public static void SendResourceCacheTo(int index, int Resource_num) { int i; int mapnum; ByteStream buffer = new ByteStream(4); mapnum = S_Players.GetPlayerMap(index); buffer.WriteInt32((int)Packets.ServerPackets.SResourceCache); buffer.WriteInt32(ResourceCache[mapnum].ResourceCount); S_General.AddDebug("Sent SMSG: SResourcesCache"); if (ResourceCache[mapnum].ResourceCount > 0) { var loopTo = ResourceCache[mapnum].ResourceCount; for (i = 0; i <= loopTo; i++) { buffer.WriteInt32(ResourceCache[mapnum].ResourceData[i].ResourceState); buffer.WriteInt32(ResourceCache[mapnum].ResourceData[i].X); buffer.WriteInt32(ResourceCache[mapnum].ResourceData[i].Y); } } S_NetworkConfig.Socket.SendDataTo(index, buffer.Data, buffer.Head); buffer.Dispose(); }
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); }
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 PlayerFireProjectile(int index, int IsSkill = 0) { int ProjectileSlot = 0; int ProjectileNum = 0; int mapNum = 0; int i = 0; mapNum = S_Players.GetPlayerMap(index); // Find a free projectile for (i = 1; i <= MAX_PROJECTILES; i++) { if (MapProjectiles[mapNum, i].ProjectileNum == 0) { ProjectileSlot = i; break; } } // Check for no projectile, if so just overwrite the first slot if (ProjectileSlot == 0) { ProjectileSlot = 1; } // Check for skill, if so then load data acordingly if (IsSkill > 0) { ProjectileNum = Types.Skill[IsSkill].Projectile; } else { ProjectileNum = Types.Item[S_Players.GetPlayerEquipment(index, Enums.EquipmentType.Weapon)].Projectile; } if (ProjectileNum == 0) { return; } { MapProjectiles[mapNum, ProjectileSlot].ProjectileNum = ProjectileNum; MapProjectiles[mapNum, ProjectileSlot].Owner = index; MapProjectiles[mapNum, ProjectileSlot].OwnerType = (byte)Enums.TargetType.Player; MapProjectiles[mapNum, ProjectileSlot].Dir = (byte)S_Players.GetPlayerDir(index); MapProjectiles[mapNum, ProjectileSlot].X = S_Players.GetPlayerX(index); MapProjectiles[mapNum, ProjectileSlot].Y = S_Players.GetPlayerY(index); MapProjectiles[mapNum, ProjectileSlot].Timer = S_General.GetTimeMs() + 60000; } SendProjectileToMap(mapNum, ProjectileSlot); }
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); }
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); } }
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); }
public static void CheckResource(int index, int x, int y) { int Resource_num; byte ResourceType; int Resource_index; int rX; int rY; int Damage; if (modTypes.Map[S_Players.GetPlayerMap(index)].Tile[x, y].Type == (byte)Enums.TileType.Resource) { Resource_num = 0; Resource_index = modTypes.Map[S_Players.GetPlayerMap(index)].Tile[x, y].Data1; ResourceType = (byte)Types.Resource[Resource_index].ResourceType; var loopTo = ResourceCache[S_Players.GetPlayerMap(index)].ResourceCount; // Get the cache number for (var i = 0; i <= loopTo; i++) { if (ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[i].X == x) { if (ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[i].Y == y) { Resource_num = i; } } } if (Resource_num > 0) { if (S_Players.GetPlayerEquipment(index, Enums.EquipmentType.Weapon) > 0 || Types.Resource[Resource_index].ToolRequired == 0) { if (Types.Item[S_Players.GetPlayerEquipment(index, Enums.EquipmentType.Weapon)].Data3 == Types.Resource[Resource_index].ToolRequired) { // inv space? if (Types.Resource[Resource_index].ItemReward > 0) { if (S_Players.FindOpenInvSlot(index, Types.Resource[Resource_index].ItemReward) == 0) { S_NetworkSend.PlayerMsg(index, "You have no inventory space.", (int)Enums.ColorType.Yellow); return; } } // required lvl? if (Types.Resource[Resource_index].LvlRequired > GetPlayerGatherSkillLvl(index, ResourceType)) { S_NetworkSend.PlayerMsg(index, "Your level is too low!", (int)Enums.ColorType.Yellow); return; } // check if already cut down if (ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].ResourceState == 0) { rX = ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].X; rY = ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].Y; if (Types.Resource[Resource_index].ToolRequired == 0) { Damage = 1 * GetPlayerGatherSkillLvl(index, ResourceType); } else { Damage = Types.Item[S_Players.GetPlayerEquipment(index, Enums.EquipmentType.Weapon)].Data2; } // check if damage is more than health if (Damage > 0) { // cut it down! if (ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].CurHealth - Damage <= 0) { ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].ResourceState = 1; // Cut ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].ResourceTimer = S_General.GetTimeMs(); SendResourceCacheToMap(S_Players.GetPlayerMap(index), Resource_num); S_NetworkSend.SendActionMsg(S_Players.GetPlayerMap(index), Types.Resource[Resource_index].SuccessMessage.Trim(), (int)Enums.ColorType.BrightGreen, 1, (S_Players.GetPlayerX(index) * 32), (S_Players.GetPlayerY(index) * 32)); S_Players.GiveInvItem(index, Types.Resource[Resource_index].ItemReward, 1); S_Animations.SendAnimation(S_Players.GetPlayerMap(index), Types.Resource[Resource_index].Animation, rX, rY); SetPlayerGatherSkillExp(index, ResourceType, GetPlayerGatherSkillExp(index, ResourceType) + Types.Resource[Resource_index].ExpReward); // send msg S_NetworkSend.PlayerMsg(index, string.Format("Your {0} has earned {1} experience. ({2}/{3})", GetResourceSkillName((Enums.ResourceSkills)ResourceType), Types.Resource[Resource_index].ExpReward, GetPlayerGatherSkillExp(index, ResourceType), GetPlayerGatherSkillMaxExp(index, ResourceType)), (int)Enums.ColorType.BrightGreen); S_NetworkSend.SendPlayerData(index); CheckResourceLevelUp(index, ResourceType); } else { // just do the damage ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].CurHealth = (byte)(ResourceCache[S_Players.GetPlayerMap(index)].ResourceData[Resource_num].CurHealth - Damage); S_NetworkSend.SendActionMsg(S_Players.GetPlayerMap(index), "-" + Damage, (int)Enums.ColorType.BrightRed, 1, (rX * 32), (rY * 32)); S_Animations.SendAnimation(S_Players.GetPlayerMap(index), Types.Resource[Resource_index].Animation, rX, rY); } S_Quest.CheckTasks(index, (int)Enums.QuestType.Gather, Resource_index); } else { // too weak S_NetworkSend.SendActionMsg(S_Players.GetPlayerMap(index), "Miss!", (int)Enums.ColorType.BrightRed, 1, (rX * 32), (rY * 32)); } } else { S_NetworkSend.SendActionMsg(S_Players.GetPlayerMap(index), Types.Resource[Resource_index].EmptyMessage.Trim(), (int)Enums.ColorType.BrightRed, 1, (S_Players.GetPlayerX(index) * 32), (S_Players.GetPlayerY(index) * 32)); } } else { S_NetworkSend.PlayerMsg(index, "You have the wrong type of tool equiped.", (int)Enums.ColorType.Yellow); } } else { S_NetworkSend.PlayerMsg(index, "You need a tool to gather this resource.", (int)Enums.ColorType.Yellow); } } } }
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); } } } }
public static void Packet_AcceptInvite(int index, ref byte[] data) { ByteStream buffer = new ByteStream(data); int response = buffer.ReadInt32(); buffer.Dispose(); if (response == 1) { if (modTypes.TempPlayer[index].Invitationindex > 0) { if (modTypes.TempPlayer[index].InvitationTimer > S_General.GetTimeMs()) { if (S_NetworkConfig.IsPlaying(modTypes.TempPlayer[index].Invitationindex)) { 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 { if (S_NetworkConfig.IsPlaying(modTypes.TempPlayer[index].Invitationindex)) { modTypes.TempPlayer[index].InvitationTimer = 0; S_NetworkSend.PlayerMsg(modTypes.TempPlayer[index].Invitationindex, (S_Players.GetPlayerName(index).Trim()) + " rejected your invitation", 12); } } }
public static void Packet_BuyHouse(int index, ref byte[] data) { ByteStream buffer = new ByteStream(data); int i = buffer.ReadInt32(); if (i == 1) { if (modTypes.TempPlayer[index].BuyHouseindex > 0) { int price = S_Housing.HouseConfig[modTypes.TempPlayer[index].BuyHouseindex].Price; if (S_Players.HasItem(index, 1) >= price) { S_Players.TakeInvItem(index, 1, price); modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Houseindex = modTypes.TempPlayer[index].BuyHouseindex; S_NetworkSend.PlayerMsg(index, "You just bought the " + (S_Housing.HouseConfig[modTypes.TempPlayer[index].BuyHouseindex].ConfigName.Trim()) + " house!", 10); modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].LastMap = S_Players.GetPlayerMap(index); 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].InHouse = index; S_Players.PlayerWarp(index, S_Housing.HouseConfig[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Houseindex].BaseMap, S_Housing.HouseConfig[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Houseindex].X, S_Housing.HouseConfig[modTypes.Player[index].Character[(int)modTypes.TempPlayer[index].CurChar].House.Houseindex].Y, true, false); modDatabase.SavePlayer(index); } else { S_NetworkSend.PlayerMsg(index, "You cannot afford this house!", 12); } } } modTypes.TempPlayer[index].BuyHouseindex = 0; buffer.Dispose(); }