/* * This file is part of UAS2. * * UAS2 is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * UAS2 is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * You should have received a copy of the GNU General Public License * along with UASv1; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ /** * @file cHealingCon.cpp * Implements functionality for healing containers. * * This class is referenced whenever a healing container is created, used, or assessed. * Inherits from the cObject class. */ #include "avatar.h" #include "object.h" #include "cItemModels.h" #include "client.h" #include "WorldManager.h" #include "MasterServer.h" /** * Handles the message sent for the creation of healing containers in the world. * * This function is called whenever a healing container should be created in the world for a client. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cHealingCon::CreatePacket() { cMessage cmNull; return cmNull; } /** * Handles the message sent for the creation of healing containers in a container. * * This function is called whenever a healing container should be created in the inventory of another object. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cHealingCon::CreatePacketContainer( DWORD Container, DWORD ItemModelID ) { cMessage cmReturn; cItemModels *pcModel = cItemModels::FindModel( ItemModelID ); // cObject *pcObject = cWorldManager::FindObject( m_dwGUID ); if( pcModel ) { cmReturn << 0xF745L << m_dwGUID << BYTE(0x11); //0x11 is a constant cmReturn << pcModel->m_bPaletteChange << pcModel->m_bTextureChange << pcModel->m_bModelChange; // The Model Vectors if ( pcModel->m_bPaletteChange != 0) { for (int i = 0; i < pcModel->m_bPaletteChange; i++) { cmReturn.pasteData((UCHAR*)&pcModel->m_vectorPal[i],sizeof(pcModel->m_vectorPal[i])); } } if (pcModel->m_bPaletteChange != 0) { //Cubem0j0: Test code for armor only. cmReturn << WORD( 0x0C50 ); } if ( pcModel->m_bTextureChange != 0) { for (int i = 0; i < pcModel->m_bTextureChange; i++) { cmReturn.pasteData((UCHAR*)&pcModel->m_vectorTex[i],sizeof(pcModel->m_vectorTex[i])); } } if ( pcModel->m_bModelChange != 0) { for (int i = 0; i < pcModel->m_bModelChange; i++) { cmReturn.pasteData((UCHAR*)&pcModel->m_vectorMod[i],sizeof(pcModel->m_vectorMod[i])); } } } cmReturn.pasteAlign(4); cmReturn << 0x00020001L << 0x414L << 0x65L; // MASK 0x00008000 -- Location // if ( !m_fIsOwned ) // cmReturn.CannedData( (BYTE *)&m_Location, sizeof( cLocation ) ); // MASK 0x00000800 -- Sound Set // DWORD dwSoundSet = 0x20000000L + pcModel->m_wSoundSet; // cmReturn << dwSoundSet; // MASK 0x00001000 -- Particle Effects (unknown_blue) // cmReturn << 0x34000000 + pcModel->m_dwUnknown_Blue; // MASK 0x00000001 -- ModelNumber DWORD dwModel = 0x02000000L + pcModel->m_dwModelNumber; cmReturn << dwModel; // SeaGreens WORD wNuminteracts = 0x0; WORD wNumbubbles = 0x0; WORD wNumJumps = 0x0; WORD wNumOverrides = 0x0; WORD wUnkFlag8 = 0x0; WORD wUnkFlag10 = 0x0; cmReturn << m_wPositionSequence << m_wNumAnims //wNuminteracts << wNumbubbles << wNumJumps << m_wNumPortals << m_wNumAnims << wNumOverrides << wUnkFlag8 << m_wNumLogins << wUnkFlag10; cmReturn << 0x00284c18; // Object Flags cmReturn << Name( ); // Object's Name cmReturn << pcModel->m_wModel; // Object's Model cmReturn << this->m_wIcon; // Object's Icon cmReturn << pcModel->m_dwObjectFlags1; // Object Flags cmReturn << pcModel->m_dwObjectFlags2; // Object Flags //Healing Kits flag2 - 00280c18 // Mask 0x0008 - Value if(pcModel->m_dwFlags2 & 0x00000008) { cmReturn << pcModel->m_dwValue; } // Mask 0x0010 dwUnknown_v2 cmReturn << DWORD(0x00220008); cmReturn << DWORD(0x10); // Mase 0x0400 Uses Remaining if(pcModel->m_dwFlags2 & 0x00000400) { cmReturn << this->m_wUses; } // Mase 0x0800 Max # of uses if(pcModel->m_dwFlags2 & 0x00000800) { cmReturn << this->m_wUseLimit; } // Mask 0x4000 