IngameMessages() 공개 정적인 메소드

public static IngameMessages ( ushort opcode, ushort id ) : byte[]
opcode ushort
id ushort
리턴 byte[]
예제 #1
0
파일: Premium.cs 프로젝트: uvbs/DarkEmu
        /////////////////////////////////////////////////////////////////////////////
        // Handle new premium tickets
        /////////////////////////////////////////////////////////////////////////////
        void HandlePremiumType(int ItemID)
        {
            //First we check if the user allready has a ticket active or not.
            if (!Character.Premium.Active)
            {
                //Set default values that we will use for the ticket.
                DateTime StartTime = DateTime.Now;
                double   Timespan  = StartTime.Minute;
                byte     NewRate   = 0;

                //Check which ticket the user has selected.
                if (Data.ItemBase[ItemID].Ticket == Global.item_database.Tickets.GOLD_1_DAY)
                {
                }
                else if (Data.ItemBase[ItemID].Ticket == Global.item_database.Tickets.GOLD_4_WEEKS)
                {
                    NewRate = 2;
                }
                //Send visual packet for the icon
            }
            else
            {
                //Send message to user that an active ticket excists.
                client.Send(Packet.IngameMessages(Systems.SERVER_TICKET, IngameMessages.UIIT_MSG_PREMIUM_NOT_USE));
            }
        }
예제 #2
0
파일: ItemMoving.cs 프로젝트: uvbs/DarkEmu
 /////////////////////////////////////////////////////////////////////////////////
 // Put gold to storage
 /////////////////////////////////////////////////////////////////////////////////
 void Player_GiveGoldW(byte type, long gold)
 {
     #region Instert gold into storage
     try
     {
         //Check if the user isnt in any state/action that we will not allow.
         if (!Character.State.Die || !Character.Stall.Stallactive || !Character.Alchemy.working || !Character.Position.Walking)
         {
             //Check if the deposit gold is equally or higher then player inventory gold
             if (Character.Information.Gold >= gold)
             {
                 //If the user is storing in normal storage
                 if (!Character.Network.Guild.UsingStorage)
                 {
                     //Set new storage gold plus
                     Character.Account.StorageGold += gold;
                     //Update player inventory gold minus
                     Character.Information.Gold -= gold;
                     //Send update packet
                     client.Send(Packet.UpdateGold(Character.Information.Gold));
                     //Send visual packet of moving gold
                     client.Send(Packet.MoveItem(type, 0, 0, 0, gold, "MOVE_WAREHOUSE_GOLD"));
                     //Save gold information
                     SaveGold();
                 }
                 //If the user is using guild storage
                 else
                 {
                     //Set new storage gold plus
                     Character.Network.Guild.StorageGold += gold;
                     //Update player inventory gold minus
                     Character.Information.Gold -= gold;
                     //Send update packet
                     client.Send(Packet.UpdateGold(Character.Information.Gold));
                     client.Send(Packet.GuildGoldUpdate(Character.Network.Guild.StorageGold, 0x20));
                     client.Send(Packet.GuildStorageGold(Character));
                     //Save gold information
                     SaveGold();
                     //Save guild gold
                     SaveGuildGold();
                 }
             }
             //If gold is to low
             else
             {
                 //Send error message to player
                 client.Send(Packet.IngameMessages(SERVER_UPDATEGOLD, IngameMessages.UIIT_MSG_STRGERR_NOT_ENOUGH_GOLD));
             }
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Deposit gold error {0}", ex);
         Systems.Debugger.Write(ex);
     }
     //Save player information
     SavePlayerInfo();
     #endregion
 }
예제 #3
0
 void GuildInvite()
 {
     //Wrap our code into a catcher
     try
     {
         //Create new packet reader
         PacketReader Reader = new PacketReader(PacketInformation.buffer);
         //Read lenght of invited character name
         Int16 InvitedCharacterLEN = Reader.Int16();
         //Read invited character name
         string InvitedCharacter = Reader.String(InvitedCharacterLEN);
         //Close packet reader
         Reader.Close();
         //Get information for target
         Systems sys = GetPlayerName(InvitedCharacter);
         //Set targetid information
         Character.Network.TargetID = sys.Character.Information.UniqueID;
         //If player allready has a guild
         if (sys.Character.Network.Guild.Guildid != 0)
         {
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_GUILDERR_MEMBER_OF_ANOTHER_GUILD));
             return;
         }
         //If player has to wait before the player can join another guild
         if (sys.Character.Information.JoinGuildWait)
         {
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_GUILD_PENALTY));
             return;
         }
         //If the guild has max members
         if (Character.Network.Guild.TotalMembers >= Character.Network.Guild.MaxMembers)
         {
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_GUILDERR_MEMBER_FULL));
         }
         //If the character doesnt have join rights
         if (!Character.Network.Guild.joinRight)
         {
             //This should not happen unless hack attempt, because button should be grayed out
             return;
         }
         //Set targetid to the invited player
         sys.Character.Network.TargetID = this.Character.Information.UniqueID;
         //Send guild request packet
         sys.client.Send(Packet.PartyRequest(5, this.Character.Information.UniqueID, 0));
         //Set bools active
         Character.State.GuildInvite     = true;
         sys.Character.State.GuildInvite = true;
     }
     //Catch bad exception errors
     catch (Exception ex)
     {
         //Write information to the console
         Console.WriteLine("Guild invite error {0}", ex);
         //Write information to the debug log
         Systems.Debugger.Write(ex);
     }
 }
예제 #4
0
파일: ItemUsage.cs 프로젝트: 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);
            }
        }
예제 #5
0
파일: Grabpet.cs 프로젝트: uvbs/DarkEmu
 ///////////////////////////////////////////////////////////////////////////
 // Rename grab pet
 ///////////////////////////////////////////////////////////////////////////
 void RenamePet()
 {
     try
     {
         //Start reading packet data
         PacketReader Reader = new PacketReader(PacketInformation.buffer);
         //Pet id
         int petid = Reader.Int32();
         //Pet name lenght
         short petnamel = Reader.Int16();
         //Pet name
         string petname = Reader.String(petnamel);
         //Check availability for pet name.
         int nameavailable = MsSQL.GetRowsCount("SELECT pet_name FROM pets WHERE pet_name='" + petname + "'");
         //If available (Row count is zero).
         if (nameavailable == 0)
         {
             //Create the query we will use
             MsSQL ms = new MsSQL("SELECT * FROM pets WHERE playerid='" + Character.Information.CharacterID + "' AND pet_unique='" + petid + "'");
             //Open our data reader
             using (SqlDataReader reader = ms.Read())
             {
                 //While the reader is reading from database
                 while (reader.Read())
                 {
