Add namespace declarations to PlayerData.cs and TSServerPlayer.cs

This commit is contained in:
Enerdy 2016-01-18 15:30:07 +00:00
parent 069fd0cf9c
commit b0e13454d5
2 changed files with 501 additions and 495 deletions

View file

@ -1,411 +1,414 @@
using Terraria;
using TShockAPI;
public class PlayerData
namespace TShockAPI
{
public NetItem[] inventory = new NetItem[NetItem.MaxInventory];
public int health = TShock.ServerSideCharacterConfig.StartingHealth;
public int maxHealth = TShock.ServerSideCharacterConfig.StartingHealth;
public int mana = TShock.ServerSideCharacterConfig.StartingMana;
public int maxMana = TShock.ServerSideCharacterConfig.StartingMana;
public bool exists;
public int spawnX = -1;
public int spawnY = -1;
public int? extraSlot;
public int? skinVariant;
public int? hair;
public byte hairDye;
public Color? hairColor;
public Color? pantsColor;
public Color? shirtColor;
public Color? underShirtColor;
public Color? shoeColor;
public Color? skinColor;
public Color? eyeColor;
public bool[] hideVisuals;
public int questsCompleted;
public PlayerData(TSPlayer player)
public class PlayerData
{
for (int i = 0; i < NetItem.MaxInventory; i++)
public NetItem[] inventory = new NetItem[NetItem.MaxInventory];
public int health = TShock.ServerSideCharacterConfig.StartingHealth;
public int maxHealth = TShock.ServerSideCharacterConfig.StartingHealth;
public int mana = TShock.ServerSideCharacterConfig.StartingMana;
public int maxMana = TShock.ServerSideCharacterConfig.StartingMana;
public bool exists;
public int spawnX = -1;
public int spawnY = -1;
public int? extraSlot;
public int? skinVariant;
public int? hair;
public byte hairDye;
public Color? hairColor;
public Color? pantsColor;
public Color? shirtColor;
public Color? underShirtColor;
public Color? shoeColor;
public Color? skinColor;
public Color? eyeColor;
public bool[] hideVisuals;
public int questsCompleted;
public PlayerData(TSPlayer player)
{
this.inventory[i] = new NetItem();
for (int i = 0; i < NetItem.MaxInventory; i++)
{
this.inventory[i] = new NetItem();
}
for (int i = 0; i < TShock.ServerSideCharacterConfig.StartingInventory.Count; i++)
{
var item = TShock.ServerSideCharacterConfig.StartingInventory[i];
StoreSlot(i, item.NetId, item.PrefixId, item.Stack);
}
}
for (int i = 0; i < TShock.ServerSideCharacterConfig.StartingInventory.Count; i++)
/// <summary>
/// Stores an item at the specific storage slot
/// </summary>
/// <param name="slot"></param>
/// <param name="netID"></param>
/// <param name="prefix"></param>
/// <param name="stack"></param>
public void StoreSlot(int slot, int netID, byte prefix, int stack)
{
var item = TShock.ServerSideCharacterConfig.StartingInventory[i];
StoreSlot(i, item.NetId, item.PrefixId, item.Stack);
}
}
if (slot > (this.inventory.Length - 1)) //if the slot is out of range then dont save
{
return;
}
/// <summary>
/// Stores an item at the specific storage slot
/// </summary>
/// <param name="slot"></param>
/// <param name="netID"></param>
/// <param name="prefix"></param>
/// <param name="stack"></param>
public void StoreSlot(int slot, int netID, byte prefix, int stack)
{
if (slot > (this.inventory.Length - 1)) //if the slot is out of range then dont save
{
return;
this.inventory[slot] = new NetItem(netID, stack, prefix);
}
this.inventory[slot] = new NetItem(netID, stack, prefix);
}
/// <summary>
/// Copies a characters data to this object
/// </summary>
/// <param name="player"></param>
public void CopyCharacter(TSPlayer player)
{
this.health = player.TPlayer.statLife > 0 ? player.TPlayer.statLife : 1;
this.maxHealth = player.TPlayer.statLifeMax;
