Пример #1
0
        /// <summary>
        /// Gets the thing with the specified parameters or
        /// null if such a thing can't be found. Note: The thing
        /// must be visible for the player.
        /// </summary>
        /// <param name="player">The player for whom to get the item.</param>
        /// <param name="pos">The position of the item.</param>
        /// <param name="stackpos">The stackposition of the thing.</param>
        /// <param name="usePosZ">Use position.z for index instead of stackpos.</param>
        /// <returns>The thing or null if can't be found.</returns>
        public Thing GetThing(Player player, Position pos, byte stackpos, bool usePosZ)
        {
            //container/inventory
            if (CarryingPos(pos)) {
                if (ContainerPos(pos)) { //From container
                    int containerIndex = pos.y - CONTAINER_HEADER;
                    int itemIndex = usePosZ ? pos.z : stackpos;
                    Container container = player.GetContainerByIndex(containerIndex);
                    if (container == null) {
                        return null;
                    }
                    return container.GetItemByIndex(itemIndex);
                } else { //inventory
                    return player.GetInventoryItem((byte)pos.y);
                }
            } else if (player.CanSee(pos)) { //ground
                if (stackpos == Constants.STACKPOS_TOP_ITEM) {
                    return map.GetTopThing(pos);
                } else {
                    Tile tile = map.GetTile(pos);
                    if (tile == null) {
                        return null;
                    }
                    return tile.GetThing(stackpos);
                }
            }

            return null;
        }
Пример #2
0
 /// <summary>
 /// Adds a creature to a single tile with only the 
 /// most basic information. Note: Used for speeding up
 /// loading spawns.
 /// </summary>
 /// <param name="creature">Creature to add.</param>
 /// <param name="position">Position to add creature.</param>
 public void AddCachedCreature(Creature creature, Position position)
 {
     lock (lockThis) {
         creature.World = this;
         creaturesOnline.Add(creature.GetID(), creature);
         creature.Finder = pathFinder;
         creature.LogedIn = true;
         gameMap.AddThing(creature, position);
     }
 }
Пример #3
0
        public Spell()
        {
            //Number of vocations
            int vocationsTotal = Enum.GetValues(typeof(Vocation)).Length;

            Name = "None";
            RequiredMLevel = 0;
            Immunity = ImmunityType.IMMUNE_PHYSICAL;
            DistanceEffect = DistanceType.EFFECT_NONE;
            SpellEffect = MagicEffect.YELLOW_RINGS;
            SpellCenter = new Position(0, 0, 0);
            MinDmg = 0;
            MaxDmg = 0;
            Rand = new Random(DateTime.Now.Millisecond);
            Rune = null;
            RequiresTarget = false;
        }
Пример #4
0
 /// <summary>
 /// Given an old position and a direction, this method returns
 /// a new position based on that direction.
 /// </summary>
 /// <param name="oldPos">The old position.</param>
 /// <param name="direction">The direction to move.</param>
 /// <returns>The new position.</returns>
 public static Position GetNewPosition(Position oldPos, Direction direction)
 {
     Position pos = oldPos.Clone();
     switch (direction) {
         case Direction.NORTH:
             pos.y--;
             break;
         case Direction.EAST:
             pos.x++;
             break;
         case Direction.SOUTH:
             pos.y++;
             break;
         case Direction.WEST:
             pos.x--;
             break;
         default:
             Log.WriteLine("Unknown direction: " + direction);
             break;
     }
     return pos;
 }
Пример #5
0
 /// <summary>
 /// Sends the protocol data for adding itself to the ground.
 /// </summary>
 /// <param name="proto">A reference to the protocol.</param>
 /// <param name="player">The player for whom to add this to.</param>
 /// <param name="stackPos">The stack position of this thing.</param>
 public override void AddThisToGround(ProtocolSend proto,
     Player Player, Position pos, byte stackPos)
 {
     proto.AddScreenCreature(this, Player.KnowsCreature(this),
         pos, stackPos);
 }
Пример #6
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        /// <summary>
        /// Gets the next bytes in the buffer and treats them as a position.
        /// </summary>
        /// <returns>
        /// The position as specified by the buffer.
        /// </returns>
        public Position GetPosition()
        {
            Position pos = new Position();
            pos.x = GetU16();
            pos.y = GetU16();
            pos.z = GetByte();