                     //First we check the lenght of the name.
                     if (petnamel < 3)
                     {
                         client.Send(Packet.IngameMessages(SERVER_PET_RENAME_MSG, IngameMessages.UIIT_MSG_COSPETERR_PETNAME_NOTPUT));
                     }
                     //Check if renamed allready. (Should not be needed just extra check)
                     if (Character.Grabpet.Details != null)
                     {
                         if (petid == Character.Grabpet.Details.UniqueID)
                         {
                             if (Character.Grabpet.Details.Petname == "No name")
                             {
                                 //Update name in database
                                 MsSQL.UpdateData("UPDATE pets SET pet_state='2',pet_name='" + petname + "' WHERE pet_unique='" + petid + "' AND playerid='" + Character.Information.CharacterID + "'");
                                 //Send needed packets to update name (Official sends 2 times)...
                                 client.Send(Packet.PetSpawn(petid, 2, Character.Grabpet.Details));
                                 //Send to all currently in spawn range
                                 Send(Packet.PetSpawn(petid, 2, Character.Grabpet.Details));
                             }
                         }
                     }
                     //Check if renamed allready. (Should not be needed just extra check)
                     if (Character.Attackpet.Details != null)
                     {
                         if (petid == Character.Attackpet.Details.UniqueID)
                         {
                             if (Character.Attackpet.Details.Petname == "No name")
                             {
                                 //Update name in database
                                 MsSQL.UpdateData("UPDATE pets SET pet_state='2',pet_name='" + petname + "' WHERE pet_unique='" + petid + "' AND playerid='" + Character.Information.CharacterID + "'");
                                 //Send needed packets to update name (Official sends 2 times)...
                                 client.Send(Packet.PetSpawn(petid, 2, Character.Attackpet.Details));
                                 //Send to all currently in spawn range
                                 Send(Packet.PetSpawn(petid, 2, Character.Attackpet.Details));
                             }
                         }
                     }
                 }
             }
         }
         //If name has been taken
         else
         {
             //Not sure if correct msg.
             client.Send(Packet.IngameMessages(SERVER_PET_RENAME_MSG, IngameMessages.UIIT_MSG_COSPETERR_PETNAME_NOTPUT));
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Grab pet renaming error : " + ex);
     }
 }
예제 #6
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);
            }
        }
예제 #7
0
 void GuildStorage()
 {
     //Wrap our function inside a catcher
     try
     {
         //If guild level is to low send message
         if (Character.Network.Guild.Level == 1)
         {
             //Need to sniff to check what opcode is sending for the message
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_STORAGE, IngameMessages.GUILD_STORAGE_LEVEL_TO_LOW));
         }
         //If guild level is 2 meaning it has storage option
         else
         {
             //Make sure the user has guild storage rights
             if (Character.Network.Guild.guildstorageRight)
             {
                 //Check if other guild members are currently in storage
                 foreach (int member in Character.Network.Guild.Members)
                 {
                     //Make sure member isnt 0
                     if (member != 0)
                     {
                         //Get player details
                         Systems getplayer = GetPlayerMainid(member);
                         //Make sure player isnt null
                         if (getplayer != null)
                         {
                             //Check if the player is using storage
                             if (getplayer.Character.Network.Guild.UsingStorage)
                             {
                                 //Send storage message error
                                 client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_STRGERR_STORAGE_OPERATION_BLOCKED));
                                 return;
                             }
                         }
                     }
                 }
                 //Make sure that the user isnt using storage allready
                 if (!Character.Network.Guild.UsingStorage)
                 {
                     byte type = 1;
                     //Set user as active storage user
                     Character.Network.Guild.UsingStorage = true;
                     //Send storage begin packet
                     client.Send(Packet.GuildStorageStart(type));
                 }
             }
             //If the player has no storage rights
             else
             {
                 //Send error message to user not allowed
                 client.Send(Packet.IngameMessages(SERVER_GUILD_STORAGE, IngameMessages.UIIT_MSG_STRGERR_STORAGE_OPERATION_BLOCKED));
             }
         }
     }
     //Catch any bad errors
     catch (Exception ex)
     {
         //Write information to the console
         Console.WriteLine("GuildStorage Open Error: {0}", ex);
         //Write information to the debug log
         Systems.Debugger.Write(ex);
     }
 }
예제 #8
0
파일: ItemMoving.cs 프로젝트: uvbs/DarkEmu
 /////////////////////////////////////////////////////////////////////////////////
 // Take gold from storage
 /////////////////////////////////////////////////////////////////////////////////
 void Player_TakeGoldW(byte type, long gold)
 {
     #region Take gold from storage
     try
     {
         //Check if the user isnt in any state/action that we will not allow.
         if (!Character.State.Die || !Character.Stall.Stallactive || !Character.Alchemy.working || !Character.Position.Walking)
         {
             //Normal storage
             if (!Character.Network.Guild.UsingStorage)
             {
                 //Check if the gold is equally or higher to the amount withdrawing
                 if (Character.Account.StorageGold >= gold)
                 {
                     //If ok, reduce the gold from storage
                     Character.Account.StorageGold -= gold;
                     //Add the gold to inventory gold
                     Character.Information.Gold += gold;
                     //Send packet update gold
                     client.Send(Packet.UpdateGold(Character.Information.Gold));
                     //Send visual update
                     client.Send(Packet.MoveItem(type, 0, 0, 0, gold, "MOVE_WAREHOUSE_GOLD"));
                     //Save the gold information
                     SaveGold();
                 }
                 //If gold is to low
                 else
                 {
                     //Send error message to the player.
                     client.Send(Packet.IngameMessages(SERVER_UPDATEGOLD, IngameMessages.UIIT_MSG_STRGERR_NOT_ENOUGH_GOLD));
                 }
             }
             //Guild storage
             else
             {
                 //Check if the gold is equally or higher to the amount withdrawing
                 if (Character.Network.Guild.StorageGold >= gold)
                 {
                     //If ok, reduce the gold from storage
                     Character.Network.Guild.StorageGold -= gold;
                     //Add the gold to inventory gold
                     Character.Information.Gold += gold;
