Clone of UAS2 @ https://github.com/drudgedance/uas2

cArmor.cpp 12KB

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  1. /*
  2. * This file is part of UAS2.
  3. *
  4. * UAS2 is free software; you can redistribute it and/or modify
  5. * it under the terms of the GNU General Public License as published by
  6. * the Free Software Foundation; either version 2 of the License, or
  7. * (at your option) any later version.
  8. *
  9. * UAS2 is distributed in the hope that it will be useful,
  10. * but WITHOUT ANY WARRANTY; without even the implied warranty of
  11. * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  12. * GNU General Public License for more details.
  13. * You should have received a copy of the GNU General Public License
  14. * along with UASv1; if not, write to the Free Software
  15. * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
  16. */
  17. /**
  18. * @file cArmor.cpp
  19. * Implements functionality for armor.
  20. *
  21. * This class is referenced whenever a piece of armor is created, used, or assessed.
  22. * Inherits from the cObject class.
  23. */
  24. #include "avatar.h"
  25. #include "object.h"
  26. #include "cItemModels.h"
  27. #include "client.h"
  28. #include "WorldManager.h"
  29. #include "MasterServer.h"
  30. /**
  31. * Handles the message sent for the creation of armor in the world.
  32. *
  33. * This function is called whenever armor should be created in the world for a client.
  34. *
  35. * @return cMessage - Returns a server message to the client.
  36. */
  37. cMessage cArmor::CreatePacket( )
  38. {
  39. cMessage cmReturn;
  40. cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID );
  41. cObject *pcObject = cWorldManager::FindObject( m_dwGUID );
  42. if( pcModel )
  43. {
  44. cmReturn << 0xF745L << m_dwGUID << BYTE(0x11); //0x11 is a constant
  45. cmReturn << pcModel->m_bPaletteChange
  46. << pcModel->m_bTextureChange
  47. << pcModel->m_bModelChange;
  48. // The Model Vectors
  49. if ( pcModel->m_bPaletteChange != 0)
  50. {
  51. for (int i = 0; i < pcModel->m_bPaletteChange; i++)
  52. {
  53. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorPal[i],sizeof(pcModel->m_vectorPal[i]));
  54. }
  55. }
  56. if (pcModel->m_bPaletteChange != 0)
  57. {
  58. //Cubem0j0: Test code for armor only.
  59. cmReturn << WORD( pcModel->m_wUnknown_1 );
  60. }
  61. if ( pcModel->m_bTextureChange != 0)
  62. {
  63. for (int i = 0; i < pcModel->m_bTextureChange; i++)
  64. {
  65. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorTex[i],sizeof(pcModel->m_vectorTex[i]));
  66. }
  67. }
  68. if ( pcModel->m_bModelChange != 0)
  69. {
  70. for (int i = 0; i < pcModel->m_bModelChange; i++)
  71. {
  72. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorMod[i],sizeof(pcModel->m_vectorMod[i]));
  73. }
  74. }
  75. }
  76. cmReturn.pasteAlign(4);
  77. cmReturn << pcModel->m_dwFlags1 << 0x414L << 0x65L;
  78. // MASK 0x00008000 -- Location
  79. if ( !m_fIsOwned )
  80. cmReturn.CannedData( (BYTE *)&m_Location, sizeof( cLocation ) );
