/* * 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 cSalvage.cpp * Implements functionality for salvage * * This class is referenced whenever salvage 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 salvage in the world. * * This function is called whenever salvage should be created in the world for a client. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cSalvage::CreatePacket() { cMessage cmReturn; cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID ); 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) { cmReturn << WORD( pcModel->m_wUnknown1 ); } 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); pcModel->m_dwFlags1 += 0x00008000; cmReturn << pcModel->m_dwFlags1 << 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; DWORD dwFlags2 = pcModel->m_dwFlags2 -= 0x00004000; cmReturn << dwFlags2; char Salvage[100]; sprintf(Salvage,"%s (%d) ",Name(),pcModel->m_wUses); cmReturn << Salvage; // 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 if(pcModel->m_dwFlags2 & 0x00000008) cmReturn << pcModel->m_dwValue; if(pcModel->m_dwFlags2 & 0x00000010) cmReturn << 0x00080008; if(pcModel->m_dwFlags2 & 0x00080000) cmReturn << pcModel->m_dwUseableOn; if(pcModel->m_dwFlags2 & 0x00000400) cmReturn << pcModel->m_wUses; //For salvage, this is quantity if(pcModel->m_dwFlags2 & 0x00000800) cmReturn << WORD(0x0064); //For salvage this is max quantity (always 100) if(pcModel->m_dwFlags2 & 0x00001000) cmReturn << WORD(0x0001); //Always 1 if(pcModel->m_dwFlags2 & 0x00002000) cmReturn << WORD(0x0001); //Always 1 if(pcModel->m_dwFlags2 & 0x00200000) cmReturn << pcModel->m_wBurden; if(pcModel->m_dwFlags2 & 0x01000000) cmReturn << pcModel->m_fWorkmanship; if(pcModel->m_dwFlags2 & 0x10000000) cmReturn << pcModel->m_wHooks; if(pcModel->m_dwFlags2 & 0x40000000) cmReturn << 0x0L; if(pcModel->m_dwFlags2 & 0x80000000) cmReturn << pcModel->m_dwMaterialType; return cmReturn; } /** * Handles the message sent for the creation of salvage in a container. * * This function is called whenever salvage should be created in the inventory of another object. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cSalvage::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])); } } cmReturn << WORD( 0x0000 ); 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 << pcModel->m_dwFlags1 << 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; // Flags2 // DWORD dwFlags2 = 0xD1287C18; cmReturn << pcModel->m_dwFlags2; // Object Flags char Salvage[100]; sprintf(Salvage,"%s (%d) ",Name(),pcModel->m_wUses); cmReturn << Salvage; // 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 if(pcModel->m_dwFlags2 & 0x00000008) cmReturn << pcModel->m_dwValue; if(pcModel->m_dwFlags2 & 0x00000010) cmReturn << 0x00080008; if(pcModel->m_dwFlags2 & 0x00080000) cmReturn << pcModel->m_dwUseableOn; if(pcModel->m_dwFlags2 & 0x00000400) cmReturn << pcModel->m_wUses; //For salvage, this is quantity if(pcModel->m_dwFlags2 & 0x00000800) cmReturn << WORD(0x0064); //For salvage this is max quantity (always 100) if(pcModel->m_dwFlags2 & 0x00001000) cmReturn << WORD(0x0001); //Always 1 if(pcModel->m_dwFlags2 & 0x00002000) cmReturn << WORD(0x0001); //Always 1 if(pcModel->m_dwFlags2 & 0x00004000) cmReturn << Container; if(pcModel->m_dwFlags2 & 0x00200000) cmReturn << pcModel->m_wBurden; if(pcModel->m_dwFlags2 & 0x01000000) cmReturn << pcModel->m_fWorkmanship; if(pcModel->m_dwFlags2 & 0x10000000) cmReturn << pcModel->m_wHooks; if(pcModel->m_dwFlags2 & 0x40000000) cmReturn << 0x0L; if(pcModel->m_dwFlags2 & 0x80000000) cmReturn << pcModel->m_dwMaterialType; return cmReturn; } /** * Handles the actions of salvage objects. * * This function is called whenever salvage is used or should perform an action. */ void cSalvage::Action(cClient* who) { } /** * Handles the assessment of salvage objects. * * This function is called whenever salvage is assessed by a client. * * Returns a Game Event (0x0000F7B0) server message of type Identify Object (0x000000C9). */ void cSalvage::Assess(cClient *pcAssesser) { cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID ); cMessage cmAssess; DWORD flags = 0x00000009; cmAssess << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID() << ++pcAssesser->m_dwF7B0Sequence << 0xC9L << m_dwGUID << flags << 0x01L //Success = 0x01, Failure = 0x00 << WORD(0x0006) //Total number of DWORDS << WORD(0x0010) //Unknown << 0x21L // Bonded << 0x01L << 0x83L //Material << pcModel->m_dwMaterialType << 0x13L //Value << pcModel->m_dwValue // 4 pyreals << 0x05L //Burden << DWORD (pcModel->m_wBurden) //50 bu << 0x69L //Workmanship << pcModel->m_fWorkmanship << 0xAAL //Number of Items salvaged from (TODO: Implement this :p) << 0x01L << WORD(0x0002) //Count (as above) total number of DWORDS << WORD(0x0008) //Unknown << 0x0EL //String << pcModel->m_strDescription.c_str() << 0x0FL << "Test"; pcAssesser->AddPacket(WORLD_SERVER, cmAssess,4); }