                     //Send packet update gold
                     client.Send(Packet.UpdateGold(Character.Information.Gold));
                     client.Send(Packet.GuildGoldUpdate(Character.Network.Guild.StorageGold, 0x21));
                     client.Send(Packet.GuildStorageGold(Character));
                     //Save the gold information
                     SaveGold();
                     //Save guild gold
                     SaveGuildGold();
                 }
                 //If gold is to low
                 else
                 {
                     //Send error message to the player.
                     client.Send(Packet.IngameMessages(SERVER_UPDATEGOLD, IngameMessages.UIIT_MSG_STRGERR_NOT_ENOUGH_GOLD));
                 }
             }
         }
     }
     catch (Exception ex)
     {
         Systems.Debugger.Write(ex);
         Console.WriteLine("Take gold from warehouse error {0}", ex);
     }
     //Save player information
     SavePlayerInfo();
     #endregion
 }
예제 #9
0
파일: ItemMoving.cs 프로젝트: uvbs/DarkEmu
 /////////////////////////////////////////////////////////////////////////////////
 // Move item to storage
 /////////////////////////////////////////////////////////////////////////////////
 void Player_MoveItemToStorage(byte f_slot, byte t_slot, int o_id)
 {
     #region Move item to storage
     try
     {
         //Check if the user isnt in any state/action that we will not allow.
         if (Character.State.Die)
         {
             return;
         }
         if (Character.Stall.Stallactive)
         {
             return;
         }
         if (Character.Alchemy.working)
         {
             return;
         }
         if (Character.Position.Walking)
         {
             return;
         }
         //Normal storage
         if (!Character.Network.Guild.UsingStorage)
         {
             //Get item information
             Global.slotItem item = GetItem((uint)Character.Information.CharacterID, f_slot, 0);
             //Get storage price of the item
             int storageprice = Data.ItemBase[item.ID].Storage_price;
             //Set amount if its only 1
             if (item.Amount == 0)
             {
                 item.Amount = 1;
             }
             //Multiply the price, per amount
             storageprice *= item.Amount;
             //Anti hack check make sure that the owner of the item is correct
             int ownerid = Convert.ToInt32(MsSQL.GetData("SELECT * FROM char_items WHERE id='" + item.dbID + "'", "owner"));
             //Check if the owner really owns the item.
             if (ownerid == Character.Information.CharacterID)
             {
                 //Make sure the stack count is equal or lower then max stack amount
                 if (item.Amount <= Data.ItemBase[item.ID].Max_Stack)
                 {
                     //If the user has enough gold (Equally or higher to storage price).
                     if (Character.Information.Gold >= storageprice)
                     {
                         //Set character gold
                         Character.Information.Gold -= storageprice;
                         //Send update packet for gold
                         client.Send(Packet.UpdateGold(Character.Information.Gold));
                         //Update mssql database information
                         MsSQL.UpdateData("UPDATE char_items SET itemnumber='item" + t_slot + "',slot='" + t_slot + "',storagetype='1' WHERE storageacc='" + Player.ID + "' AND id='" + item.dbID + "'");
                         //Send visual move packet to player
                         client.Send(Packet.MoveItem(2, f_slot, t_slot, 0, 0, "MOVE_TO_STORAGE"));
                         //Save the player gold
                         SaveGold();
                     }
                     //If the user does not have enough gold
                     else
                     {
                         client.Send(Packet.IngameMessages(SERVER_ITEM_MOVE, IngameMessages.UIIT_MSG_STRGERR_NOT_ENOUGH_GOLD));
                     }
                 }
                 //This should not happen but if the stack is to high.
                 else
                 {
                     return;
                 }
             }
             //If the player is not the item owner (Hacking attempt).
             else
             {
                 Disconnect("ban");
                 Console.WriteLine("Autobanned user: "******" Due to hacking");
             }
         }
         //Guild storage
         else
         {
             //Get item information
             Global.slotItem item = GetItem((uint)Character.Information.CharacterID, f_slot, 0);
             //Get storage price of the item
             int storageprice = Data.ItemBase[item.ID].Storage_price;
             //Set amount if its only 1
             if (item.Amount == 0)
             {
                 item.Amount = 1;
             }
             //Multiply the price, per amount
             storageprice *= item.Amount;
             //Anti hack check make sure that the owner of the item is correct
             int ownerid = Convert.ToInt32(MsSQL.GetData("SELECT * FROM char_items WHERE id='" + item.dbID + "'", "owner"));
             //Check if the owner really owns the item.
             if (ownerid == Character.Information.CharacterID)
             {
                 //Make sure the stack count is equal or lower then max stack amount
                 if (item.Amount <= Data.ItemBase[item.ID].Max_Stack)
                 {
                     //If the user has enough gold (Equally or higher to storage price).
                     if (Character.Information.Gold >= storageprice)
                     {
                         //Set character gold
                         Character.Information.Gold -= storageprice;
                         //Send update packet for gold
                         client.Send(Packet.UpdateGold(Character.Information.Gold));
                         //Update mssql database information
                         MsSQL.UpdateData("UPDATE char_items SET itemnumber='item" + t_slot + "',slot='" + t_slot + "',storagetype='3' ,guild_storage_id='" + Character.Network.Guild.Guildid + "' WHERE id='" + item.dbID + "'");
                         //Send visual move packet to player
                         client.Send(Packet.MoveItem(2, f_slot, t_slot, 0, 0, "MOVE_TO_GUILD_STORAGE"));
                         //Save the player gold
                         SaveGold();
                     }
                     //If the user does not have enough gold
                     else
                     {
                         client.Send(Packet.IngameMessages(SERVER_ITEM_MOVE, IngameMessages.UIIT_MSG_STRGERR_NOT_ENOUGH_GOLD));
                     }
                 }
                 //This should not happen but if the stack is to high.
                 else
                 {
                     return;
                 }
             }
             //If the player is not the item owner (Hacking attempt).
             else
             {
                 Disconnect("ban");
                 Console.WriteLine("Autobanned user: "******" Due to hacking");
             }
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Storage move error : {0}", ex);
         Systems.Debugger.Write(ex);
     }
     //Save player information
     SavePlayerInfo();
     #endregion
 }
예제 #10
0
        void GuildPromote()
        {
            try
            {
                //Read client information int32 id
                PacketReader reader  = new PacketReader(PacketInformation.buffer);
                int          guildid = reader.Int32();
                reader.Close();

