muddesigner/MudEngine/Commands/CommandLogin.cs
Scionwest_cp aade5f797f MudEngine:
- Login command now supports Offline games. Skips various things that are server related only.
 - Added a constructor to SaveDataPaths for quickly being able to assign paths.
 - Game.Start is now Virtual so that scripts may override it.
 - Game.Start now supports single player games and initializes players within it.
 - Log now provides a Verbose mode so that Singleplayer games no longer gets flooded with Game startup messages.
 - BaseCharacter.Initialize() Initialize no longer crashes when called with IsMultiplayer set to false.
 - BaseCharacter.ReadInput() now supports IsMultiplayer being false.

MudServer:
 - Now supports singleplayer and multiplayer games within a single application. 
 - MudServer is now ready to be re-named to MudGame and will be used for both Offline and Online games.
2010-08-08 18:05:21 -07:00

92 lines
3.4 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.
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 + "!");
}
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();
}
}
}