muddesigner/MudEngine/Commands/CommandLogin.cs
Scionwest_cp a52ccf8da9 MudEngine:
- Converted all Types from C# types to .NET Types (such as bool changed to Boolean, and int changed to Int32).
 - Zone no longer gets saved from within GameWorld.Save, but rather in Realm.Save()
 - Room no longer gets saved from within GameWorld.Save(), but rather in Zone.Save();
 - Added new SaveWorld command that admins only can execute to force save the world. It's not fully implemented at this time.

MudGame:
 - began work on command execution from within the server while it's running.
2010-08-14 00:20:43 -07:00

98 lines
3.7 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 Boolean 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 (Int32 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 (Int32 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();
}
}
}