Пример #1
0
 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();
         }
     }
 }
Пример #2
0
        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();
            }
        }
Пример #3
0
        public static void SendTimeToAll()
        {
            int I;
            var loopTo = S_GameLogic.GetPlayersOnline();

            for (I = 1; I <= loopTo; I++)
            {
                if (S_NetworkConfig.IsPlaying(I))
                {
                    SendTimeTo(I);
                }
            }
        }
Пример #4
0
        // Token: 0x060001DD RID: 477 RVA: 0x0003A20C File Offset: 0x0003840C
        public static void Packet_AcceptInvite(int index, ref byte[] data)
        {
            ByteStream buffer   = new ByteStream(data);
            int        response = buffer.ReadInt32();

            buffer.Dispose();
            bool flag = response == 1;

            if (flag)
            {
                bool flag2 = modTypes.TempPlayer[index].Invitationindex > 0;
                if (flag2)
                {
                    bool flag3 = modTypes.TempPlayer[index].InvitationTimer > S_General.GetTimeMs();
                    if (flag3)
                    {
                        bool flag4 = S_NetworkConfig.IsPlaying(modTypes.TempPlayer[index].Invitationindex);
                        if (flag4)
                        {
                            modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].InHouse = modTypes.TempPlayer[index].Invitationindex;
                            modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].LastX   = S_Players.GetPlayerX(index);
                            modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].LastY   = S_Players.GetPlayerY(index);
                            modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].LastMap = S_Players.GetPlayerMap(index);
                            modTypes.TempPlayer[index].InvitationTimer = 0;
                            S_Players.PlayerWarp(index, modTypes.Player[modTypes.TempPlayer[index].Invitationindex].Character[(int)modTypes.TempPlayer[index].CurChar].Map, S_Housing.HouseConfig[modTypes.Player[modTypes.TempPlayer[index].Invitationindex].Character[(int)modTypes.TempPlayer[modTypes.TempPlayer[index].Invitationindex].CurChar].House.Houseindex].X, S_Housing.HouseConfig[modTypes.Player[modTypes.TempPlayer[index].Invitationindex].Character[(int)modTypes.TempPlayer[modTypes.TempPlayer[index].Invitationindex].CurChar].House.Houseindex].Y, true, true);
                        }
                        else
                        {
                            modTypes.TempPlayer[index].InvitationTimer = 0;
                            S_NetworkSend.PlayerMsg(index, "Cannot find player!", 12);
                        }
                    }
                    else
                    {
                        S_NetworkSend.PlayerMsg(index, "Your invitation has expired, have your friend re-invite you.", 14);
                    }
                }
            }
            else
            {
                bool flag5 = S_NetworkConfig.IsPlaying(modTypes.TempPlayer[index].Invitationindex);
                if (flag5)
                {
                    modTypes.TempPlayer[index].InvitationTimer = 0;
                    S_NetworkSend.PlayerMsg(modTypes.TempPlayer[index].Invitationindex, (S_Players.GetPlayerName(index).Trim()) + " rejected your invitation", 12);
                }
            }
        }
Пример #5
0
        public static int GetTotalMapPlayers(int mapNum)
        {
            int i;
            int n;

            n = 0;
            var loopTo = GetPlayersOnline();

            for (i = 1; i <= loopTo; i++)
            {
                if (S_NetworkConfig.IsPlaying(i) && S_Players.GetPlayerMap(i) == mapNum)
                {
                    n = n + 1;
                }
            }

            return(n);
        }
Пример #6
0
        // 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);
                    }
                }
            }
        }
Пример #7
0
        public static int FindPlayer(string Name)
        {
            int i;
            var loopTo = GetPlayersOnline();

            for (i = 1; i <= loopTo; i++)
            {
                if (S_NetworkConfig.IsPlaying(i))
                {
                    // Make sure we dont try to check a name thats to small
                    if (Microsoft.VisualBasic.Strings.Len(S_Players.GetPlayerName(i)) >= Microsoft.VisualBasic.Strings.Len(Name.Trim()))
                    {
                        if (Microsoft.VisualBasic.Strings.Mid(S_Players.GetPlayerName(i), 1, Microsoft.VisualBasic.Strings.Len(Name.Trim())).ToUpper() == Name.Trim().ToUpper())
                        {
                            return(i);
                        }
                    }
                }
            }

            return(0);
        }
Пример #8
0
        internal static void Party_ShareExp(int partyNum, int exp, int index, int mapNum)
        {
            int  expShare        = 0;
            int  leftOver        = 0;
            int  i               = 0;
            int  tmpindex        = 0;
            byte loseMemberCount = 0;

