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

cSpellComponents.cpp 8.6KB

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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 cSpellComponents.cpp
  19. * Implements functionality for spell components.
  20. *
  21. * This class is referenced whenever a spell component 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 spell components in the world.
  32. *
  33. * This function is called whenever a spell component should be created in the world for a client.
  34. *
  35. * @return cMessage - Returns a Create Object (0x0000F745) server message.
  36. */
  37. cMessage cSpellComps::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( 0x0C50 );
  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 << 0x00029801 << 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 dwFlags2 = 0x00203018;
  107. cmReturn << dwFlags2;
  108. cmReturn << Name( ); // Object's Name
  109. cmReturn << pcModel->m_wModel; // Object's Model
  110. cmReturn << pcModel->m_wIcon; // Object's Icon
  111. cmReturn << pcModel->m_dwObjectFlags1; // Object Flags
  112. cmReturn << pcModel->m_dwObjectFlags2; // Object Flags
  113. // Mask 0x0008 - Value
  114. if(pcModel->m_dwFlags2 & 0x00000008)
  115. cmReturn << pcModel->m_dwValue;
  116. // Mask 0x0010 dwUnknown_v2
  117. if(pcModel->m_dwFlags2 & 0x00000010)
  118. cmReturn << pcModel->m_dwUnknown_v2;
  119. if(pcModel->m_dwFlags2 & 0x00001000)
  120. cmReturn << pcModel->m_wStack;
  121. if(pcModel->m_dwFlags2 & 0x00002000)
  122. cmReturn << pcModel->m_wStackLimit;
  123. if(pcModel->m_dwFlags2 & 0x00200000)
  124. cmReturn << pcModel->m_wBurden;
  125. cmReturn << WORD(0x0000);
  126. return cmReturn;
  127. }
  128. /**
  129. * Handles the message sent for the creation of spell components in a container.
  130. *
  131. * This function is called whenever a spell component should be created in the inventory of another object.
  132. *
  133. * @return cMessage - Returns a Create Object (0x0000F745) server message.
  134. */
  135. cMessage cSpellComps::CreatePacketContainer(DWORD Container, DWORD ItemModelID)
  136. {
  137. cMessage cmReturn;
  138. cItemModels *pcModel = cItemModels::FindModel( ItemModelID );
  139. cObject *pcObject = cWorldManager::FindObject( m_dwGUID );
  140. if( pcModel )
  141. {
  142. cmReturn << 0xF745L << m_dwGUID << BYTE(0x11); //0x11 is a constant
  143. cmReturn << pcModel->m_bPaletteChange
  144. << pcModel->m_bTextureChange
  145. << pcModel->m_bModelChange;
  146. // The Model Vectors
  147. if ( pcModel->m_bPaletteChange != 0)
  148. {
  149. for (int i = 0; i < pcModel->m_bPaletteChange; i++)
  150. {
  151. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorPal[i],sizeof(pcModel->m_vectorPal[i]));
  152. }
  153. }
  154. if (pcModel->m_bPaletteChange != 0)
  155. {
  156. //Cubem0j0: Test code for armor only.