                //When a guild has reached its max level
                if (Character.Network.Guild.Level == 5)
                {
                    //Send packet to client and return (Message level up max).
                    client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_ERROR_GUILD_LEVEL_UP_FULL));
                    return;
                }
                //Definition for gold needed
                int GoldRequired;
                //Definition for guild points needed
                int GuildPointRequired;
                //Check if player is allready in process of upgrading
                if (!IsUpgrading)
                {
                    //Set bool to true, so we cant dupe
                    IsUpgrading = true;
                    //Load player guild information before we continue (Check last info).
                    LoadPlayerGuildInfo(false);
                    //Create switch on guildl evel
                    switch (Character.Network.Guild.Level)
                    {
                    case 1:
                        GoldRequired       = 3000000;
                        GuildPointRequired = 5400;
                        break;

                    case 2:
                        GoldRequired       = 9000000;
                        GuildPointRequired = 50400;
                        break;

                    case 3:
                        GoldRequired       = 15000000;
                        GuildPointRequired = 135000;
                        break;

                    case 4:
                        GoldRequired       = 21000000;
                        GuildPointRequired = 378000;
                        break;

                    default:
                        return;
                    }
                    //Set new guild level definition + 1
                    int NewLevel = Character.Network.Guild.Level + 1;
                    //Set new guild storage slot  amount
                    int NewStorageSlots = Character.Network.Guild.StorageSlots + 30;
                    //If character's gold is not enough
                    if (Character.Information.Gold < GoldRequired)
                    {
                        //Send message to client
                        client.Send(Packet.IngameMessages(SERVER_GUILD_PROMOTE_MSG, IngameMessages.UIIT_MSG_ERROR_GUILD_LEVEL_UP_GOLD_DEFICIT));
                        return;
                    }
                    //Not enough guildpoints
                    if (Character.Network.Guild.PointsTotal < GuildPointRequired)
                    {
                        //Send client message
                        client.Send(Packet.IngameMessages(SERVER_GUILD_PROMOTE_MSG, IngameMessages.UIIT_MSG_ERROR_GUILD_LEVEL_UP_GP_DEFICIT));
                        return;
                    }
                    //Max level
                    if (Character.Network.Guild.Level == 5)
                    {
                        //Send client message
                        client.Send(Packet.IngameMessages(SERVER_GUILD_PROMOTE_MSG, IngameMessages.UIIT_MSG_ERROR_GUILD_LEVEL_UP_FULL));
                        return;
                    }
                    //If everything else is fine
                    else
                    //Upgrade guild initiate
                    {
                        //If max level return just incase.
                        if (Character.Network.Guild.Level == 5)
                        {
                            return;
                        }
                        //Reduct guildpoints
                        Character.Network.Guild.PointsTotal -= GuildPointRequired;
                        //If the upgrade is final upgrade set points to 0
                        if (Character.Network.Guild.Level == 4)
                        {
                            Character.Network.Guild.PointsTotal = 0;
                        }
                        //Reduct gold
                        Character.Information.Gold -= GoldRequired;
                        //Send update information to client
                        client.Send(Packet.InfoUpdate(1, Character.Network.Guild.PointsTotal, 0));
                        //Send success message to client
                        client.Send(Packet.PromoteOrDisband(2));
                        //Update guild in database
                        MsSQL.UpdateData("UPDATE guild SET guild_level='" + NewLevel + "',guild_points='" + Character.Network.Guild.PointsTotal + "',guild_storage_slots='" + NewStorageSlots + "' WHERE guild_name='" + Character.Network.Guild.Name + "'");
                        //Repeat for each member in our guild
                        foreach (int member in Character.Network.Guild.Members)
                        {
                            //Check if memeber is not null
                            if (member != 0)
                            {
                                //Get detailed member information
                                Systems memberinfo = GetPlayerMainid(member);
                                //Make sure the member is not null
                                if (memberinfo != null)
                                {
                                    //Reload information for the current guild member
                                    memberinfo.LoadPlayerGuildInfo(false);
                                    //Send guild update packet for current guild member
                                    memberinfo.client.Send(Packet.GuildUpdate(Character, 5, 0, 0, 0));
                                }
                            }
                        }
                        //Save player's gold
                        SaveGold();
                        //Send update gold packet to client
                        client.Send(Packet.UpdateGold(Character.Information.Gold));
                    }
                }
                //Disable the bool so we can upgrade again
                IsUpgrading = false;
            }