            // check if it's worth sharing
            if (!(exp >= Party[partyNum].MemberCount))
            {
                // no party - keep exp for self
                S_Events.GivePlayerExp(index, exp);
                return;
            }

            // check members in others maps
            for (i = 1; i <= Constants.MAX_PARTY_MEMBERS; i++)
            {
                tmpindex = Party[partyNum].Member[i];
                if (tmpindex > 0)
                {
                    if (S_NetworkConfig.Socket.IsConnected(tmpindex) && S_NetworkConfig.IsPlaying(tmpindex))
                    {
                        if (S_Players.GetPlayerMap(tmpindex) != mapNum)
                        {
                            loseMemberCount = (byte)(loseMemberCount + 1);
                        }
                    }
                }
            }

            // find out the equal share
            expShare = exp / (Party[partyNum].MemberCount - loseMemberCount);
            leftOver = exp % (Party[partyNum].MemberCount - loseMemberCount);

            // loop through and give everyone exp
            for (i = 1; i <= Constants.MAX_PARTY_MEMBERS; i++)
            {
                tmpindex = Party[partyNum].Member[i];
                // existing member?
                if (tmpindex > 0)
                {
                    // playing?
                    if (S_NetworkConfig.Socket.IsConnected(tmpindex) && S_NetworkConfig.IsPlaying(tmpindex))
                    {
                        if (S_Players.GetPlayerMap(tmpindex) == mapNum)
                        {
                            // give them their share
                            S_Events.GivePlayerExp(tmpindex, expShare);
                        }
                    }
                }
            }

            // give the remainder to a random member
            if (!(leftOver == 0))
            {
                tmpindex = Party[partyNum].Member[S_GameLogic.Random(1, Party[partyNum].MemberCount)];
                // give the exp
                S_Events.GivePlayerExp(tmpindex, leftOver);
            }
        }
Пример #9
0
        internal static void Party_Invite(int index, int target)
        {
            int partyNum;
            int i;

            // check if the person is a valid target
            if (!S_NetworkConfig.Socket.IsConnected(target) || !S_NetworkConfig.IsPlaying(target))
            {
                return;
            }

            // make sure they're not busy
            if (modTypes.TempPlayer[target].PartyInvite > 0 || modTypes.TempPlayer[target].TradeRequest > 0)
            {
                // they've already got a request for trade/party
                S_NetworkSend.PlayerMsg(index, "This player is busy.", (int)Enums.ColorType.BrightRed);
                // exit out early
                return;
            }
            // make syure they're not in a party
            if (modTypes.TempPlayer[target].InParty > 0)
            {
                // they're already in a party
                S_NetworkSend.PlayerMsg(index, "This player is already in a party.", (int)Enums.ColorType.BrightRed);
                // exit out early
                return;
            }

            // check if we're in a party
            if (modTypes.TempPlayer[index].InParty > 0)
            {
                partyNum = modTypes.TempPlayer[index].InParty;
                // make sure we're the leader
                if (Party[partyNum].Leader == index)
                {
                    // got a blank slot?
                    for (i = 1; i <= Constants.MAX_PARTY_MEMBERS; i++)
                    {
                        if (Party[partyNum].Member[i] == 0)
                        {
                            // send the invitation
                            SendPartyInvite(target, index);
                            // set the invite target
                            modTypes.TempPlayer[target].PartyInvite = index;
                            // let them know
                            S_NetworkSend.PlayerMsg(index, "Invitation sent.", (int)Enums.ColorType.Yellow);
                            return;
                        }
                    }
                    // no room
                    S_NetworkSend.PlayerMsg(index, "Party is full.", (int)Enums.ColorType.BrightRed);
                    return;
                }
                else
                {
                    // not the leader
                    S_NetworkSend.PlayerMsg(index, "You are not the party leader.", (int)Enums.ColorType.BrightRed);
                    return;
                }
            }
            else
            {
                // not in a party - doesn't matter!
                SendPartyInvite(target, index);
                // set the invite target
                modTypes.TempPlayer[target].PartyInvite = index;
                // let them know
                S_NetworkSend.PlayerMsg(index, "Invitation sent.", (int)Enums.ColorType.Yellow);
                return;
            }
        }
Пример #10
0
        internal static void PartyMsg(int partyNum, string msg)
        {
            int i;

