/* * 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 cShield.cpp * Implements functionality for shields. * * This class is referenced whenever a shield 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 shields in the world. * * This function is called whenever a shield should be created in the world for a client. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cShield::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) { //Cubem0j0: Test code for armor only. cmReturn << WORD( pcModel->m_wUnknown_1 ); } 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; if (pcModel->m_dwFlags1 & 0x00000080) { // MASK 0x00000080 -- Scale cmReturn << float(1.0); } // 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 << 0x10210218; 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 // Masked against dwFlags2 // Mask 0x0008 - Value cmReturn << pcModel->m_dwValue; // Mask 0x0010 dwUnknown_v2 cmReturn << pcModel->m_dwUnknown_v2; cmReturn << pcModel->m_bWieldType; cmReturn << pcModel->m_dwEquipPossible; // Mask 0x00200000 - Burden cmReturn << pcModel->m_wBurden; cmReturn << pcModel->m_wHooks; cmReturn << WORD(0x0000); cmReturn << BYTE(0x00); return cmReturn; } /** * Handles the message sent for the creation of shields in a container. * * This function is called whenever a shield should be created in the inventory of another object. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cShield::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( pcModel->m_wUnknown_1 ); } 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 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; if (pcModel->m_dwFlags1 & 0x00000080) { // MASK 0x00000080 -- Scale cmReturn << float(1.0); } // 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 = 0x10214018; cmReturn << pcModel->m_dwFlags2; 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 if(pcModel->m_dwFlags2 & 0x00000008) { cmReturn << pcModel->m_dwValue; } if(pcModel->m_dwFlags2 & 0x00000010) { cmReturn << pcModel->m_dwUnknown_v2; } if(pcModel->m_dwFlags2 & 0x00000080) { cmReturn << pcModel->m_dwIconHighlight; } if(pcModel->m_dwFlags2 & 0x00000200) { cmReturn << BYTE(0x04); } if(pcModel->m_dwFlags2 & 0x00004000) { cmReturn << Container; } if(pcModel->m_dwFlags2 & 0x00010000) { cmReturn << pcModel->m_dwEquipPossible; } 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 & 0x80000000) { cmReturn << pcModel->m_dwMaterialType; } else { cmReturn << WORD(0x0000); cmReturn << BYTE(0x00); } return cmReturn; } /** * Handles the actions of shield objects. * * This function is called whenever shield is used or should perform an action. */ void cShield::Action(cClient *who) { } /** * Handles the assessment of shield objects. * * This function is called whenever a shield is assessed by a client. * * Returns a Game Event (0x0000F7B0) server message of type Identify Object (0x000000C9). */ void cShield::Assess( cClient *pcAssesser ) { cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID ); cMessage cmAssess; DWORD flags = 0x00000089; cmAssess << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID() << ++pcAssesser->m_dwF7B0Sequence << 0xC9L << m_dwGUID << flags << 0x01L //Success = 0x01, Failure = 0x00 << WORD(0x0007) << WORD(0x0010) << 0xB0L //Activation Req << 0x06L //Skill ID << 0x73L //Activation req << 0xD1L //Skill Level << 0x13L //Value << pcModel->m_dwValue //Amount << 0x83L //Material << 0x3FL //Silver << 0x05L //Burden << 0xCCL //blah << 0x69L //Workmanship << 0x07L //This value is the level of work 1 = poor, 2 = well, etc. << 0x1CL //Armor Level << pcAssesser->m_pcAvatar->myShield->m_dwArmorLevel //AL 100 << WORD(0x0001) //Count (as above) total number of DWORDS << WORD(0x0008) //Unknown << 0x10L << this->m_strName.c_str() << float(1.2) //Slashing << float(1.1) //Piercing << float(1.0) //Bludgeon << float(0.4) //Fire << float(0.7) //Cold << float(0.3) //Acid << float(0.4); //Electric /* DWORD flags = 0x0000009F; << WORD(0x000C) //Total number of DWORDS << WORD(0x0010) //Unknown << 0xB0L //Activation Req << 0x06L //Skill ID << 0x13L //Value << pcModel->m_dwValue //Amount << 0x73L //Activation req << 0xD1L //Skill Level << 0x83L //Material << 0x3FL //Silver << 0x05L //Burden << 0xCCL //blah << 0x69L //Workmanship << 0x07L //This value is the level of work 1 = poor, 2 = well, etc. << 0x6AL //Spellcraft << 0xBDL //Amount << 0x6BL //Current mana << 0x01FAL //-mana amount << 0x1CL //Armor Level << 0x64L //AL 100 << 0x6CL //Max mana << 0x01FAL //-mana amount << 0xACL //Description format << 0x01L // ? << 0x6DL //Arcane req << 0x54L //Amount << WORD(0x0001) //Count (as above) total number of DWORDS << WORD(0x0008) //Unknown << 0x64L << 0x01L << WORD(0x0001) //Count (as above) total number of DWORDS << WORD(0x0008) //Unknown << 0x05L << 0x55 << 0x55 << 0x55 << 0x55 << 0x55 << 0x55 << 0xA5 << 0xBF; << WORD(0x0001) //Count (as above) total number of DWORDS << WORD(0x0008) //Unknown << 0x10L << this->m_strName.c_str() << 0x03L << 0x05CDL << 0x05D9L << 0x0625L << float(1.2) << float(1.1) << float(1.0) << float(0.4) << float(0.7) << float(0.3) << float(0.4); */ 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); }