            //If any error accures
            catch (Exception ex)
            {
                //Write error to the console
                Console.WriteLine("Guild Promote Error: {0}", ex);
                //Write error to debug log
                Systems.Debugger.Write(ex);
            }
        }
예제 #11
0
 void GuildCreate()
 {
     try
     {
         //Extra check if user is allready in guild.
         if (Character.Network.Guild.Guildid != 0)
         {
             return;
         }
         //If player has recently been in a guild
         if (Character.Information.JoinGuildWait)
         {
             //Need to sniff the retail packet (Tmp used guild war error).
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_GUILDWARERR_GUILD_CREATE_PENALTY));
             return;
         }
         //Create new packet reader for reading information
         PacketReader Reader = new PacketReader(PacketInformation.buffer);
         //None needed integer
         int notneeded = Reader.Int32();
         //Get guild name lenght
         short GuildNameLen = Reader.Int16();
         //Get guild name
         string GuildName = Reader.String(GuildNameLen);
         //Close packet reader
         Reader.Close();
         //Remove bad characters from guildname
         GuildName = Removebadchars(GuildName);
         //Check length lower are 4 return
         if (GuildName.Length < 4)
         {
             //Send incorrect lenght
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_GUILDERR_INVALID_GUILDNAME_LEN));
             return;
         }
         //Check if guild name is taken or not.
         int guildcheckname = MsSQL.GetRowsCount("SELECT * FROM guild WHERE guild_name='" + GuildName + "'");
         //If name excists
         if (guildcheckname == 1)
         {
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD_WAIT, IngameMessages.UIIT_MSG_GUILDERR_SAME_GUILDNAME_EXIST));
             return;
         }
         //If character level is to low
         if (Character.Information.Level < 20)
         {
             //Send packet level to low message
             client.Send(Packet.IngameMessages(Systems.SERVER_GUILD, IngameMessages.UIIT_MSG_GUILDERR_TOO_LOW_CREATOR_LEVEL));
             return;
         }
         //Set the gold requirements 500.000 retail info
         int goldrequired = 500000;
         //If gold is lower then price of creating a guild
         if (Character.Information.Gold < goldrequired)
         {
             //Send message not enough gold
             client.Send(Packet.IngameMessages(SERVER_GUILD, IngameMessages.UIIT_MSG_GUILDERR_NOT_ENOUGH_GOLD));
             return;
         }
         //All checks ok, continue creating new guild.
         else
         {
             //Reduct the gold required from player gold
             Character.Information.Gold -= goldrequired;
             //Save player information
             SavePlayerInfo();
             //Insert guild into database
             MsSQL.InsertData("INSERT INTO guild (guild_name, guild_level, guild_points, guild_news_t, guild_news_m, guild_members_t, guild_master_id) VALUES ('" + GuildName + "','1','0','" + "" + "','" + "" + "','1','" + Character.Information.CharacterID + "')");
             //Get guild id
             string guildid = MsSQL.GetData("SELECT id FROM guild WHERE guild_name='" + GuildName + "'", "id");
             int    docount = Convert.ToInt32(guildid);
             //Insert member into database
             MsSQL.InsertData("INSERT INTO guild_members (guild_id, guild_member_id, guild_rank, guild_points, guild_fortress, guild_grant, guild_perm_join, guild_perm_withdraw, guild_perm_union, guild_perm_storage, guild_perm_notice) VALUES ('" + docount + "','" + Character.Information.CharacterID + "','0','0','1','','1','1','1','1','1')");
             //Load our new guild
             LoadPlayerGuildInfo(true);
             //Private packet
             client.Send(Packet.Guild_Create(Character.Network.Guild));
             //Public spawn packet
             Send(Packet.SendGuildInfo2(this.Character));
         }
     }
     catch (Exception ex)
     {
         Console.WriteLine("Guild creation error: " + ex);
         Systems.Debugger.Write(ex);
     }
 }
예제 #12
0
파일: Requests.cs 프로젝트: uvbs/DarkEmu
        void CharacterRequest()
        {
            try
            {
                //Open packet reader
                PacketReader Reader = new PacketReader(PacketInformation.buffer);

                //Get targeted player information
                Systems sys = GetPlayer(Character.Network.TargetID);

                if (this.Character.State.UnionApply && sys.Character.State.UnionApply)
                {
                    if (Reader.Byte() == 1 && Reader.Byte() == 0)
                    {
                        //Need to sniff decline packet info
                        Character.State.UnionApply     = false;
                        sys.Character.State.UnionApply = false;
                    }
                    else
                    {
                        //Check for null and set unique id for union and insert our own guild.
                        if (sys.Character.Network.Guild.Unions == null)
                        {
                            int uniqueid = MsSQL.GetRowsCount("SELECT * FROM guild_unions");
                            sys.Character.Network.Guild.UniqueUnion = uniqueid + 1;
                            MsSQL.InsertData("INSERT INTO guild_unions (union_leader, union_guildid, union_unique_id) VALUES ('" + sys.Character.Network.Guild.Guildid + "','" + sys.Character.Network.Guild.Guildid + "','" + sys.Character.Network.Guild.UniqueUnion + "')");
                        }
                        //Update database
                        MsSQL.InsertData("INSERT INTO guild_unions (union_leader, union_guildid, union_unique_id) VALUES ('" + sys.Character.Network.Guild.Guildid + "','" + Character.Network.Guild.Guildid + "','" + sys.Character.Network.Guild.UniqueUnion + "')");