this.mana = player.TPlayer.statMana;
this.maxMana = player.TPlayer.statManaMax;
if (player.sX > 0 && player.sY > 0)
/// <summary>
/// Copies a characters data to this object
/// </summary>
/// <param name="player"></param>
public void CopyCharacter(TSPlayer player)
{
this.spawnX = player.sX;
this.spawnY = player.sY;
}
else
{
this.spawnX = player.TPlayer.SpawnX;
this.spawnY = player.TPlayer.SpawnY;
}
extraSlot = player.TPlayer.extraAccessory ? 1 : 0;
this.skinVariant = player.TPlayer.skinVariant;
this.hair = player.TPlayer.hair;
this.hairDye = player.TPlayer.hairDye;
this.hairColor = player.TPlayer.hairColor;
this.pantsColor = player.TPlayer.pantsColor;
this.shirtColor = player.TPlayer.shirtColor;
this.underShirtColor = player.TPlayer.underShirtColor;
this.shoeColor = player.TPlayer.shoeColor;
this.hideVisuals = player.TPlayer.hideVisual;
this.skinColor = player.TPlayer.skinColor;
this.eyeColor = player.TPlayer.eyeColor;
this.questsCompleted = player.TPlayer.anglerQuestsFinished;
Item[] inventory = player.TPlayer.inventory;
Item[] armor = player.TPlayer.armor;
Item[] dye = player.TPlayer.dye;
Item[] miscEqups = player.TPlayer.miscEquips;
Item[] miscDyes = player.TPlayer.miscDyes;
Item[] piggy = player.TPlayer.bank.item;
Item[] safe = player.TPlayer.bank2.item;
Item trash = player.TPlayer.trashItem;
for (int i = 0; i < NetItem.MaxInventory; i++)
{
if (i < NetItem.InventorySlots)
this.health = player.TPlayer.statLife > 0 ? player.TPlayer.statLife : 1;
this.maxHealth = player.TPlayer.statLifeMax;
this.mana = player.TPlayer.statMana;
this.maxMana = player.TPlayer.statManaMax;
if (player.sX > 0 && player.sY > 0)
{
//0-58
this.inventory[i] = (NetItem)inventory[i];
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots)
{
//59-78
var index = i - NetItem.InventorySlots;
this.inventory[i] = (NetItem)armor[index];
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots)
{
//79-88
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots);
this.inventory[i] = (NetItem)dye[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots)
{
//89-93
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots);
this.inventory[i] = (NetItem)miscEqups[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots
+ NetItem.MiscDyeSlots)
{
//93-98
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots);
this.inventory[i] = (NetItem)miscDyes[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots)
{
//98-138
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots);
this.inventory[i] = (NetItem)piggy[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots + NetItem.SafeSlots)
{
//138-178
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots + NetItem.PiggySlots);
this.inventory[i] = (NetItem)safe[index];
this.spawnX = player.sX;
this.spawnY = player.sY;
}
else
{
//179
this.inventory[i] = (NetItem)trash;
this.spawnX = player.TPlayer.SpawnX;
this.spawnY = player.TPlayer.SpawnY;
}
extraSlot = player.TPlayer.extraAccessory ? 1 : 0;
this.skinVariant = player.TPlayer.skinVariant;
this.hair = player.TPlayer.hair;
this.hairDye = player.TPlayer.hairDye;
this.hairColor = player.TPlayer.hairColor;
this.pantsColor = player.TPlayer.pantsColor;
this.shirtColor = player.TPlayer.shirtColor;
this.underShirtColor = player.TPlayer.underShirtColor;
this.shoeColor = player.TPlayer.shoeColor;
this.hideVisuals = player.TPlayer.hideVisual;
this.skinColor = player.TPlayer.skinColor;
this.eyeColor = player.TPlayer.eyeColor;
this.questsCompleted = player.TPlayer.anglerQuestsFinished;
Item[] inventory = player.TPlayer.inventory;
Item[] armor = player.TPlayer.armor;
