/* * 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 cWeapon.cpp * Implements functionality for weapons. * * This class is referenced whenever a weapons 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 weapons in the world. * * This function is called whenever a weapon should be created in the world for a client. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cWeapon::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( 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 << 0x00029801 << 0x414L << 0x65L; // MASK 0x00008000 -- Location if ( !m_fIsOwned ) cmReturn.CannedData( (BYTE *)&m_Location, sizeof( cLocation ) ); // MASK 0x00000800 -- Sound Set DWORD dwSoundSet = 0x20000014L + pcModel->m_wSoundSet; cmReturn << dwSoundSet; // MASK 0x00001000 -- Particle Effects (unknown_blue) cmReturn << 0x3400002B + 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 = 0x91210298; cmReturn << pcModel->m_dwFlags2; cmReturn << Name( ); // Objects Name cmReturn << pcModel->m_wModel; // Objects Model cmReturn << pcModel->m_wIcon; // Objects Icon cmReturn << pcModel->m_dwObjectFlags1; // Object Flags cmReturn << pcModel->m_dwObjectFlags2; // Masked against dwFlags2 // Mask 0x0008 - Value if(pcModel->m_dwFlags2 & 0x00000008) { cmReturn << pcModel->m_dwValue; } // Mask 0x0010 dwUnknown_v2 if(pcModel->m_dwFlags2 & 0x00000010) { cmReturn << pcModel->m_dwUnknown_v2; } // Mask 0x0080 Icon Highlight if(pcModel->m_dwFlags2 & 0x00000080) { cmReturn << pcModel->m_dwIconHighlight; } // Mask 0x0200 Wield Type if(pcModel->m_dwFlags2 & 0x00000200) { cmReturn << pcModel->m_bWieldType; } // Mask 0x1000 Stack if(pcModel->m_dwFlags2 & 0x00001000) { cmReturn << pcModel->m_wStack; } // Mask 0x2000 Stack Limit if(pcModel->m_dwFlags2 & 0x00002000) { cmReturn << pcModel->m_wStackLimit; } // Mask 0x10000 Equip Possible if(pcModel->m_dwFlags2 & 0x00010000) { cmReturn << DWORD(0x100000); //cmReturn << pcModel->m_dwEquipPossible; } // Mask 0x00200000 - Burden if(pcModel->m_dwFlags2 & 0x00200000) { cmReturn << pcModel->m_wBurden; } // Mask 0x01000000 - Workmanship if(pcModel->m_dwFlags2 & 0x01000000) { cmReturn << pcModel->m_fWorkmanship; } // Mask 0x10000000 - Hookable if(pcModel->m_dwFlags2 & 0x10000000) { cmReturn << pcModel->m_wHooks; } // Mask 0x80000000 - Material cmReturn << WORD(0x0000); cmReturn << BYTE(0x00); /* // Masked against dwFlags2 // Mask 0x0008 - Value cmReturn << DWORD(0x88); // Mask 0x0010 dwUnknown_v2 cmReturn << DWORD(0x00000001); // Mask 0x0080 Icon Highlight cmReturn << DWORD(0x40); // Mask 0x0200 Wield Type cmReturn << BYTE(0x01); // Mask 0x10000 Equip Possible cmReturn << DWORD(0x100000); // Mask 0x00200000 - Burden cmReturn << WORD(0x0040); // Mask 0x01000000 - Workmanship cmReturn << float(4.0); // Mask 0x10000000 - Hookable cmReturn << WORD(0x0001); // Mask 0x80000000 - Material cmReturn << DWORD(0x33); */ return cmReturn; } /** * Handles the message sent for the creation of weapons in a container. * * This function is called whenever a weapon should be created in the inventory of another object. * * @return cMessage - Returns a Create Object (0x0000F745) server message. */ cMessage cWeapon::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 << 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); cmReturn << 0x00021801L << 0x414L << 0x65L; // MASK 0x00008000 -- Location // if ( !m_fIsOwned ) // cmReturn.CannedData( (BYTE *)&m_Location, sizeof( cLocation ) ); // MASK 0x00000800 -- Sound Set DWORD dwSoundSet = 0x20000014L; cmReturn << dwSoundSet; // MASK 0x00001000 -- Particle Effects (unknown_blue) cmReturn << 0x3400002BL; // MASK 0x00000001 -- ModelNumber DWORD dwModel = 0x02000000L + pcModel->m_dwModelNumber; cmReturn << dwModel; // SeaGreens WORD wNuminteracts = 0x1; 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 = 0x91214298; cmReturn << pcModel->m_dwFlags2; cmReturn << Name( ); // Objects Name cmReturn << pcModel->m_wModel; // Objects Model cmReturn << pcModel->m_wIcon; // Objects Icon cmReturn << pcModel->m_dwObjectFlags1; // Object Flags cmReturn << pcModel->m_dwObjectFlags2; // Masked against dwFlags2 // Mask 0x0008 - Value if(pcModel->m_dwFlags2 & 0x00000008) { cmReturn << pcModel->m_dwValue; } // Mask 0x0010 dwUnknown_v2 if(pcModel->m_dwFlags2 & 0x00000010) { cmReturn << pcModel->m_dwUnknown_v2; } // Mask 0x0080 Icon Highlight if(pcModel->m_dwFlags2 & 0x00000080) { cmReturn << pcModel->m_dwIconHighlight; } // Mask 0x0200 Wield Type if(pcModel->m_dwFlags2 & 0x00000200) { cmReturn << pcModel->m_bWieldType; } // Mask 0x1000 Stack if(pcModel->m_dwFlags2 & 0x00001000) { cmReturn << pcModel->m_wStack; } // Mask 0x2000 Container if(pcModel->m_dwFlags2 & 0x00002000) { cmReturn << pcModel->m_wStackLimit; } // Mask 0x4000 Container if(pcModel->m_dwFlags2 & 0x00004000) { cmReturn << Container; } // Mask 0x10000 Equip Possible if(pcModel->m_dwFlags2 & 0x00010000) { cmReturn << DWORD(0x100000); //cmReturn << pcModel->m_dwEquipPossible; } // Mask 0x00200000 - Burden if(pcModel->m_dwFlags2 & 0x00200000) { cmReturn << pcModel->m_wBurden; } // Mask 0x01000000 - Workmanship if(pcModel->m_dwFlags2 & 0x01000000) { cmReturn << pcModel->m_fWorkmanship; } // Mask 0x10000000 - Hookable if(pcModel->m_dwFlags2 & 0x10000000) { cmReturn << pcModel->m_wHooks; } // Mask 0x80000000 - Material cmReturn << WORD(0x0000); cmReturn << BYTE(0x00); return cmReturn; } /** * Handles the actions of weapons objects. * * This function is called whenever a weapon is used or should perform an action. */ void cWeapon::Action(cClient *who) { } /** * Handles the assessment of weapons objects. * * This function is called whenever a weapon is assessed by a client. * * Returns a Game Event (0x0000F7B0) server message of type Identify Object (0x000000C9). */ void cWeapon::Assess( cClient *pcAssesser ) { cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID ); cMessage cmAssess; DWORD flags = 0x0000002D; cmAssess << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID() << ++pcAssesser->m_dwF7B0Sequence << 0xC9L << m_dwGUID << flags << 0x01L << WORD(0x03) << WORD(0x10) << 0x13L //Value << this->m_dwValue << 0x05L //Burden << DWORD(this->m_wWeight) << 0x2FL //?? << 0x01L << WORD(0x01) << WORD(0x08) << 0x1DL << 0x00L << 0x00L << 0x00L << this->m_dwDamageType //Damage type << this->m_dwWeaponSpeed //Speed << this->m_dwWeaponSkill //Skill << this->m_dwWeaponDamage //max damage << this->m_dWeaponVariance //variance << double(1.0) << double(1.0) << double(0.2); if(this->m_dWeaponModifier > 1.1) cmAssess << this->m_dWeaponModifier; //defense mod (1.0 = 0%) if(this->m_dWeaponAttack > 1.1) cmAssess << this->m_dWeaponAttack; //attack mod (1.0 = 0%) 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); }