public static void ChatMessage(Int32 id, Int32 sender, String msg, Enumerations.MessageType type) { if (Data.TempPlayers.ContainsKey(sender) && Data.Players.ContainsKey(sender)) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Server.ChatMessage); buffer.WriteByte((Byte)type); if (Data.TempPlayers[sender].InGame) { switch (type) { case Enumerations.MessageType.System: buffer.WriteString(String.Format("<SYSTEM> {0}", msg)); break; case Enumerations.MessageType.Error: buffer.WriteString(String.Format("<ERROR> {0}", msg)); break; case Enumerations.MessageType.World: buffer.WriteString(String.Format("[W] {0}: {1}", Data.Players[sender].Characters[Data.TempPlayers[sender].CurrentCharacter].Name, msg)); break; case Enumerations.MessageType.Map: buffer.WriteString(String.Format("[S] {0}: {1}", Data.Players[sender].Characters[Data.TempPlayers[sender].CurrentCharacter].Name, msg)); break; case Enumerations.MessageType.Emote: buffer.WriteString(String.Format("{0} {1}", Data.Players[sender].Characters[Data.TempPlayers[sender].CurrentCharacter].Name, msg)); break; } } SendDataTo(id, buffer); } } }
public static void NewAccount(String username, String Password) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Client.NewAccount); buffer.WriteString(username); buffer.WriteString(Password); SendData(buffer); } }
public static void Login(String username, String Password) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Client.Login); buffer.WriteString(username); buffer.WriteString(Password); buffer.WriteBoolean(true); //Signifies we're an editor, not a client. SendData(buffer); } }
public static void ChatMessage(String msg) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Client.ChatMessage); buffer.WriteString(msg); SendData(buffer); } }
public static void ErrorMessage(Int32 id, String message) { // Write our alert into a buffer and send it along. using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Server.ErrorMsg); buffer.WriteString(message); SendDataTo(id, buffer); } }
public static void AddCharacter(String name, Int32 pclass, Enumerations.Gender gender) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Client.AddCharacter); buffer.WriteString(name); buffer.WriteInt32(pclass); buffer.WriteByte((Byte)gender); SendData(buffer); } }
public static void SelectCharacterData(Int32 id) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Server.SelectCharacterData); for (var i = 0; i < Data.Players[id].Characters.Length; i++) { buffer.WriteString(Data.Players[id].Characters[i].Name); buffer.WriteInt32(Data.Players[id].Characters[i].Level); } SendDataTo(id, buffer); } }
public static void PlayerData(Int32 id, Int32 player) { if (Data.Players.ContainsKey(player) && Data.TempPlayers.ContainsKey(player)) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Server.PlayerData); buffer.WriteInt32(player); buffer.WriteString(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Name); buffer.WriteByte(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Gender); buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Class); buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Level); buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Experience); buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Sprite); buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Map); buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].X); buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Y); buffer.WriteByte(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Direction); for (var i = 0; i < (Int32)Enumerations.Stats.Stat_Count - 1; i++) { buffer.WriteInt32(Data.Players[player].Characters[Data.TempPlayers[player].CurrentCharacter].Statistic[i]); } SendDataTo(id, buffer); } } }
public static void NewCharacterData(Int32 id) { // Write our classlist and send it. using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Server.NewCharacterData); // Write our class count. buffer.WriteInt32(Data.Settings.MaxClasses); // We're going to have to write data for each class. for (var i = 1; i <= Data.Settings.MaxClasses; i++) { // Name buffer.WriteString(Data.Classes[i].Name); // Sprites buffer.WriteInt32(Data.Classes[i].MaleSprite); buffer.WriteInt32(Data.Classes[i].FemaleSprite); } // Send our data! SendDataTo(id, buffer); } }
internal static void MapList(int id) { using (var buffer = new DataBuffer()) { buffer.WriteInt32((Int32)Packets.Server.MapList); buffer.WriteInt32(Data.Map.Count); foreach (var m in Data.Map) { buffer.WriteString(m.Value.Name); } SendDataTo(id, buffer); } }