Item[] dye = player.TPlayer.dye;
Item[] miscEqups = player.TPlayer.miscEquips;
Item[] miscDyes = player.TPlayer.miscDyes;
Item[] piggy = player.TPlayer.bank.item;
Item[] safe = player.TPlayer.bank2.item;
Item trash = player.TPlayer.trashItem;
for (int i = 0; i < NetItem.MaxInventory; i++)
{
if (i < NetItem.InventorySlots)
{
//0-58
this.inventory[i] = (NetItem)inventory[i];
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots)
{
//59-78
var index = i - NetItem.InventorySlots;
this.inventory[i] = (NetItem)armor[index];
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots)
{
//79-88
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots);
this.inventory[i] = (NetItem)dye[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots)
{
//89-93
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots);
this.inventory[i] = (NetItem)miscEqups[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots
+ NetItem.MiscDyeSlots)
{
//93-98
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots);
this.inventory[i] = (NetItem)miscDyes[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots)
{
//98-138
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots);
this.inventory[i] = (NetItem)piggy[index];
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots + NetItem.SafeSlots)
{
//138-178
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots + NetItem.PiggySlots);
this.inventory[i] = (NetItem)safe[index];
}
else
{
//179
this.inventory[i] = (NetItem)trash;
}
}
}
}
/// <summary>
/// Restores a player's character to the state stored in the database
/// </summary>
/// <param name="player"></param>
public void RestoreCharacter(TSPlayer player)
{
// Start ignoring SSC-related packets! This is critical so that we don't send or receive dirty data!
player.IgnoreSSCPackets = true;
player.TPlayer.statLife = this.health;
player.TPlayer.statLifeMax = this.maxHealth;
player.TPlayer.statMana = this.maxMana;
player.TPlayer.statManaMax = this.maxMana;
player.TPlayer.SpawnX = this.spawnX;
player.TPlayer.SpawnY = this.spawnY;
player.sX = this.spawnX;
player.sY = this.spawnY;
player.TPlayer.hairDye = this.hairDye;
player.TPlayer.anglerQuestsFinished = this.questsCompleted;
if (extraSlot != null)
player.TPlayer.extraAccessory = extraSlot.Value == 1 ? true : false;
if (this.skinVariant != null)
player.TPlayer.skinVariant = this.skinVariant.Value;
if (this.hair != null)
player.TPlayer.hair = this.hair.Value;
if (this.hairColor != null)
player.TPlayer.hairColor = this.hairColor.Value;
if (this.pantsColor != null)
player.TPlayer.pantsColor = this.pantsColor.Value;
if (this.shirtColor != null)
player.TPlayer.shirtColor = this.shirtColor.Value;
if (this.underShirtColor != null)
player.TPlayer.underShirtColor = this.underShirtColor.Value;
if (this.shoeColor != null)
player.TPlayer.shoeColor = this.shoeColor.Value;
if (this.skinColor != null)
player.TPlayer.skinColor = this.skinColor.Value;
if (this.eyeColor != null)
player.TPlayer.eyeColor = this.eyeColor.Value;
if (this.hideVisuals != null)
player.TPlayer.hideVisual = this.hideVisuals;
else
player.TPlayer.hideVisual = new bool[player.TPlayer.hideVisual.Length];
for (int i = 0; i < NetItem.MaxInventory; i++)
/// <summary>
/// Restores a player's character to the state stored in the database
/// </summary>
/// <param name="player"></param>
public void RestoreCharacter(TSPlayer player)
{
if (i < NetItem.InventorySlots)
{
//0-58
player.TPlayer.inventory[i].netDefaults(this.inventory[i].NetId);
// Start ignoring SSC-related packets! This is critical so that we don't send or receive dirty data!
