCurrentY() - targetobj.GetCurrentY()) > 2)
                                    {
                                        this.LeftNotice("离对方太远了,再走近点吧。");
                                        return;
                                    }
                                    //     收到网络协议:长度:28协议号:1049
                                    byte[] data1 = { 2, 5, 0, 0, 232, 0, 0, 0, 131, 0, 0, 0, 255, 255, 255, 255 };
                                    outpack.WriteUInt16(28);
                                    outpack.WriteUInt16(1049);
                                    outpack.WriteUInt32(this.GetTypeId());
                                    outpack.WriteUInt32(target_id);
                                    outpack.WriteBuff(data1);
                                    play.BroadcastBuffer(outpack.Flush(), true);

                                    outpack = new PacketOut();

                                    byte[] data2 = { 3, 5, 0, 0, 25, 2, 0, 0, 0, 0, 0, 0, 255, 255, 255, 255 };
                                    outpack.WriteUInt16(28);
                                    outpack.WriteUInt16(1049);
                                    outpack.WriteUInt32(this.GetTypeId());
                                    outpack.WriteUInt32(target_id);
                                    outpack.WriteBuff(data2);
                                    play.BroadcastBuffer(outpack.Flush(), true);
                                    mnDancingId = magic_id;
                                    mnDancingTick = System.Environment.TickCount;
                                    break;
                                }
                            case 1285: //停止跳舞
                                {
                                    if (mnDancingId > 0 && System.Environment.TickCount - mnDancingTick > 2000)
                                    {
                                        byte[] data1 = { 5, 5, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 };
                                        outpack = new PacketOut();
                                        outpack.WriteUInt16(28);
                                        outpack.WriteUInt16(1049);
                                        outpack.WriteUInt32(this.GetTypeId());
                                        outpack.WriteUInt32(target_id);
                                        outpack.WriteBuff(data1);
                                        play.BroadcastBuffer(outpack.Flush(), true);
                                        mnDancingId = 0;
                                    }

                                    break;
                                }
                        }

                        //Log.Instance().WriteLog(GameBase.Network.GamePacketKeyEx.byteToText(netdata));
                        break;
                    }
                default:
                    {
                        Debug.WriteLine("未知封包,协议号:" + tag.ToString());
                        break;
                    }
            }
        }