public static void SendFurnitureToHouse(int Houseindex) { ByteStream buffer = new ByteStream(4); buffer.WriteInt32(92); buffer.WriteInt32(Houseindex); buffer.WriteInt32(modTypes.Player[Houseindex].Character[(int)modTypes.TempPlayer[Houseindex].CurChar].House.FurnitureCount); checked { if (modTypes.Player[Houseindex].Character[(int)modTypes.TempPlayer[Houseindex].CurChar].House.FurnitureCount > 0) { int furnitureCount = modTypes.Player[Houseindex].Character[(int)modTypes.TempPlayer[Houseindex].CurChar].House.FurnitureCount; for (int i = 1; i <= furnitureCount; i++) { buffer.WriteInt32(modTypes.Player[Houseindex].Character[(int)modTypes.TempPlayer[Houseindex].CurChar].House.Furniture[i].ItemNum); buffer.WriteInt32(modTypes.Player[Houseindex].Character[(int)modTypes.TempPlayer[Houseindex].CurChar].House.Furniture[i].X); buffer.WriteInt32(modTypes.Player[Houseindex].Character[(int)modTypes.TempPlayer[Houseindex].CurChar].House.Furniture[i].Y); } } int playersOnline = S_GameLogic.GetPlayersOnline(); for (int i = 1; i <= playersOnline; i++) { if (S_NetworkConfig.IsPlaying(i)) { if (modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].InHouse == Houseindex) { S_NetworkConfig.Socket.SendDataTo(i, buffer.Data, buffer.Head); } } } buffer.Dispose(); } }
public static void Packet_SaveHouses(int index, ref byte[] data) { checked { if (!(S_Players.GetPlayerAccess(index) < 2)) { ByteStream buffer = new ByteStream(data); int Count = buffer.ReadInt32(); if (Count > 0) { int num = Count; for (int z = 1; z <= num; z++) { int i = buffer.ReadInt32(); S_Housing.HouseConfig[i].ConfigName = (buffer.ReadString().Trim()); S_Housing.HouseConfig[i].BaseMap = buffer.ReadInt32(); S_Housing.HouseConfig[i].X = buffer.ReadInt32(); S_Housing.HouseConfig[i].Y = buffer.ReadInt32(); S_Housing.HouseConfig[i].Price = buffer.ReadInt32(); S_Housing.HouseConfig[i].MaxFurniture = buffer.ReadInt32(); S_Housing.SaveHouse(i); int playersOnline = S_GameLogic.GetPlayersOnline(); for (int x = 1; x <= playersOnline; x++) { if (S_NetworkConfig.IsPlaying(x) && modTypes.Player[x].Character[(int)modTypes.TempPlayer[x].CurChar].InHouse == i) { S_Housing.SendFurnitureToHouse(i); } } } } buffer.Dispose(); } } }
public static void SendDataToMapBut(int index, int mapNum, ref byte[] data, int head) { var loopTo = S_GameLogic.GetPlayersOnline(); for (int i = 1; i <= loopTo; i++) { if (IsPlaying(i) && S_Players.GetPlayerMap(i) == mapNum && i != index) { Socket.SendDataTo(i, data, head); } } }
internal static void SendDataToAll(ref byte[] data, int head) { var loopTo = S_GameLogic.GetPlayersOnline(); for (int i = 1; i <= loopTo; i++) { if (IsPlaying(i)) { Socket.SendDataTo(i, data, head); } } }
public static void SendTimeToAll() { int I; var loopTo = S_GameLogic.GetPlayersOnline(); for (I = 1; I <= loopTo; I++) { if (S_NetworkConfig.IsPlaying(I)) { SendTimeTo(I); } } }
public static bool IsMultiAccounts(string Login) { var loopTo = S_GameLogic.GetPlayersOnline(); // Lol this was broke before ~ SpiceyWolf for (int i = 1; i <= loopTo; i++) { if (modTypes.Player[i].Login.Trim().ToLower() == Login.Trim().ToLower()) { return(true); } } return(false); }
// Token: 0x060001D8 RID: 472 RVA: 0x000398D4 File Offset: 0x00037AD4 public static void LoadHouses() { bool flag = !File.Exists(Path.Combine(Application.StartupPath, "data", "houseconfig.xml")); if (flag) { S_Housing.CreateHouses(); } XmlClass myXml = new XmlClass { Filename = Path.Combine(Application.StartupPath, "data", "houseconfig.xml"), Root = "Config" }; myXml.LoadXml(); int max_HOUSES = S_Housing.MAX_HOUSES; checked { for (int i = 1; i <= max_HOUSES; i++) { S_Housing.HouseConfig[i].BaseMap = (int)Math.Round(Conversion.Val(myXml.ReadString("House" + Conversions.ToString(i), "BaseMap", ""))); S_Housing.HouseConfig[i].ConfigName = (myXml.ReadString("House" + Conversions.ToString(i), "Name", "").Trim()); S_Housing.HouseConfig[i].MaxFurniture = (int)Math.Round(Conversion.Val(myXml.ReadString("House" + Conversions.ToString(i), "MaxFurniture", ""))); S_Housing.HouseConfig[i].Price = (int)Math.Round(Conversion.Val(myXml.ReadString("House" + Conversions.ToString(i), "Price", ""))); S_Housing.HouseConfig[i].X = (int)Math.Round(Conversion.Val(myXml.ReadString("House" + Conversions.ToString(i), "X", ""))); S_Housing.HouseConfig[i].Y = (int)Math.Round(Conversion.Val(myXml.ReadString("House" + Conversions.ToString(i), "Y", ""))); } myXml.CloseXml(false); int playersOnline = S_GameLogic.GetPlayersOnline(); for (int i = 1; i <= playersOnline; i++) { bool flag2 = S_NetworkConfig.IsPlaying(i); if (flag2) { S_Housing.SendHouseConfigs(i); } } } }