player.IgnoreSSCPackets = true;
if (player.TPlayer.inventory[i].netID != 0)
{
player.TPlayer.inventory[i].stack = this.inventory[i].Stack;
player.TPlayer.inventory[i].prefix = this.inventory[i].PrefixId;
}
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots)
{
//59-78
var index = i - NetItem.InventorySlots;
player.TPlayer.armor[index].netDefaults(this.inventory[i].NetId);
player.TPlayer.statLife = this.health;
player.TPlayer.statLifeMax = this.maxHealth;
player.TPlayer.statMana = this.maxMana;
player.TPlayer.statManaMax = this.maxMana;
player.TPlayer.SpawnX = this.spawnX;
player.TPlayer.SpawnY = this.spawnY;
player.sX = this.spawnX;
player.sY = this.spawnY;
player.TPlayer.hairDye = this.hairDye;
player.TPlayer.anglerQuestsFinished = this.questsCompleted;
if (player.TPlayer.armor[index].netID != 0)
{
player.TPlayer.armor[index].stack = this.inventory[i].Stack;
player.TPlayer.armor[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots)
{
//79-88
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots);
player.TPlayer.dye[index].netDefaults(this.inventory[i].NetId);
if (extraSlot != null)
player.TPlayer.extraAccessory = extraSlot.Value == 1 ? true : false;
if (this.skinVariant != null)
player.TPlayer.skinVariant = this.skinVariant.Value;
if (this.hair != null)
player.TPlayer.hair = this.hair.Value;
if (this.hairColor != null)
player.TPlayer.hairColor = this.hairColor.Value;
if (this.pantsColor != null)
player.TPlayer.pantsColor = this.pantsColor.Value;
if (this.shirtColor != null)
player.TPlayer.shirtColor = this.shirtColor.Value;
if (this.underShirtColor != null)
player.TPlayer.underShirtColor = this.underShirtColor.Value;
if (this.shoeColor != null)
player.TPlayer.shoeColor = this.shoeColor.Value;
if (this.skinColor != null)
player.TPlayer.skinColor = this.skinColor.Value;
if (this.eyeColor != null)
player.TPlayer.eyeColor = this.eyeColor.Value;
if (player.TPlayer.dye[index].netID != 0)
{
player.TPlayer.dye[index].stack = this.inventory[i].Stack;
player.TPlayer.dye[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots)
{
//89-93
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots);
player.TPlayer.miscEquips[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.miscEquips[index].netID != 0)
{
player.TPlayer.miscEquips[index].stack = this.inventory[i].Stack;
player.TPlayer.miscEquips[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots
+ NetItem.MiscDyeSlots)
{
//93-98
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots);
player.TPlayer.miscDyes[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.miscDyes[index].netID != 0)
{
player.TPlayer.miscDyes[index].stack = this.inventory[i].Stack;
player.TPlayer.miscDyes[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots)
{
//98-138
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots);
player.TPlayer.bank.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank.item[index].netID != 0)
{
player.TPlayer.bank.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank.item[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots + NetItem.SafeSlots)
{
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots + NetItem.PiggySlots);
player.TPlayer.bank2.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank2.item[index].netID != 0)
{
player.TPlayer.bank2.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank2.item[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
if (this.hideVisuals != null)
player.TPlayer.hideVisual = this.hideVisuals;
else
{
player.TPlayer.trashItem.netDefaults(this.inventory[i].NetId);
player.TPlayer.hideVisual = new bool[player.TPlayer.hideVisual.Length];
if (player.TPlayer.trashItem.netID != 0)
for (int i = 0; i < NetItem.MaxInventory; i++)
{
if (i < NetItem.InventorySlots)
{
player.TPlayer.trashItem.stack = this.inventory[i].Stack;
player.TPlayer.trashItem.prefix = (byte)this.inventory[i].PrefixId;
//0-58
player.TPlayer.inventory[i].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.inventory[i].netID != 0)
{
player.TPlayer.inventory[i].stack = this.inventory[i].Stack;
player.TPlayer.inventory[i].prefix = this.inventory[i].PrefixId;
}
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots)
{
//59-78
var index = i - NetItem.InventorySlots;
player.TPlayer.armor[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.armor[index].netID != 0)
{
player.TPlayer.armor[index].stack = this.inventory[i].Stack;
player.TPlayer.armor[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i < NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots)
{
//79-88
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots);
player.TPlayer.dye[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.dye[index].netID != 0)
{
player.TPlayer.dye[index].stack = this.inventory[i].Stack;