  157. cmReturn << WORD( 0x0C50 );
  158. }
  159. if ( pcModel->m_bTextureChange != 0)
  160. {
  161. for (int i = 0; i < pcModel->m_bTextureChange; i++)
  162. {
  163. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorTex[i],sizeof(pcModel->m_vectorTex[i]));
  164. }
  165. }
  166. if ( pcModel->m_bModelChange != 0)
  167. {
  168. for (int i = 0; i < pcModel->m_bModelChange; i++)
  169. {
  170. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorMod[i],sizeof(pcModel->m_vectorMod[i]));
  171. }
  172. }
  173. }
  174. cmReturn.pasteAlign(4);
  175. cmReturn << 0x00021801 << 0x414L << 0x65L;
  176. // MASK 0x00000800 -- Sound Set
  177. DWORD dwSoundSet = 0x20000000L + pcModel->m_wSoundSet;
  178. cmReturn << dwSoundSet;
  179. // MASK 0x00001000 -- Particle Effects (unknown_blue)
  180. cmReturn << 0x34000000 + pcModel->m_dwUnknown_Blue;
  181. // MASK 0x00000001 -- ModelNumber
  182. DWORD dwModel = 0x02000000L + pcModel->m_dwModelNumber;
  183. cmReturn << dwModel;
  184. // SeaGreens
  185. WORD wNuminteracts = 0x0;
  186. WORD wNumbubbles = 0x0;
  187. WORD wNumJumps = 0x0;
  188. WORD wNumOverrides = 0x0;
  189. WORD wUnkFlag8 = 0x0;
  190. WORD wUnkFlag10 = 0x0;
  191. cmReturn << m_wPositionSequence
  192. << m_wNumAnims //wNuminteracts
  193. << wNumbubbles
  194. << wNumJumps
  195. << m_wNumPortals
  196. << m_wNumAnims
  197. << wNumOverrides
  198. << wUnkFlag8
  199. << m_wNumLogins
  200. << wUnkFlag10;
  201. // DWORD dwFlags2 = 0x00207018;
  202. cmReturn << pcModel->m_dwFlags2;
  203. cmReturn << Name( ); // Object's Name
  204. cmReturn << pcModel->m_wModel; // Object's Model
  205. cmReturn << pcModel->m_wIcon; // Object's Icon
  206. cmReturn << pcModel->m_dwObjectFlags1; // Object Flags
  207. cmReturn << pcModel->m_dwObjectFlags2; // Object Flags
  208. // Mask 0x0008 - Value
  209. if(pcModel->m_dwFlags2 & 0x00000008)
  210. {
  211. cmReturn << pcModel->m_dwValue;
  212. }
  213. // Mask 0x0010 dwUnknown_v2
  214. if(pcModel->m_dwFlags2 & 0x00000010)
  215. {
  216. cmReturn << pcModel->m_dwUnknown_v2;
  217. }
  218. if(pcModel->m_dwFlags2 & 0x00001000)
  219. {
  220. cmReturn << this->m_wStack;
  221. }
  222. if(pcModel->m_dwFlags2 & 0x00002000)
  223. {
  224. cmReturn << pcModel->m_wStackLimit;
  225. }
  226. if(pcModel->m_dwFlags2 & 0x00004000)
  227. {
  228. cmReturn << Container;
  229. }
  230. if(pcModel->m_dwFlags2 & 0x00200000)
  231. {
  232. cmReturn << pcModel->m_wBurden;
  233. }
  234. cmReturn << WORD(0x0000);
  235. // cmReturn << DWORD(0x00020188);
  236. return cmReturn;
  237. }
  238. /**
  239. * Handles the actions of spell component objects.
  240. *
  241. * This function is called whenever a spell component is used or should perform an action.
  242. */
  243. void cSpellComps::Action(cClient *who)
  244. {
  245. }
  246. /**
  247. * Handles the assessment of spell component objects.
  248. *
  249. * This function is called whenever a spell component is assessed by a client.
  250. *
  251. * Returns a Game Event (0x0000F7B0) server message of type Identify Object (0x000000C9).
  252. */
  253. void cSpellComps::Assess( cClient *pcAssesser )
  254. {
  255. cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID );
  256. cMessage cmAssess;
  257. DWORD flags = 0x00000001;
  258. cmAssess << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID() << ++pcAssesser->m_dwF7B0Sequence << 0xC9L << m_dwGUID
  259. << flags
  260. << 0x01L
  261. << WORD(0x02)
  262. << WORD(0x10)
  263. << 0x13L
  264. << pcModel->m_dwValue
  265. << 0x05L
  266. << DWORD(pcModel->m_wBurden);
  267. pcAssesser->AddPacket(WORLD_SERVER, cmAssess,4);
  268. cMessage cmActionComplete;
  269. cmActionComplete << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID( ) << ++pcAssesser->m_dwF7B0Sequence << 0x01C7L << 0L;
  270. pcAssesser->AddPacket(WORLD_SERVER,cmActionComplete,4);
  271. }