Container cmReturn << Container; // Mask 0x80000 Usable on //cmReturn << 0x32L; // Mask 0x00200000 - Burden if(pcModel->m_dwFlags2 & 0x00200000) { cmReturn << pcModel->m_wBurden; } return cmReturn; } /** * Handles the actions of healing container objects. * * This function is called whenever a healing container is used or should perform an action. */ void cHealingCon::Action(cClient *who) { cObject *pcObject = who->m_pcAvatar->FindInventory( m_dwGUID ); cItemModels *pcModel = cItemModels::FindModel( pcObject->GetItemModelID() ); //Vars int updated_stats; int max = who->m_pcAvatar->GetTotalHealth(); DWORD current = who->m_pcAvatar->m_cStats.m_lpcVitals[0].m_lTrueCurrent; DWORD skill = who->m_pcAvatar->m_cStats.m_lpcSkills[15].m_wStatus; int ret_heal; int total; //If we are not damaged, do nothing. if (current >= max) { //This is the message that tell you that you don't need to be healed. cMessage cmTest; cmTest << 0xF7B0L << who->m_pcAvatar->GetGUID() << ++who->m_dwF7B0Sequence << 0x028BL << 0x04FFL << who->m_pcAvatar->m_strName.c_str(); who->AddPacket(WORLD_SERVER,cmTest,4); } else { //Healing kit animation //note: 17 is death animation cMessage aHealingKit = who->m_pcAvatar->Animation(270,1.0f); cWorldManager::SendToAllInFocus( who->m_pcAvatar->m_Location, aHealingKit, 3 ); who->AddPacket( WORLD_SERVER,aHealingKit,4); //Figure out how much we healed based on skill //Healing = 2 * (max health - current health) with 50% base. Example 200 max, 50 current 2* 150 = 300, base 300 skill to have 50% chance to heal. DWORD amt_healed = (max - current) * 2; //For now just check if we rolled higher then skill if (amt_healed > skill) { //Return random health between 1 and 25 ret_heal = rand() % 25 + 1; } else { //Failed, return 0 ret_heal = 0; } //Do the health update cMessage cmHealKit = who->m_pcAvatar->UpdateHealth(ret_heal,updated_stats); who->AddPacket( WORLD_SERVER,cmHealKit,4); //Minus one use this->m_wUses--; if ( updated_stats > max ) total = 0; else total = ret_heal; cMasterServer::ServerMessage( ColorGreen,who,"You heal yourself for %i Health points. Your %s has %i uses left.",ret_heal,pcModel->m_strName.c_str(),this->m_wUses); cMessage cmActionComplete; cmActionComplete << 0xF7B0L << who->m_pcAvatar->GetGUID( ) << ++who->m_dwF7B0Sequence << 0x01C7L << 0L; who->AddPacket(WORLD_SERVER,cmActionComplete,4); if(this->m_wUses == 0) { //Remove the item who->m_pcAvatar->DeleteFromInventory(pcObject); cMessage cmRemoveItem; cmRemoveItem << 0x0024L << m_dwGUID; who->AddPacket(WORLD_SERVER,cmRemoveItem,4); } } } /** * Handles the assessment of healing container objects. * * This function is called whenever a healing container is assessed by a client. * * Returns a Game Event (0x0000F7B0) server message of type Identify Object (0x000000C9). */ void cHealingCon::Assess( cClient *pcAssesser ) { cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID ); cObject *pcObject = pcAssesser->m_pcAvatar->FindInventory( m_dwGUID ); cMessage cmAssess; DWORD flags = 0x00000009; cmAssess << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID() << ++pcAssesser->m_dwF7B0Sequence << 0xC9L << m_dwGUID << flags << 0x01L << WORD(0x05) << WORD(0x10) << 0x13L << pcModel->m_dwValue << 0x05L << DWORD(pcModel->m_wBurden) << 0x5AL //Healing kit bonus << 0x02L << 0x5BL << DWORD(this->m_wUseLimit) << 0x5CL << DWORD(this->m_wUses) /* Cubem0j0: This part does not work. The client doesn't seem to know what this is. << WORD(0x01) << WORD(0x08) << 0x64L //Healing kit bonus << 0x20L */ << WORD(0x01) << WORD(0x08) << 0x10L << pcModel->m_strDescription.c_str(); pcAssesser->AddPacket(WORLD_SERVER, cmAssess,4); cMessage cmActionComplete; cmActionComplete << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID( ) << ++pcAssesser->m_dwF7B0Sequence << 0x01C7L << 0L; pcAssesser->AddPacket(WORLD_SERVER,cmActionComplete,4); }