player.TPlayer.dye[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots)
{
//89-93
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots);
player.TPlayer.miscEquips[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.miscEquips[index].netID != 0)
{
player.TPlayer.miscEquips[index].stack = this.inventory[i].Stack;
player.TPlayer.miscEquips[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots
+ NetItem.MiscDyeSlots)
{
//93-98
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots);
player.TPlayer.miscDyes[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.miscDyes[index].netID != 0)
{
player.TPlayer.miscDyes[index].stack = this.inventory[i].Stack;
player.TPlayer.miscDyes[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots)
{
//98-138
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots);
player.TPlayer.bank.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank.item[index].netID != 0)
{
player.TPlayer.bank.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank.item[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else if (i <
NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots + NetItem.MiscEquipSlots +
NetItem.MiscDyeSlots + NetItem.PiggySlots + NetItem.SafeSlots)
{
var index = i - (NetItem.InventorySlots + NetItem.ArmorSlots + NetItem.DyeSlots
+ NetItem.MiscEquipSlots + NetItem.MiscDyeSlots + NetItem.PiggySlots);
player.TPlayer.bank2.item[index].netDefaults(this.inventory[i].NetId);
if (player.TPlayer.bank2.item[index].netID != 0)
{
player.TPlayer.bank2.item[index].stack = this.inventory[i].Stack;
player.TPlayer.bank2.item[index].prefix = (byte)this.inventory[i].PrefixId;
}
}
else
{
player.TPlayer.trashItem.netDefaults(this.inventory[i].NetId);
if (player.TPlayer.trashItem.netID != 0)
{
player.TPlayer.trashItem.stack = this.inventory[i].Stack;
player.TPlayer.trashItem.prefix = (byte)this.inventory[i].PrefixId;
}
}
}
}
float slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].inventory[k].name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.ArmorSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].armor[k].name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.DyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].dye[k].name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscEquipSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscEquips[k].name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscDyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscDyes[k].name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.PiggySlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.SafeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank2.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
slot++;
}
float slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].inventory[k].name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.ArmorSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].armor[k].name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.DyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].dye[k].name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscEquipSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscEquips[k].name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscDyeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].miscDyes[k].name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.PiggySlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.SafeSlots; k++)
{
NetMessage.SendData(5, -1, -1, Main.player[player.Index].bank2.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
slot++;
}
NetMessage.SendData(5, -1, -1, Main.player[player.Index].trashItem.name, player.Index, slot, (float)Main.player[player.Index].trashItem.prefix);
NetMessage.SendData(5, -1, -1, Main.player[player.Index].trashItem.name, player.Index, slot, (float)Main.player[player.Index].trashItem.prefix);
NetMessage.SendData(4, -1, -1, player.Name, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(42, -1, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(16, -1, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(4, -1, -1, player.Name, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(42, -1, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(16, -1, -1, "", player.Index, 0f, 0f, 0f, 0);
slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].inventory[k].name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.ArmorSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].armor[k].name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.DyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].dye[k].name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscEquipSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscEquips[k].name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscDyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscDyes[k].name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.PiggySlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.SafeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank2.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