  81. // MASK 0x00000800 -- Sound Set
  82. DWORD dwSoundSet = 0x20000000L + pcModel->m_wSoundSet;
  83. cmReturn << dwSoundSet;
  84. // MASK 0x00001000 -- Particle Effects (unknown_blue)
  85. cmReturn << 0x34000000 + pcModel->m_dwUnknown_Blue;
  86. // MASK 0x00000001 -- ModelNumber
  87. DWORD dwModel = 0x02000000L + pcModel->m_dwModelNumber;
  88. cmReturn << dwModel;
  89. // SeaGreens
  90. WORD wNuminteracts = 0x0;
  91. WORD wNumbubbles = 0x0;
  92. WORD wNumJumps = 0x0;
  93. WORD wNumOverrides = 0x0;
  94. WORD wUnkFlag8 = 0x0;
  95. WORD wUnkFlag10 = 0x0;
  96. cmReturn << m_wPositionSequence
  97. << m_wNumAnims //wNuminteracts
  98. << wNumbubbles
  99. << wNumJumps
  100. << m_wNumPortals
  101. << m_wNumAnims
  102. << wNumOverrides
  103. << wUnkFlag8
  104. << m_wNumLogins
  105. << wUnkFlag10;
  106. DWORD flags2 = pcModel->m_dwFlags2;
  107. if (pcObject && pcObject->m_fEquipped == 2)
  108. {
  109. flags2 = (flags2 ^ 0x00004000);
  110. flags2 = (flags2 | 0x00020000 | 0x00008000);
  111. }
  112. cmReturn << flags2; // Object Flags
  113. cmReturn << Name( ); // Object Name
  114. cmReturn << pcModel->m_wModel; // Object Model
  115. cmReturn << this->m_wIcon; // Object Icon
  116. cmReturn << pcModel->m_dwObjectFlags1; // Object Flags
  117. cmReturn << pcModel->m_dwObjectFlags2; // Object Flags
  118. if(flags2 & 0x00000008)
  119. cmReturn << pcModel->m_dwValue;
  120. if(flags2 & 0x00000010)
  121. cmReturn << pcModel->m_dwUnknown_v2;
  122. if(flags2 & 0x00008000)
  123. cmReturn << pcModel->m_dwOwner;
  124. if(flags2 & 0x00010000)
  125. cmReturn << pcModel->m_dwEquipPossible;
  126. if(flags2 & 0x00020000)
  127. cmReturn << pcModel->m_dwEquipPossible;
  128. if(flags2 & 0x00040000)
  129. cmReturn << pcModel->m_dwCoverage;
  130. if(flags2 & 0x00200000)
  131. cmReturn << pcModel->m_wBurden;
  132. if(flags2 & 0x10000000)
  133. cmReturn << pcModel->m_wHooks;
  134. else
  135. cmReturn << WORD(0x0000);
  136. return cmReturn;
  137. }
  138. /**
  139. * Handles the message sent for the creation of armor in a container.
  140. *
  141. * This function is called whenever armor should be created in the inventory of another object.
  142. *
  143. * @return cMessage - Returns a Create Object (0x0000F745) server message.
  144. */
  145. cMessage cArmor::CreatePacketContainer(DWORD Container, DWORD ItemModelID)
  146. {
  147. cMessage cmReturn;
  148. cItemModels *pcModel = cItemModels::FindModel( ItemModelID );
  149. if( pcModel )
  150. {
  151. cmReturn << 0xF745L << m_dwGUID << BYTE(0x11); //0x11 is a constant
  152. cmReturn << pcModel->m_bPaletteChange
  153. << pcModel->m_bTextureChange
  154. << pcModel->m_bModelChange;
  155. // The Model Vectors
  156. if ( pcModel->m_bPaletteChange != 0)
  157. {
  158. for (int i = 0; i < pcModel->m_bPaletteChange; i++)
  159. {
  160. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorPal[i],sizeof(pcModel->m_vectorPal[i]));
  161. }
  162. }
  163. if (pcModel->m_bPaletteChange != 0)
  164. {
  165. //Cubem0j0: Test code for armor only.