            // send message to all people
            for (i = 1; i <= Constants.MAX_PARTY_MEMBERS; i++)
            {
                // exist?
                if (Party[partyNum].Member[i] > 0)
                {
                    // make sure they're logged on
                    if (S_NetworkConfig.Socket.IsConnected(Party[partyNum].Member[i]) && S_NetworkConfig.IsPlaying(Party[partyNum].Member[i]))
                    {
                        S_NetworkSend.PlayerMsg(Party[partyNum].Member[i], msg, (int)Enums.ColorType.BrightBlue);
                    }
                }
            }
        }
Пример #11
0
        internal static void Packet_PartyRquest(int index, ref byte[] data)
        {
            modDatabase.Addlog("Recieved CMSG: CRequestParty", S_Constants.PACKET_LOG);
            Console.WriteLine("Recieved CMSG: CRequestParty");

            // Prevent partying with self
            if (modTypes.TempPlayer[index].Target == index)
            {
                return;
            }
            // make sure it's a valid target
            if (modTypes.TempPlayer[index].TargetType != (byte)Enums.TargetType.Player)
            {
                return;
            }

            // make sure they're connected and on the same map
            if (!S_NetworkConfig.Socket.IsConnected(modTypes.TempPlayer[index].Target) || !S_NetworkConfig.IsPlaying(modTypes.TempPlayer[index].Target))
            {
                return;
            }
            if (S_Players.GetPlayerMap(modTypes.TempPlayer[index].Target) != S_Players.GetPlayerMap(index))
            {
                return;
            }

            // init the request
            Party_Invite(index, modTypes.TempPlayer[index].Target);
        }
Пример #12
0
        public static void HandleClearProjectile(int index, ref byte[] data)
        {
            int ProjectileNum;
            int Targetindex;

            Enums.TargetType TargetType;
            int        TargetZone;
            int        mapNum;
            int        Damage;
            int        armor;
            int        npcnum;
            ByteStream buffer = new ByteStream(data);

            ProjectileNum = buffer.ReadInt32();
            Targetindex   = buffer.ReadInt32();
            TargetType    = (Enums.TargetType)buffer.ReadInt32();
            TargetZone    = buffer.ReadInt32();
            buffer.Dispose();

            mapNum = S_Players.GetPlayerMap(index);

            switch (MapProjectiles[mapNum, ProjectileNum].OwnerType)
            {
            case (byte)Enums.TargetType.Player:
            {
                if (MapProjectiles[mapNum, ProjectileNum].Owner == index)
                {
                    switch (TargetType)
                    {
                    case Enums.TargetType.Player:
                    {
                        if (S_NetworkConfig.IsPlaying(Targetindex))
                        {
                            if (Targetindex != index)
                            {
                                if (S_Players.CanPlayerAttackPlayer(index, Targetindex, true) == true)
                                {
                                    // Get the damage we can do
                                    Damage = S_Players.GetPlayerDamage(index) + Projectiles[MapProjectiles[mapNum, ProjectileNum].ProjectileNum].Damage;

                                    // if the npc blocks, take away the block amount
                                    armor  = Convert.ToInt32(S_Players.CanPlayerBlockHit(Targetindex));
                                    Damage = Damage - armor;

                                    // randomise for up to 10% lower than max hit
                                    Damage = S_GameLogic.Random(1, Damage);

                                    if (Damage < 1)
                                    {
                                        Damage = 1;
                                    }

                                    S_Players.AttackPlayer(index, Targetindex, Damage);
                                }
                            }
                        }

                        break;
                    }

                    case Enums.TargetType.Npc:
                    {
                        npcnum = modTypes.MapNpc[mapNum].Npc[Targetindex].Num;
                        if (S_Players.CanPlayerAttackNpc(index, Targetindex, true) == true)
                        {
                            // Get the damage we can do
                            Damage = S_Players.GetPlayerDamage(index) + Projectiles[MapProjectiles[mapNum, ProjectileNum].ProjectileNum].Damage;

                            // if the npc blocks, take away the block amount
                            armor  = 0;
                            Damage = Damage - armor;

                            // randomise from 1 to max hit
                            Damage = S_GameLogic.Random(1, Damage);

                            if (Damage < 1)
                            {
                                Damage = 1;
                            }

                            S_Players.PlayerAttackNpc(index, Targetindex, Damage);
                        }

                        break;
                    }
                    }
                }

                break;
            }
            }

            ClearMapProjectile(mapNum, ProjectileNum);
        }
Пример #13
0
        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);
                    }
                }
            }
        }