slot++;
}
slot = 0f;
for (int k = 0; k < NetItem.InventorySlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].inventory[k].name, player.Index, slot, (float)Main.player[player.Index].inventory[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.ArmorSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].armor[k].name, player.Index, slot, (float)Main.player[player.Index].armor[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.DyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].dye[k].name, player.Index, slot, (float)Main.player[player.Index].dye[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscEquipSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscEquips[k].name, player.Index, slot, (float)Main.player[player.Index].miscEquips[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.MiscDyeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].miscDyes[k].name, player.Index, slot, (float)Main.player[player.Index].miscDyes[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.PiggySlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank.item[k].prefix);
slot++;
}
for (int k = 0; k < NetItem.SafeSlots; k++)
{
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].bank2.item[k].name, player.Index, slot, (float)Main.player[player.Index].bank2.item[k].prefix);
slot++;
}
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].trashItem.name, player.Index, slot, (float)Main.player[player.Index].trashItem.prefix);
NetMessage.SendData(5, player.Index, -1, Main.player[player.Index].trashItem.name, player.Index, slot, (float)Main.player[player.Index].trashItem.prefix);
NetMessage.SendData(4, player.Index, -1, player.Name, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(42, player.Index, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(16, player.Index, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(4, player.Index, -1, player.Name, player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(42, player.Index, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(16, player.Index, -1, "", player.Index, 0f, 0f, 0f, 0);
for (int k = 0; k < 22; k++)
{
player.TPlayer.buffType[k] = 0;
for (int k = 0; k < 22; k++)
{
player.TPlayer.buffType[k] = 0;
}
NetMessage.SendData(50, -1, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(50, player.Index, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(76, -1, -1, "", player.Index);
NetMessage.SendData(39, player.Index, -1, "", 400);
}
NetMessage.SendData(50, -1, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(50, player.Index, -1, "", player.Index, 0f, 0f, 0f, 0);
NetMessage.SendData(76, -1, -1, "", player.Index);
NetMessage.SendData(39, player.Index, -1, "", 400);
}
}

View file

@ -4,157 +4,160 @@ using Terraria;
using TShockAPI;
using TShockAPI.DB;
public class TSServerPlayer : TSPlayer
namespace TShockAPI
{
public static string AccountName = "ServerConsole";
public TSServerPlayer()
: base("Server")
public class TSServerPlayer : TSPlayer
{
Group = new SuperAdminGroup();
User = new User { Name = AccountName };
}
public static string AccountName = "ServerConsole";
public override void SendErrorMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine(msg);
Console.ResetColor();
}
public TSServerPlayer()
: base("Server")
{
Group = new SuperAdminGroup();
User = new User { Name = AccountName };
}
public override void SendInfoMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine(msg);
Console.ResetColor();
}
public override void SendErrorMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine(msg);
Console.ResetColor();
}
public override void SendSuccessMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine(msg);
Console.ResetColor();
}
public override void SendInfoMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.Yellow;
Console.WriteLine(msg);
Console.ResetColor();
}
public override void SendWarningMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.DarkRed;
Console.WriteLine(msg);
Console.ResetColor();
}
public override void SendSuccessMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.Green;
Console.WriteLine(msg);
Console.ResetColor();
}
public override void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
public override void SendWarningMessage(string msg)
{
Console.ForegroundColor = ConsoleColor.DarkRed;
Console.WriteLine(msg);
Console.ResetColor();
}
public override void SendMessage(string msg, byte red, byte green, byte blue)
{
Console.WriteLine(msg);