  166. cmReturn << WORD( pcModel->m_wUnknown_1 );
  167. }
  168. if ( pcModel->m_bTextureChange != 0)
  169. {
  170. for (int i = 0; i < pcModel->m_bTextureChange; i++)
  171. {
  172. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorTex[i],sizeof(pcModel->m_vectorTex[i]));
  173. }
  174. }
  175. if ( pcModel->m_bModelChange != 0)
  176. {
  177. for (int i = 0; i < pcModel->m_bModelChange; i++)
  178. {
  179. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorMod[i],sizeof(pcModel->m_vectorMod[i]));
  180. }
  181. }
  182. }
  183. cmReturn.pasteAlign(4);
  184. cmReturn << 0x00021801 << 0x414L << 0x65L;
  185. // MASK 0x00008000 -- Location
  186. // if ( !m_fIsOwned )
  187. // cmReturn.CannedData( (BYTE *)&m_Location, sizeof( cLocation ) );
  188. // MASK 0x00000800 -- Sound Set
  189. DWORD dwSoundSet = 0x20000000L + pcModel->m_wSoundSet;
  190. cmReturn << dwSoundSet;
  191. // MASK 0x00001000 -- Particle Effects (unknown_blue)
  192. cmReturn << 0x34000000 + pcModel->m_dwUnknown_Blue;
  193. // MASK 0x00000001 -- ModelNumber
  194. DWORD dwModel = 0x02000000L + pcModel->m_dwModelNumber;
  195. cmReturn << dwModel;
  196. // SeaGreens
  197. WORD wNuminteracts = 0x0;
  198. WORD wNumbubbles = 0x0;
  199. WORD wNumJumps = 0x0;
  200. WORD wNumOverrides = 0x0;
  201. WORD wUnkFlag8 = 0x0;
  202. WORD wUnkFlag10 = 0x0;
  203. cmReturn << m_wPositionSequence
  204. << m_wNumAnims //wNuminteracts
  205. << wNumbubbles
  206. << wNumJumps
  207. << m_wNumPortals
  208. << m_wNumAnims
  209. << wNumOverrides
  210. << wUnkFlag8
  211. << m_wNumLogins
  212. << wUnkFlag10;
  213. DWORD flags2 = pcModel->m_dwFlags2;
  214. if (m_fEquipped == 2)
  215. {
  216. flags2 = (flags2 ^ 0x00004000);
  217. flags2 = (flags2 | 0x00020000 | 0x00008000);
  218. }
  219. cmReturn << flags2;
  220. cmReturn << Name( ); // Object's Name
  221. cmReturn << pcModel->m_wModel; // Object's Model
  222. cmReturn << this->m_wIcon; // Object's Icon
  223. cmReturn << pcModel->m_dwObjectFlags1; // Object Flags
  224. cmReturn << pcModel->m_dwObjectFlags2; // Object Flags
  225. if(flags2 & 0x00000008)
  226. cmReturn << pcModel->m_dwValue;
  227. if(flags2 & 0x00000010)
  228. cmReturn << pcModel->m_dwUnknown_v2;
  229. if(flags2 & 0x00000080)
  230. cmReturn << pcModel->m_dwIconHighlight;
  231. if(flags2 & 0x00004000)
  232. cmReturn << Container;
  233. if(flags2 & 0x00008000)
  234. cmReturn << Container;
  235. if(flags2 & 0x00010000)
  236. cmReturn << pcModel->m_dwEquipPossible;
  237. if(flags2 & 0x00020000)
  238. cmReturn << pcModel->m_dwEquipPossible;
  239. if(flags2 & 0x00040000)
  240. cmReturn << pcModel->m_dwCoverage;
  241. if(flags2 & 0x00200000)
  242. cmReturn << pcModel->m_wBurden;
  243. if(flags2 & 0x01000000)
  244. cmReturn << pcModel->m_fWorkmanship;
  245. if(flags2 & 0x10000000)
  246. cmReturn << pcModel->m_wHooks;
  247. if(flags2 & 0x80000000)
  248. cmReturn << pcModel->m_dwMaterialType;
  249. else
  250. cmReturn << WORD(0x0000);
  251. return cmReturn;
  252. }
  253. /**
  254. * Handles the actions of armor objects.
  255. *
  256. * This function is called whenever armor is used or should perform an action.
  257. */
  258. void cArmor::Action(cClient *who)
  259. {
  260. }
  261. /**
  262. * Handles the assessment of armor objects.
  263. *
  264. * This function is called whenever armor is assessed by a client.
  265. *
  266. * Returns a Game Event (0x0000F7B0) server message of type Identify Object (0x000000C9).
  267. */
  268. void cArmor::Assess( cClient *pcAssesser )
  269. {
  270. cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID );
  271. cMessage cmAssess;
  272. DWORD flags = 0x00000089;
  273. cmAssess << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID() << ++pcAssesser->m_dwF7B0Sequence << 0xC9L << m_dwGUID
  274. << flags
  275. << 0x01L; //Success = 0x01L, Failure = 0x00L
  276. if (flags & 0x00000001 == 0x00000001)
  277. {
  278. cmAssess << WORD(0x0003) //Value count
  279. << WORD(0x0010)
  280. << 0x13L //Value key
  281. << pcModel->m_dwValue //Value
  282. << 0x05L //Burden key
  283. << DWORD(pcModel->m_wBurden) //Burden
  284. << 0x1CL //Armor Level key
  285. << pcModel->m_dwArmor_Level; //Armor Level
  286. // << 0xB0L //Activation Req
  287. // << 0x06L //Skill ID
  288. // << 0x73L //Activation req
  289. // << 0xD1L //Skill Level
  290. // << 0x83L //Material
  291. // << 0x3FL
  292. // << 0x69L //Workmanship
  293. // << 0x07L //This value is the level of work: 1 = poor, 2 = well, etc.
