muddesigner/MudEngine/Commands/CommandLogin.cs
Scionwest_cp 9585cede63 MudEngine:
- Added BaseCharacter.FlushConsole() method. Sends a hex sequence to the clients telnet terminal that clears the screen. If IsMultiplayer=false then it just clears the C# Console.
 - Added a 'Clear' command for users to use. It invokes the new FlushConsole command.
 - Removed the need for a full file path and filename when calling an objects save method. Now it just needs the path.
 - Adjusted the Exit command, Login command and Save command to reflect the objects save parameter changes.
 - Removed the Unique ID from objects. 
 - All objects now reference each other via their filenames rather than their object names. Allows for 3 objects with the name Bedroom to exist, but with different filenames such as Bedroom1, Bedroom2 etc.
 - Zone now has a GetRoomByName method that replace the removed GetRoomByID method. Returns a List<> collection of Rooms found with a matching filename.
 - BaseCharacter updated to work with the new Zone.GetRoomByName method.
 - Realm.GetZoneByID renamed to GetZoneByName()
2010-08-13 21:35:46 -07:00

98 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using System.Text;
using MudEngine.FileSystem;
using MudEngine.GameObjects.Characters;
using MudEngine.GameManagement;
using MudEngine.Commands;
using MudEngine.GameObjects.Environment;
namespace MudEngine.Commands
{
public class CommandLogin : IGameCommand
{
public bool Override { get; set; }
public string Name { get; set; }
public CommandResults Execute(string command, BaseCharacter player)
{
player.Send(player.ActiveGame.GameTitle);
player.Send(player.ActiveGame.Version);
player.Send(player.ActiveGame.Story);
player.Send("");
player.Send("Enter Character Name: ", false);
string input = player.ReadInput();
Boolean playerFound = false;
string savedFile = "";
//See if this character already exists.
if (!Directory.Exists(player.ActiveGame.DataPaths.Players))
Directory.CreateDirectory(player.ActiveGame.DataPaths.Players);
foreach (string filename in Directory.GetFiles(player.ActiveGame.DataPaths.Players))
{
if (Path.GetFileNameWithoutExtension(filename).ToLower() == input.ToLower())
{
//TODO: Ask for password.
savedFile = filename;
playerFound = true;
break;
}
}
//Next search if there is an existing player already logged in with this name, if so disconnect them.
if (player.ActiveGame.IsMultiplayer)
{
for (int i = 0; i <= player.ActiveGame.PlayerCollection.Length - 1; i++)
{
if (player.ActiveGame.PlayerCollection[i].Name.ToLower() == input.ToLower())
{
player.ActiveGame.PlayerCollection[i].Disconnect();
}
}
}
//Now assign this name to this player if this is a new toon or load the player if the file exists.
if (!playerFound)
{
player.Name = input;
player.Send("Welcome " + player.Name + "!");
//Save the new player.
player.Save(player.ActiveGame.DataPaths.Players);
}
else
{
player.Load(savedFile);
player.Send("Welcome back " + player.Name + "!");
}
//Look to see if there are players in the Room
//Let other players know that the user walked in.
if (player.ActiveGame.IsMultiplayer)
{
for (int i = 0; i != player.ActiveGame.PlayerCollection.Length; i++)
{
if (player.ActiveGame.PlayerCollection[i].Name == player.Name)
continue;
string room = player.ActiveGame.PlayerCollection[i].CurrentRoom.Name;
string realm = player.ActiveGame.PlayerCollection[i].CurrentRoom.Realm;
string zone = player.ActiveGame.PlayerCollection[i].CurrentRoom.Zone;
if ((room == player.CurrentRoom.Name) && (realm == player.CurrentRoom.Realm) && (zone == player.CurrentRoom.Zone))
{
player.ActiveGame.PlayerCollection[i].Send(player.Name + " arrived.");
}
}
}
return new CommandResults();
}
}
}