                        //Send union packet to newly joined player
                        client.Send(Packet.UnionInfo(this));

                        //Send update packet to all guilds in union
                        foreach (int member in Character.Network.Guild.Members)
                        {
                            //Make sure the member is there
                            if (member != 0)
                            {
                                //If the user is not the newly invited member get player info
                                Systems tomember = GetPlayerMainid(member);
                                //Send guild update packet
                                if (tomember != null)
                                {
                                    if (!tomember.Character.Network.Guild.SingleSend)
                                    {
                                        if (Character.Information.CharacterID != tomember.Character.Information.CharacterID)
                                        {
                                            tomember.Character.Network.Guild.SingleSend = true;
                                            tomember.client.Send(Packet.GuildUpdate(Character, 14, 0, 0, 0));
                                        }
                                    }
                                }
                            }
                        }
                        foreach (int member in Character.Network.Guild.UnionMembers)
                        {
                            //Make sure the member is there
                            if (member != 0)
                            {
                                //If the user is not the newly invited member get player info
                                Systems tomember = GetPlayerMainid(member);
                                //Send guild update packet
                                if (tomember != null)
                                {
                                    if (!tomember.Character.Network.Guild.SingleSend)
                                    {
                                        tomember.Character.Network.Guild.SingleSend = true;
                                        tomember.client.Send(Packet.GuildUpdate(Character, 14, 0, 0, 0));
                                    }
                                }
                            }
                        }
                        //Disable the bool again
                        foreach (int member in Character.Network.Guild.Members)
                        {
                            //Make sure member isnt null
                            if (member != 0)
                            {
                                //Get guildmember details
                                Systems guildmember = GetPlayerMainid(member);
                                //Make sure guildmember isnt null
                                if (guildmember != null)
                                {
                                    //Disable bool to allow resend new packets.
                                    guildmember.Character.Network.Guild.SingleSend = false;
                                }
                            }
                        }
                        //Disable the bool again
                        foreach (int member in Character.Network.Guild.UnionMembers)
                        {
                            //Make sure member isnt null
                            if (member != 0)
                            {
                                //Get guildmember details
                                Systems guildmember = GetPlayerMainid(member);
                                //Make sure guildmember isnt null
                                if (guildmember != null)
                                {
                                    //Disable bool to allow resend new packets.
                                    guildmember.Character.Network.Guild.SingleSend = false;
                                }
                            }
                        }
                        //Reset bools
                        Character.State.UnionApply     = false;
                        sys.Character.State.UnionApply = false;
                    }
                }
                //------------------------------------- [ Exchange invite ] -------------------------------------//
                else if (this.Character.State.Exchanging && sys.Character.State.Exchanging)
                {
                    if (Reader.Byte() == 1 && Reader.Byte() == 0)
                    {
                        sys.client.Send(Packet.Exchange_Cancel());
                        Character.State.Exchanging     = false;
                        sys.Character.State.Exchanging = false;
                    }
                    else
                    {
                        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>();
                    }
                }
                //------------------------------------- [ Guild invite ] -------------------------------------//
                else if (this.Character.State.GuildInvite && sys.Character.State.GuildInvite)
                {
                    //If byte equals 2 the type is denied
                    if (Reader.Byte() == 2)
                    {
                        //Denied request
                        Character.State.GuildInvite     = false;
                        sys.Character.State.GuildInvite = false;
                        //Send refused packet to sender
                        sys.client.Send(Packet.IngameMessages(SERVER_GUILD, IngameMessages.UIIT_MSG_GUILDERR_JOIN_GUILD_REFUSED));
                    }
                    //If not denied we start adding the new member
                    else
                    {
                        //Invite guild member (Add member count + 1).
                        int guildmemberadd = sys.Character.Network.Guild.Members.Count + 1;
                        //Update database
                        MsSQL.InsertData("INSERT INTO guild_members (guild_id, guild_member_id, guild_rank, guild_points, guild_fortress, guild_grant, guild_perm_join, guild_perm_withdraw, guild_perm_union, guild_perm_storage, guild_perm_notice) VALUES ('" + sys.Character.Network.Guild.Guildid + "','" + Character.Information.CharacterID + "','10','0','1','" + "" + "','0','0','0','0','0')");
                        MsSQL.UpdateData("UPDATE guild SET guild_members_t='" + guildmemberadd + "' WHERE guild_name='" + sys.Character.Network.Guild.Name + "'");
                        //Reload new member and load character data for guildinfo
                        LoadPlayerGuildInfo(true);
                        //Send packets to network and spawned players
                        foreach (int member in Character.Network.Guild.Members)
                        {
                            //Make sure the member is there
                            if (member != 0)
                            {
                                //We dont send this info to the invited user.
                                if (member != Character.Information.CharacterID)
                                {
                                    //If the user is not the newly invited member get player info
                                    Systems tomember = GetPlayerMainid(member);
                                    //Send guild update packet
                                    tomember.LoadPlayerGuildInfo(true);
                                    tomember.client.Send(Packet.GuildUpdate(Character, 1, Character.Information.CharacterID, 0, 0));
                                    tomember.client.Send(Packet.GuildSetOnline(Character.Network.Guild, Character.Information.UniqueID));
                                    tomember.client.Send(Packet.GuildUpdate(Character, 6, Character.Information.CharacterID, 0, 0));
                                }
                                //Send information to the invited player
                                else
                                {
                                    //Send guild data packets to invited
                                    client.Send(Packet.SendGuildStart());
                                    client.Send(Packet.SendGuildInfo(Character.Network.Guild));
                                    client.Send(Packet.SendGuildEnd());
                                    //Load union data for new invited player
                                    LoadUnions();
                                }
                            }
                        }
                        //Set bools to false for new invite
                        Character.State.GuildInvite     = false;
                        sys.Character.State.GuildInvite = false;
                    }
                }