  294. }
  295. if (flags & 0x00000002 == 0x00000002)
  296. {
  297. cmAssess << WORD(0x0001) //Value count
  298. << WORD(0x0008)
  299. << 0x64L //Dyeable
  300. << 0x01L; //True = 0x01L, False = 0x00L
  301. }
  302. if (flags & 0x00000008 == 0x00000008)
  303. {
  304. cmAssess << WORD(0x0001) //Count (as above) total number of DWORDS
  305. << WORD(0x0008) //Unknown
  306. << 0x10L //Full Description key
  307. << this->m_strName.c_str(); //Description
  308. }
  309. if (flags & 0x00000080 == 0x00000080)
  310. {
  311. cmAssess << pcModel->m_fProt_Slashing //Slashing
  312. << pcModel->m_fProt_Piercing //Piercing
  313. << pcModel->m_fProt_Bludgeon //Bludgeon
  314. << pcModel->m_fProt_Fire //Fire
  315. << pcModel->m_fProt_Cold //Cold
  316. << pcModel->m_fProt_Acid //Acid
  317. << pcModel->m_fProt_Electric; //Electric
  318. }
  319. /*
  320. DWORD flags = 0x0000009F;
  321. << WORD(0x000C) //Total number of DWORDS
  322. << WORD(0x0010) //Unknown
  323. << 0xB0L //Activation Req
  324. << 0x06L //Skill ID
  325. << 0x13L //Value
  326. << pcModel->m_dwValue //Amount
  327. << 0x73L //Activation req
  328. << 0xD1L //Skill Level
  329. << 0x83L //Material
  330. << 0x3FL //Silver
  331. << 0x05L //Burden
  332. << 0xCCL //blah
  333. << 0x69L //Workmanship
  334. << 0x07L //This value is the level of work 1 = poor, 2 = well, etc.
  335. << 0x6AL //Spellcraft
  336. << 0xBDL //Amount
  337. << 0x6BL //Current mana
  338. << 0x01FAL //-mana amount
  339. << 0x1CL //Armor Level
  340. << 0x64L //AL 100
  341. << 0x6CL //Max mana
  342. << 0x01FAL //-mana amount
  343. << 0xACL //Description format
  344. << 0x01L // ?
  345. << 0x6DL //Arcane req
  346. << 0x54L //Amount
  347. << WORD(0x0001) //Count (as above) total number of DWORDS
  348. << WORD(0x0008) //Unknown
  349. << 0x64L
  350. << 0x01L
  351. << WORD(0x0001) //Count (as above) total number of DWORDS
  352. << WORD(0x0008) //Unknown
  353. << 0x05L
  354. << 0x55
  355. << 0x55
  356. << 0x55
  357. << 0x55
  358. << 0x55
  359. << 0x55
  360. << 0xA5
  361. << 0xBF;
  362. << WORD(0x0001) //Count (as above) total number of DWORDS
  363. << WORD(0x0008) //Unknown
  364. << 0x10L
  365. << this->m_strName.c_str()
  366. << 0x03L
  367. << 0x05CDL
  368. << 0x05D9L
  369. << 0x0625L
  370. << float(1.2)
  371. << float(1.1)
  372. << float(1.0)
  373. << float(0.4)
  374. << float(0.7)
  375. << float(0.3)
  376. << float(0.4);
  377. */
  378. pcAssesser->AddPacket(WORLD_SERVER, cmAssess,4);
  379. cMessage cmActionComplete;
  380. cmActionComplete << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID( ) << ++pcAssesser->m_dwF7B0Sequence << 0x01C7L << 0L;
  381. pcAssesser->AddPacket(WORLD_SERVER,cmActionComplete,4);
  382. }