예제 #1
0
 internal static void HandleChatMessage(DataBuffer buffer)
 {
     var type = (Enumerations.MessageType)buffer.ReadByte();
     var msg = buffer.ReadString();
     SFML.Graphics.Color color = new SFML.Graphics.Color(0, 0, 0);
     if (!Data.InGame) return;
     switch (type) {
         case Enumerations.MessageType.System:
             color = new SFML.Graphics.Color(100, 100, 49);
         break;
         case Enumerations.MessageType.Error:
             color = new SFML.Graphics.Color(255, 0, 0);
         break;
         case Enumerations.MessageType.World:
             color = new SFML.Graphics.Color(0, 195, 255);
         break;
         case Enumerations.MessageType.Map:
             color = new SFML.Graphics.Color(0, 0, 0);
         break;
         case Enumerations.MessageType.Emote:
             color = new SFML.Graphics.Color(255, 59, 0);
         break;
     }
     Interface.GUI.Get<TGUI.ChatBox>("chat").AddLine(msg, color);
 }
예제 #2
0
        public static void HandleAddCharacter(Int32 id, DataBuffer buffer)
        {
            var legal   = new Regex("^[a-zA-Z0-9]*$");
            var name    = buffer.ReadString().Trim();
            var classn  = buffer.ReadInt32();
            var gender = buffer.ReadByte();

            // Make sure this player exists.
            if (!Data.Players.ContainsKey(id)) return;

            // Make sure the name is at least X characters long.
            if (name.Length < Data.Settings.MinUsernameChar) {
                Send.AlertMessage(id, String.Format("Character name must be at least {0} characters in length.", Data.Settings.MinUsernameChar));
                return;
            }

            // Make sure they only entered regular characters.
            if (!legal.IsMatch(name)) {
                Send.AlertMessage(id, "Invalid name, only letters and numbers are allowed in names.");
                return;
            }

            // Check if the name is already in use or not.
            if (Data.Characters.Contains(name)) {
                Send.AlertMessage(id, "A character with this name already exists!");
                return;
            }

            // Check if there's a slot left to use!
            var slot = -1;
            for (var i = 0; slot < Data.Players[id].Characters.Length; i++) {
                if (Data.Players[id].Characters[i].Name.Length < 1) {
                    slot = i;
                    break;
                }
            }
            if (slot < 0) {
                Send.AlertMessage(id, "Unable to create character.");
                return;
            }

            // We've come this far, we can add this character!
            Data.Characters.Add(name);
            Data.Players[id].Characters[slot].Name                                    = name;
            Data.Players[id].Characters[slot].Gender                                  = (Byte)gender;
            Data.Players[id].Characters[slot].Class                                   = classn;
            Data.Players[id].Characters[slot].Sprite                                  = gender == (Int32)Enumerations.Gender.Male ? Data.Classes[classn].MaleSprite : Data.Classes[classn].FemaleSprite;
            Data.Players[id].Characters[slot].Level                                   = 1;
            Data.Players[id].Characters[slot].Map                                     = Data.Settings.StartMap;
            Data.Players[id].Characters[slot].X                                       = Data.Settings.StartX;
            Data.Players[id].Characters[slot].Y                                       = Data.Settings.StartY;
            Data.Players[id].Characters[slot].Direction                               = (Int32)Enumerations.Direction.Down;
            for (var i = 0; i < (Int32)Enumerations.Stats.Stat_Count; i++) {
                Data.Players[id].Characters[slot].Statistic[i] = Data.Classes[classn].Statistic[i];
            }

            // Save our data!
            Data.SaveCharacterList();
            Data.SavePlayer(id);

            // Notify our user!
            Logger.Write(String.Format("ID: {0} has created a character named '{1}'.", id, name));
            HandleData.HandleUseCharacter(id, slot);
        }
예제 #3
0
 internal static void HandlePlayerLocation(DataBuffer buffer)
 {
     var id = buffer.ReadInt32();
     if (!Data.Players.ContainsKey(id)) return;
     Data.Players[id].Map = buffer.ReadInt32();
     Data.Players[id].X = buffer.ReadInt32();
     Data.Players[id].Y = buffer.ReadInt32();
     Data.Players[id].Direction = buffer.ReadByte();
 }
예제 #4
0
        internal static void HandlePlayerData(DataBuffer buffer)
        {
            var id = buffer.ReadInt32();
            if (!Data.Players.ContainsKey(id)) {
                Data.Players.Add(id, new Character());
                Data.TempPlayers.Add(id, new TempPlayer());
            }

            Data.Players[id].Name = buffer.ReadString();
            Data.Players[id].Gender = buffer.ReadByte();
            Data.Players[id].Class = buffer.ReadInt32();
            Data.Players[id].Level = buffer.ReadInt32();
            Data.Players[id].Experience = buffer.ReadInt32();
            Data.Players[id].Sprite = buffer.ReadInt32();
            Data.Players[id].Map = buffer.ReadInt32();
            Data.Players[id].X = buffer.ReadInt32();
            Data.Players[id].Y = buffer.ReadInt32();
            Data.Players[id].Direction = buffer.ReadByte();
            for (var i = 0; i < (Int32)Enumerations.Stats.Stat_Count - 1; i++) {
                Data.Players[id].Statistic[i] = buffer.ReadInt32();
            }
        }