public Hero(GameClient client, Universe universe, Toon toon) { this.InGameClient = client; this.Universe = universe; this.Properties = toon; this.CurrentWorldSNO = 0x115EE; // actor values this.Id = 0x789E00E2; this.SnoId = this.ClassSNO; this.WorldId = 0x772E0000; this.Field2 = 0x00000009; this.Field3 = 0x00000000; this.Scale = ModelScale; this.RotationAmount = 0.05940768f; this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f); this.Position.X = 3143.75f; this.Position.Y = 2828.75f; this.Position.Z = 59.075588f; this.GBHandle = new GBHandle() { Field0 = 0x00000007, Field1 = this.Properties.ClassID, }; this.Field7 = -1; this.Field8 = -1; this.Field9 = 0x00000000; this.Field10 = 0x0; }
public GameServer() { GameUniverse=new Universe(); this.OnConnect += ClientManager.OnConnect; this.OnDisconnect += ClientManager.OnDisconnect; this.DataReceived += GameServer_DataReceived; this.DataSent += (sender, e) => { }; }
public static void OnConnect(object sender, ConnectionEventArgs e) { Logger.Trace("Game-Client connected: {0}", e.Connection.ToString()); // atm, just creating a universe - though clients should be able to join existing ones. var universe = new Universe(); Universes.Add(universe); var gameClient = new GameClient(e.Connection,universe); e.Connection.Client = gameClient; }
public Player(GameClient client, Universe universe, Toon bnetToon) { this.Client = client; this.Universe = universe; this.Hero = new Hero(client, universe, bnetToon); }
public Hero(GameClient client, Universe universe, Toon toon) { RevealedWorlds = new List<World>(); RevealedScenes = new List<Scene>(); RevealedActors = new List<Actor>(); this.InGameClient = client; this.Universe = universe; this.Properties = toon; this.CurrentWorldSNO = 0x115EE; // actor values this.Id = 0x789E00E2; this.SnoId = this.ClassSNO; this.Field2 = 0x00000009; this.Field3 = 0x00000000; this.Scale = ModelScale; this.RotationAmount = 0.05940768f; this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f); //initial world and position this.WorldId = 0x772E0000; //new char starter pos: this.Position.X = 3143.75f; this.Position.Y = 2828.75f; this.Position.Z = 59.075588f; //den of evil: //this.Position.X = 2526.250000f; //this.Position.Y = 2098.750000f; //this.Position.Z = -5.381495f; //inn: //this.Position.X = 2996.250000f; //this.Position.Y = 2793.750000f; //this.Position.Z = 24.045330f; // adrias hut //this.Position.X = 1768.750000f; //this.Position.Y = 2921.250000f; //this.Position.Z = 20.333143f; // cemetry of forsaken //this.Position.X = 2041.250000f; //this.Position.Y = 1778.750000f; //this.Position.Z = 0.426203f; //defiled crypt level 2 //this.WorldId = 2000289804; //this.Position.X = 158.750000f; //this.Position.Y = 76.250000f; //this.Position.Z = 0.100000f; this.GBHandle = new GBHandle() { Field0 = 0x00000007, Field1 = this.Properties.ClassID, }; this.Field7 = -1; this.Field8 = -1; this.Field9 = 0x00000000; this.Field10 = 0x0; }
public GameClient(IConnection connection, Universe universe) { this.Connection = connection; this.Universe = universe; _outgoingBuffer.WriteInt(32, 0); }
public PlayerManager(Universe universe) { this.Universe = universe; }