            return pos;
        }
Пример #7
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 /// <summary>
 /// Adds the specified position to the buffer.
 /// </summary>
 /// <param name="pos">
 /// The position to add.
 /// </param>
 public void AddPosition(Position pos)
 {
     AddU16(pos.x);
     AddU16(pos.y);
     AddByte(pos.z);
 }
Пример #8
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 private void HandlePush(Player player, Position posFrom, ushort thingID,
     byte stackpos, Position posTo, byte count)
 {
     this.player = player;
     this.posFrom = posFrom;
     this.thingID = thingID;
     this.stackpos = stackpos;
     this.posTo = posTo;
     this.count = count;
 }
Пример #9
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 public abstract void UpdateItem(Position pos, Item item, byte stackpos);
Пример #10
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 public void HandlePush(Player player, Position posFrom, ushort thingID,
     byte stackpos, Position posTo, byte count, Creature creatureMoved)
 {
     HandlePush(player, posFrom, thingID, stackpos, posTo, count);
     creatureToMove = creatureMoved;
     if (!creatureMoved.IsOfType(Constants.TYPE_MOVEABLE)
         || map.GetTile(posTo) == null) {
         return;
     }
     if (map.GetTile(posTo).ContainsType(Constants.TYPE_BLOCKS_AUTO_WALK)
         || !creatureToMove.IsNextTo(posTo) || !player.IsNextTo(posFrom)) {
         return;
     }
     world.HandleMove(creatureMoved, posTo, creatureToMove.CurrentDirection);
 }
Пример #11
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 /// <summary>
 /// Tests if the specified position indicates
 /// a move to/from a carrying position.
 /// </summary>
 /// <param name="pos">The position to test.</param>
 /// <returns>True if to/from carrying, false otherwise.</returns>
 private bool CarryingPos(Position pos)
 {
     return pos.x == CARRYING_HEADER;
 }
Пример #12
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 public abstract void AddScreenMoveByOne(Direction direction, Position oldPos,
     Position newPos, Map map, Player player);
Пример #13
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 public abstract void AddShootEffect(byte effect, Position origin, Position dest);
Пример #14
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 public abstract void AddLocalChat(ChatLocal chatType, string message, Position pos,
     string nameFrom);
Пример #15
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 public abstract void AddScreenCreature(Creature creature, bool knowsCreature,
     Position pos, byte stackpos);
Пример #16
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 public abstract void AddItem(Position pos, Item item, byte stackpos);
Пример #17
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 public abstract void AddEffect(MagicEffect effect, Position pos);
Пример #18
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 public abstract void AddCreatureMove(Direction direction, Creature creature,
     Position oldPos, Position newPos, byte oldStackpos, byte newStackpos);
Пример #19
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 public override void AppendHandlePush(Player player, Position posFrom, ushort thingID, 
     byte stackpos, Position posTo, byte count, GameWorld world)
 {
     world.GetMovingSystem().HandlePush(player, posFrom, thingID, stackpos, posTo,
         count, this);
 }
Пример #20
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 public override void AddCreatureMove(Direction direction, Creature creature,
     Position oldPos, Position newPos, byte oldStackpos, byte newStackpos)
 {
     if (!creature.AttackableByMonster()) {
         return;
     }
     potentialTargets.Add(creature);
     PerformThink();
 }
Пример #21
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 /// <summary>
 /// See GetThing()'s overloaded method.
 /// </summary>
 /// <param name="player"></param>
 /// <param name="?"></param>
 /// <param name="stackpos"></param>
 /// <returns></returns>
 public Thing GetThing(Player player, Position pos, byte stackpos)
 {
     return GetThing(player, pos, stackpos, false);
 }
Пример #22
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 public override void AddTileCreature(Creature creature, Position position, 
     byte stackpos)
 {
     if (!creature.AttackableByMonster()) {
         return;
     }
     potentialTargets.Add(creature);
 }
Пример #23
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        /// <summary>
        /// Handle moving from a player. Note: This method is not thread-safe!
        /// </summary>
        /// <param name="player">The player moving the thing.</param>
        /// <param name="posFrom">The position where the thing current is.</param>
        /// <param name="thingID">The thing's id.</param>
        /// <param name="stackpos">The thing's stackpos.</param>
        /// <param name="posTo">The new position to place the item.</param>
        /// <param name="count">How much of the thing to move, if applicable.</param>
        public void HandlePush(Player player, Position posFrom, ushort thingID,
            byte stackpos, Position posTo, byte count, Item itemMoved)
        {
            HandlePush(player, posFrom, thingID, stackpos, posTo, count);
            itemToMove = itemMoved;

            //TODO: Finish validating moves...
            if (!IsItemMoveValid()) {
                return;
            }

            HandleItemMove();
        }
Пример #24
0
        /// <summary>
        /// Swap the items. Note: The posTo must be to an inventory location
        /// and the posFrom must not be an inventory item and the items
        /// to swap must both be equipable.
        /// </summary>
        /// <param name="invItem">The inventory item to swap.</param>
        /// <param name="invIndex">The index for which to swap in the inventory.</param>
        private void SwapItem(Item invItem, byte invIndex)
        {
            byte origCount = count;
            Item otherItem = itemToMove;
            Position oldPos = posFrom.Clone();
            posFrom = posTo;
            itemToMove = invItem;
            count = invItem.Count;
            MoveItemFromInventory();

            itemToMove = invItem;
            count = invItem.Count;
            posTo = oldPos;
            if (ContainerPos(posTo)) {
                MoveItemToContainer();
            } else {
                MoveToGround();
            }

            posTo = posFrom;
            itemToMove = otherItem;
            count = origCount;
            MoveItemToInventory();