public static void UpdateCaption() { Console.Title = string.Format("{0} <IP {1}:{2}> ({3} Players Online) - Current Errors: {4} - Time: {5}", modTypes.Options.GameName, MyIPAddress, modTypes.Options.Port, S_GameLogic.GetPlayersOnline(), S_Globals.ErrorCount, Time.Instance.ToString()); }
public static void Packet_PlaceFurniture(int index, ref byte[] data) { ByteStream buffer = new ByteStream(data); int x = buffer.ReadInt32(); int y = buffer.ReadInt32(); int invslot = buffer.ReadInt32(); buffer.Dispose(); int ItemNum = modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].Inv[invslot].Num; checked { if (!(ItemNum < 1 || ItemNum > 500)) { if (modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].InHouse == index) { if (Types.Item[ItemNum].Type == 6) { int i = 1; for (; ;) { if (S_Players.GetPlayerRawStat(index, (Enums.StatType)i) < (int)Types.Item[ItemNum].Stat_Req[i]) { break; } i++; if (i > 6) { goto Block_6; } } S_NetworkSend.PlayerMsg(index, "You do not meet the stat requirements to use this item.", 12); return; Block_6: if (S_Players.GetPlayerLevel(index) < Types.Item[ItemNum].LevelReq) { S_NetworkSend.PlayerMsg(index, "You do not meet the level requirement to use this item.", 12); } else { if (Types.Item[ItemNum].ClassReq > 0) { if (S_Players.GetPlayerClass(index) != Types.Item[ItemNum].ClassReq) { S_NetworkSend.PlayerMsg(index, "You do not meet the class requirement to use this item.", 12); return; } } if (S_Players.GetPlayerAccess(index) < Types.Item[ItemNum].AccessReq) { S_NetworkSend.PlayerMsg(index, "You do not meet the access requirement to use this item.", 12); } else { if (modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].InHouse != index) { S_NetworkSend.PlayerMsg(index, "You must be inside your house to place furniture!", 14); } else { if (modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount >= S_Housing.HouseConfig[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Houseindex].MaxFurniture) { if (S_Housing.HouseConfig[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Houseindex].MaxFurniture > 0) { S_NetworkSend.PlayerMsg(index, "Your house cannot hold any more furniture!", 12); return; } } if (!(x < 0 || x > (int)modTypes.Map[S_Players.GetPlayerMap(index)].MaxX)) { if (!(y < 0 || y > (int)modTypes.Map[S_Players.GetPlayerMap(index)].MaxY)) { int x2; int widthoffset; if (Types.Item[ItemNum].FurnitureWidth > 2) { x2 = (int)Math.Round(unchecked ((double)x + (double)Types.Item[ItemNum].FurnitureWidth / 2.0)); widthoffset = x2 - x; x2 -= Types.Item[ItemNum].FurnitureWidth - widthoffset; } x2 = x; widthoffset = 0; int y2 = y; if (widthoffset > 0) { int num = x2; int num2 = x2 + widthoffset; for (x = num; x <= num2; x++) { int num3 = y2; int num4 = y2 - Types.Item[ItemNum].FurnitureHeight + 1; for (y = num3; y >= num4; y += -1) { if (modTypes.Map[S_Players.GetPlayerMap(index)].Tile[x, y].Type == 1) { return; } int playersOnline = S_GameLogic.GetPlayersOnline(); for (i = 1; i <= playersOnline; i++) { if (S_NetworkConfig.IsPlaying(i) && i != index && S_Players.GetPlayerMap(i) == S_Players.GetPlayerMap(index)) { if (modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].InHouse == modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].InHouse) { if ((int)modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].X == x && (int)modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].Y == y) { return; } } } } if (modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount > 0) { int furnitureCount = modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount; for (i = 1; i <= furnitureCount; i++) { if (x >= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].X && x <= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].X + Types.Item[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].ItemNum].FurnitureWidth - 1) { if (y <= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].Y && y >= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].Y - Types.Item[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].ItemNum].FurnitureHeight + 1) { return; } } } } } } int num5 = x2; int num6 = x2 - (Types.Item[ItemNum].FurnitureWidth - widthoffset); for (x = num5; x >= num6; x += -1) { int num7 = y2; int num8 = y2 - Types.Item[ItemNum].FurnitureHeight + 1; for (y = num7; y >= num8; y += -1) { if (modTypes.Map[S_Players.GetPlayerMap(index)].Tile[x, y].Type == 1) { return; } int playersOnline2 = S_GameLogic.GetPlayersOnline(); for (i = 1; i <= playersOnline2; i++) { if (S_NetworkConfig.IsPlaying(i) && i != index && S_Players.GetPlayerMap(i) == S_Players.GetPlayerMap(index)) { if (modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].InHouse == modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].InHouse) { if ((int)modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].X == x && (int)modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].Y == y) { return; } } } } if (modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount > 0) { int furnitureCount2 = modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount; for (i = 1; i <= furnitureCount2; i++) { if (x >= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].X && x <= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].X + Types.Item[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].ItemNum].FurnitureWidth - 1) { if (y <= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].Y && y >= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].Y - Types.Item[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].ItemNum].FurnitureHeight + 1) { return; } } } } } } } else { int num9 = x2; int num10 = x2 + Types.Item[ItemNum].FurnitureWidth - 1; for (x = num9; x <= num10; x++) { int num11 = y2; int num12 = y2 - Types.Item[ItemNum].FurnitureHeight + 1; for (y = num11; y >= num12; y += -1) { if (modTypes.Map[S_Players.GetPlayerMap(index)].Tile[x, y].Type == 1) { return; } int playersOnline3 = S_GameLogic.GetPlayersOnline(); for (i = 1; i <= playersOnline3; i++) { if (S_NetworkConfig.IsPlaying(i) && i != index && S_Players.GetPlayerMap(i) == S_Players.GetPlayerMap(index)) { if (modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].InHouse == modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].InHouse) { if ((int)modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].X == x && (int)modTypes.Player[i].Character[(int)modTypes.TempPlayer[i].CurChar].Y == y) { return; } } } } if (modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount > 0) { int furnitureCount3 = modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount; for (i = 1; i <= furnitureCount3; i++) { if (x >= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].X && x <= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].X + Types.Item[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].ItemNum].FurnitureWidth - 1) { if (y <= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].Y && y >= modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].Y - Types.Item[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[i].ItemNum].FurnitureHeight + 1) { return; } } } } } } } x = x2; y = y2; modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount = modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount + 1; modTypes.CharacterRec[] character = modTypes.Player[index].Character; byte curChar = modTypes.TempPlayer[index].CurChar; character[(int)curChar].House.Furniture = (S_Housing.FurnitureRec[])Utils.CopyArray(character[(int)curChar].House.Furniture, new S_Housing.FurnitureRec[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount + 1]); modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount].ItemNum = ItemNum; modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount].X = x; modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Furniture[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.FurnitureCount].Y = y; S_Players.TakeInvItem(index, ItemNum, 0); S_Housing.SendFurnitureToHouse(modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].InHouse); modDatabase.SavePlayer(index); } } } } } } } else { S_NetworkSend.PlayerMsg(index, "You cannot place furniture unless you are in your own house!", 12); } } } }