                //------------------------------------- [ Party invite ] -------------------------------------//
                else
                {
                    //If invitation is accepted
                    if (Reader.Byte() == 1 && Reader.Byte() == 1)
                    {
                        //First we set our main checks (Check if player is in party or not).
                        if (Character.Network.Party != null)
                        {
                            return;
                        }
                        //Set bools for check
                        Character.Information.CheckParty     = true;
                        sys.Character.Information.CheckParty = true;

                        //Set main party information
                        party JoiningParty = sys.Character.Network.Party;

                        //Check party type members allowed need message if full
                        if (JoiningParty.Type == 4 && JoiningParty.Members.Count > 3)
                        {
                            //Send party is full message to player
                            client.Send(Packet.IngameMessages(Systems.SERVER_PARTY_MESSAGES, IngameMessages.UIIT_MSG_PARTYERR_ALREADY_FULL));
                            return;
                        }
                        if (JoiningParty.Type == 5 && JoiningParty.Members.Count > 7)
                        {
                            //Send party is full message to player
                            client.Send(Packet.IngameMessages(Systems.SERVER_PARTY_MESSAGES, IngameMessages.UIIT_MSG_PARTYERR_ALREADY_FULL));
                            return;
                        }
                        //If the current count == 0 then add party and add me
                        if (JoiningParty.Members.Count == 0)
                        {
                            //Add ourselfs to the party list
                            JoiningParty.Members.Add(sys.Character.Information.UniqueID);
                            //Add our client to the party list
                            JoiningParty.MembersClient.Add(sys.client);
                            //Set party id
                            JoiningParty.ptid = Party.Count + 1;
                            //Set party network info
                            sys.Character.Network.Party = JoiningParty;
                            //Send permissions
                            sys.client.Send(Packet.Party_Member(sys.Character.Information.UniqueID));
                            //Send party data to leader
                            sys.client.Send(Packet.Party_DataMember(JoiningParty));
                            //Send party data packet to leader (Other player that joined).
                            sys.client.Send(Packet.Party_Data(2, Character.Information.UniqueID));
                            //Add invited member to the list
                            JoiningParty.Members.Add(Character.Information.UniqueID);
                            JoiningParty.MembersClient.Add(client);
                            //Set party info for invited member
                            Character.Network.Party = JoiningParty;
                            //Send permissions
                            client.Send(Packet.PartyOwnerInformation(Character.Information.UniqueID));
                            //Send party data
                            client.Send(Packet.Party_DataMember(JoiningParty));
                            //return
                            return;
                        }
                        //If there are more members in the current party
                        else
                        {
                            //Repeat for each member using count
                            for (byte b = 0; b <= JoiningParty.Members.Count - 1; b++)
                            {
                                //Get player information from [b]
                                Systems others = GetPlayer(JoiningParty.Members[b]);
                                //Send party data to member
                                others.client.Send(Packet.Party_Data(2, Character.Information.UniqueID));
                            }
                            //Add the invited member to list
                            JoiningParty.Members.Add(Character.Information.UniqueID);
                            //Add the invited client to the list
                            JoiningParty.MembersClient.Add(client);
                            //Set party
                            Character.Network.Party = JoiningParty;
                            //Send permissions
                            client.Send(Packet.PartyOwnerInformation(Character.Information.UniqueID));
                            //Send party data
                            client.Send(Packet.Party_DataMember(JoiningParty));
                            return;
                        }
                    }
                    //If denied request
                    else
                    {
                        //Send denied message to the player joining
                        client.Send(Packet.IngameMessages(Systems.SERVER_PARTY_MEMBER, IngameMessages.UIIT_MSG_PARTYERR_JOIN_PARTY_REFUSED));
                        //Set both bools to false so inviting can be done again
                        sys.Character.Information.CheckParty = false;
                        Character.Information.CheckParty     = false;
                    }
                }
            }
            //Catch bad exception errors
            catch (Exception ex)
            {
                //Write information to the console
                Console.WriteLine("Request error: {0}", ex);
                //Write information to the debug log
                Debugger.Write(ex);
            }
        }
예제 #13
0
파일: GuildPoints.cs 프로젝트: uvbs/DarkEmu
 void DonateGP()
 {
     //First we write our function inside a catcher
     try
     {
         //Max level of guild wont allow new gp donations.
         if (Character.Network.Guild.Level == 5)
         {
             //Send error message to client
             client.Send(Packet.IngameMessages(SERVER_GUILD_PROMOTE_MSG, IngameMessages.UIIT_MSG_GUILD_LACK_GP));
             return;
         }
         //Open our packet reader
         PacketReader reader = new PacketReader(PacketInformation.buffer);
         //Read donated gp amount (int).
         int donatedgp = reader.Int32();
         //Close packet reader
         reader.Close();
         //Anti hack checking (If donated gp higher is then the player skillpoints.
         if (donatedgp > Character.Information.SkillPoint)
         {
             return;
         }
         //Calculate total
         int totalgp = Character.Network.Guild.PointsTotal + donatedgp;
         //Set guild points total
         Character.Network.Guild.PointsTotal += donatedgp;
         //Set skill points minus donated amount
         Character.Information.SkillPoint -= donatedgp;
         //Set donated gp + donated skill points
         Character.Network.Guild.DonateGP += donatedgp;
         //Save our information (Skill points).
         SavePlayerInfo();
         //Update database total guild points
         MsSQL.UpdateData("UPDATE guild SET guild_points='" + totalgp + "' WHERE guild_name='" + Character.Network.Guild.Name + "'");
         //Update database donated player guild points amount
         MsSQL.UpdateData("UPDATE guild_members SET guild_points='" + Character.Network.Guild.DonateGP + "' WHERE guild_member_id='" + Character.Information.CharacterID + "'");
         //Send packets to donator.
         client.Send(Packet.InfoUpdate(1, totalgp, 0));
         //Send donated gp info
         PacketWriter writer = new PacketWriter();
         //Add opcode
         writer.Create(Systems.SERVER_GUILD_DONATE_GP);
         //Write static byte 1
         writer.Byte(1);
         //Write dword int value donated gp amount.
         writer.DWord(donatedgp);
         //Send bytes to client
         client.Send(writer.GetBytes());
         //Repeat for each member in our guild
         foreach (int member in Character.Network.Guild.Members)
         {
             //Make sure that the member isnt null
             if (member != 0)
             {
                 //Now we get the detailed information for each member
                 Systems guildmember = GetPlayerMainid(member);
                 //Make sure the guildmember is still there
                 if (guildmember != null)
                 {
                     //Send guild update packets to each member (Donated gp information and % bar update).
                     guildmember.client.Send(Packet.GuildUpdate(Character, 13, 0, 0, totalgp));
                     guildmember.client.Send(Packet.GuildUpdate(Character, 9, 0, 0, totalgp));
                 }
             }
         }
     }
     //Catch any bad exception error
     catch (Exception ex)
     {
         //Write information to the console
         Console.WriteLine("Donate GP Error {0}", ex);
         //Write information to the debug log.
         Systems.Debugger.Write(ex);
     }
 }
예제 #14
0
파일: Join.cs 프로젝트: uvbs/DarkEmu
        /////////////////////////////////////////////////////////////////////////
        //Formed party join response
        /////////////////////////////////////////////////////////////////////////
        void FormedResponse()
        {
            try
            {
                //Open our packet data reader
                PacketReader reader         = new PacketReader(PacketInformation.buffer);
                int          Requestermodel = reader.Int32();
                int          Characterid    = reader.Int32();
                byte         responsetype   = reader.Byte();
                reader.Close();
                //Get player information
                Systems sys = GetPlayer(Characterid);
                //If the requester is not in a party yet
                if (sys.Character.Network.Party == null)
                {
                    //If party doesnt excist anymore or is not listed anymore
                    if (Character.Network.Party != null)
                    {
                        //If not formed anymore
                        if (!Character.Network.Party.IsFormed)
                        {
                            //Send cannot find party message
                            sys.client.Send(Packet.IngameMessages(Systems.SERVER_PARTY_MESSAGES, IngameMessages.UIIT_MSG_PARTYERR_CANT_FIND_PARTY));
                            return;
                        }
                    }
                    //If party is null
                    else
                    {
                        //Send cannot find party message
                        sys.client.Send(Packet.IngameMessages(Systems.SERVER_PARTY_MESSAGES, IngameMessages.UIIT_MSG_PARTYERR_CANT_FIND_PARTY));
                        return;
                    }
                    //Accept new member
                    if (responsetype == 1)
                    {
                        //Check party type members allowed need message if full
                        if (Character.Network.Party.Type == 4 && Character.Network.Party.Members.Count > 3)
                        {
                            //Add msg party full
                            return;
                        }
                        if (Character.Network.Party.Type == 5 && Character.Network.Party.Members.Count > 7)
                        {
                            //Add msg party full
                            return;
                        }
                        //Send packets to creator and invited member
                        sys.client.Send(Packet.Party_Member(sys.Character.Information.UniqueID));
                        client.Send(Packet.PartyOwnerInformation(Character.Information.UniqueID));