}
public override void SendMessage(string msg, Color color)
{
SendMessage(msg, color.R, color.G, color.B);
}
public void SetFullMoon()
{
Main.dayTime = false;
Main.moonPhase = 0;
Main.time = 0.0;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
public override void SendMessage(string msg, byte red, byte green, byte blue)
{
Console.WriteLine(msg);
}
public void SetBloodMoon(bool bloodMoon)
{
if (bloodMoon)
public void SetFullMoon()
{
Main.dayTime = false;
Main.bloodMoon = true;
Main.moonPhase = 0;
Main.time = 0.0;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
else
Main.bloodMoon = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
public void SetFrostMoon(bool snowMoon)
{
if (snowMoon)
public void SetBloodMoon(bool bloodMoon)
{
Main.dayTime = false;
Main.snowMoon = true;
Main.time = 0.0;
if (bloodMoon)
{
Main.dayTime = false;
Main.bloodMoon = true;
Main.time = 0.0;
}
else
Main.bloodMoon = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
else
Main.snowMoon = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
public void SetPumpkinMoon(bool pumpkinMoon)
{
if (pumpkinMoon)
public void SetFrostMoon(bool snowMoon)
{
Main.dayTime = false;
Main.pumpkinMoon = true;
Main.time = 0.0;
if (snowMoon)
{
Main.dayTime = false;
Main.snowMoon = true;
Main.time = 0.0;
}
else
Main.snowMoon = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
else
Main.pumpkinMoon = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
public void SetEclipse(bool eclipse)
{
if (eclipse)
public void SetPumpkinMoon(bool pumpkinMoon)
{
Main.dayTime = Main.eclipse = true;
Main.time = 0.0;
if (pumpkinMoon)
{
Main.dayTime = false;
Main.pumpkinMoon = true;
Main.time = 0.0;
}
else
Main.pumpkinMoon = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
else
Main.eclipse = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
public void SetTime(bool dayTime, double time)
{
Main.dayTime = dayTime;
Main.time = time;
TSPlayer.All.SendData(PacketTypes.TimeSet, "", dayTime ? 1 : 0, (int)time, Main.sunModY, Main.moonModY);
}
public void SpawnNPC(int type, string name, int amount, int startTileX, int startTileY, int tileXRange = 100,
int tileYRange = 50)
{
for (int i = 0; i < amount; i++)
public void SetEclipse(bool eclipse)
{
int spawnTileX;
int spawnTileY;
TShock.Utils.GetRandomClearTileWithInRange(startTileX, startTileY, tileXRange, tileYRange, out spawnTileX,
out spawnTileY);
int npcid = NPC.NewNPC(spawnTileX * 16, spawnTileY * 16, type, 0);
// This is for special slimes
Main.npc[npcid].SetDefaults(name);
if (eclipse)
{
Main.dayTime = Main.eclipse = true;
Main.time = 0.0;
}
else
Main.eclipse = false;
TSPlayer.All.SendData(PacketTypes.WorldInfo);
}
}
public void StrikeNPC(int npcid, int damage, float knockBack, int hitDirection)
{
// Main.rand is thread static.
if (Main.rand == null)
Main.rand = new Random();
Main.npc[npcid].StrikeNPC(damage, knockBack, hitDirection);
NetMessage.SendData((int)PacketTypes.NpcStrike, -1, -1, "", npcid, damage, knockBack, hitDirection);
}
public void RevertTiles(Dictionary<Vector2, Tile> tiles)
{
// Update Main.Tile first so that when tile sqaure is sent it is correct
foreach (KeyValuePair<Vector2, Tile> entry in tiles)
public void SetTime(bool dayTime, double time)
{
Main.tile[(int)entry.Key.X, (int)entry.Key.Y] = entry.Value;
Main.dayTime = dayTime;
Main.time = time;
TSPlayer.All.SendData(PacketTypes.TimeSet, "", dayTime ? 1 : 0, (int)time, Main.sunModY, Main.moonModY);
}
// Send all players updated tile sqaures
foreach (Vector2 coords in tiles.Keys)
public void SpawnNPC(int type, string name, int amount, int startTileX, int startTileY, int tileXRange = 100,
int tileYRange = 50)
{
All.SendTileSquare((int)coords.X, (int)coords.Y, 3);
for (int i = 0; i < amount; i++)
{
int spawnTileX;
int spawnTileY;
TShock.Utils.GetRandomClearTileWithInRange(startTileX, startTileY, tileXRange, tileYRange, out spawnTileX,
out spawnTileY);
int npcid = NPC.NewNPC(spawnTileX * 16, spawnTileY * 16, type, 0);
// This is for special slimes
Main.npc[npcid].SetDefaults(name);
}
}
public void StrikeNPC(int npcid, int damage, float knockBack, int hitDirection)
{
// Main.rand is thread static.
if (Main.rand == null)
Main.rand = new Random();
Main.npc[npcid].StrikeNPC(damage, knockBack, hitDirection);
NetMessage.SendData((int)PacketTypes.NpcStrike, -1, -1, "", npcid, damage, knockBack, hitDirection);
}
public void RevertTiles(Dictionary<Vector2, Tile> tiles)
{
// Update Main.Tile first so that when tile sqaure is sent it is correct
foreach (KeyValuePair<Vector2, Tile> entry in tiles)
{
Main.tile[(int)entry.Key.X, (int)entry.Key.Y] = entry.Value;
}
// Send all players updated tile sqaures
foreach (Vector2 coords in tiles.Keys)
{
All.SendTileSquare((int)coords.X, (int)coords.Y, 3);
}
}
}
}