            /*Thing thingToMove = otherItem;
            count = otherItem.Count;
            Position temp = posFrom.Clone();
            if (ContainerPos(posFrom)) {
                MoveFromContainer(ref thingToMove);
            } else { //From ground
                Console.WriteLine("from ground called");
                MoveFromGround(ref thingToMove);
            }
            /*
            thingToMove = invItem;
            count = invItem.Count;
            posFrom.y = invIndex;
            MoveFromInventory(ref thingToMove);
            Position temp2 = posTo.Clone();
            posTo = temp.Clone();
            if (ContainerPos(posTo)) {
                MoveToContainer(thingToMove);
            } else {
                MoveToGround(thingToMove);
            }
            thingToMove = otherItem;
            posTo = temp2.Clone();
            MoveToInventory(thingToMove);
            foreach (Thing thing in thingsPrepared) {
                thing.Finish();
            }*/
        }
Пример #25
0
 /// <summary>
 /// Tests if the specified position indicates
 /// a move to/from a container position.
 /// </summary>
 /// <param name="pos">The position to test.</param>
 /// <returns>True if to/from container, false otherwise.</returns>
 private bool ContainerPos(Position pos)
 {
     return CarryingPos(pos) && (pos.y & CONTAINER_HEADER) != 0;
 }
Пример #26
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 public abstract void RemoveThing(Position pos, byte stackpos);
Пример #27
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 /// <summary>
 /// Tests if the specified position indicates
 /// a move to/from an inventory position.
 /// </summary>
 /// <param name="pos">The position to test.</param>
 /// <returns>True if to/from inventory, false otherwise.</returns>
 private bool InventoryPos(Position pos)
 {
     return CarryingPos(pos) && !ContainerPos(pos);
 }
Пример #28
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 public abstract void UpdateCreatureDirection(Creature creature,
     Direction direction, byte stackpos, Position position);
Пример #29
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 public override void RemoveThing(Position position, byte stackpos)
 {
     PerformThink();
 }
Пример #30
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        /// <summary>
        /// Use this method cast the specified spell. Note: This method only
        /// appends and does not send protocol data.
        /// </summary>
        /// <param name="caster">The creature casting the spell</param>
        /// <param name="spell">The spell to cast</param>
        /// <param name="tSet">The set of affected things</param>
        public void CastSpell(string msg, Creature caster, Spell spell, GameWorld world)
        {
            /*string error = caster.CanCastSpell(spell);
            if (error != null) {
                caster.AddAnonymousChat(ChatAnonymous.WHITE, error);
                return;
            }*/ //TODO: Uncomment

            if (spell.IsSpellValid != null && !spell.IsSpellValid(world, msg)) {
                world.AddMagicEffect(MagicEffect.PUFF, caster.CurrentPosition);
                return;
            }
            if (spell.RequiresTarget) {
                Tile tile = map.GetTile(spell.SpellCenter);
                if (tile == null || !tile.ContainsType(Constants.TYPE_CREATURE)) {
                    world.AddMagicEffect(MagicEffect.PUFF, caster.CurrentPosition);
                    caster.AddAnonymousChat(ChatAnonymous.WHITE, "No target selected.");
                    return;
                }
            }
            //Constants.
            //Not the most efficient method but it is simple and works.
            int length = spell.SpellArea.GetLength(0);
            int width = spell.SpellArea.GetLength(1);

            Position startPos = new Position();
            startPos.x = (ushort)(spell.SpellCenter.x - (width / 2));
            startPos.y = (ushort)(spell.SpellCenter.y - (length / 2));
            startPos.z = spell.SpellCenter.z;
            Position local = new Position();

            List<Thing> things = new List<Thing>();
            for (int i = 0; i < length; i++) {
                for (int j = 0; j < width; j++) {
                    local.x = (ushort)(startPos.x + j);
                    local.y = (ushort)(startPos.y + i);
                    local.z = startPos.z;
                    if (map.GetTile(local) == null
                        /*|| !map.GetTile(local).CanMoveTo(caster)
                         * TODO: Finish*/) {
                        continue;
                    }

                    if (spell.SpellArea[i, j] &&
                        !map.GetTile(local).ContainsType(Constants.TYPE_BLOCKS_MAGIC)) {
                        ThingSet tSet = map.GetThingsInVicinity(local);
                        foreach (Thing thing in tSet.GetThings()) {
                            thing.AddEffect(spell.SpellEffect, local);
                            if (spell.HasDistanceType()) {
                                thing.AddShootEffect((byte)spell.DistanceEffect,
                                    caster.CurrentPosition, spell.SpellCenter);
                            }
                        }

                        List<Thing> localThings = map.GetTile(local).GetThings();

                        if (spell.Action != null) {
                            spell.Action.Invoke(world, local, localThings);
                        }

                        foreach (Thing thing in map.GetTile(local).GetThings()) {
                            things.Add(thing);
                        }
                    }
                }
            }

            foreach (Thing thing in things) {
                thing.AppendHandleDamage(spell.GetDamage(), caster, spell.Immunity, world, true);
            }

            //caster.NotifyOfSuccessfulCast(spell); TODO: Uncomment
        }