                        //Set bools for check
                        Character.Information.CheckParty = true;
                        //Bool for requester
                        sys.Character.Information.CheckParty = true;

                        //Add member
                        Character.Network.Party.Members.Add(sys.Character.Information.UniqueID);
                        Character.Network.Party.MembersClient.Add(sys.client);

                        //Send packet for each member in party
                        foreach (int member in Character.Network.Party.Members)
                        {
                            if (member != 0)
                            {
                                Systems mainParty = GetPlayer(member);
                                //If the member is the owner
                                if (mainParty != null)
                                {
                                    if (mainParty.Character.Information.CharacterID == Character.Information.CharacterID)
                                    {
                                        //Just send update packet
                                        mainParty.client.Send(Packet.Party_DataMember(mainParty.Character.Network.Party));
                                    }
                                    //For other members
                                    else
                                    {
                                        //Send member joined packet
                                        mainParty.client.Send(Packet.JoinResponseMessage(1));
                                        //Send update packet
                                        mainParty.client.Send(Packet.Party_DataMember(Character.Network.Party));
                                        //Set new party data
                                        mainParty.Character.Network.Party = Character.Network.Party;
                                    }
                                }
                            }
                        }
                    }
                    //Refuse
                    else
                    {
                        //If the party is a new party
                        if (sys.Character.Network.Party.Members.Count < 1)
                        {
                            Character.Information.CheckParty = false;
                        }
                        else
                        {
                            sys.client.Send(Packet.Party_Member(sys.Character.Information.UniqueID));
                            Character.Information.CheckParty = false;
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                Console.WriteLine("Formed response error {0}", ex);
                Systems.Debugger.Write(ex);
            }
        }