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

cWand.cpp 9.7KB

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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 cWand.cpp
  19. * Implements functionality for casting items (wands, staffs, orbs, etc).
  20. *
  21. * This class is referenced whenever a casting item 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 casting items in the world.
  32. *
  33. * This function is called whenever a casting item should be created in the world for a client.
  34. *
  35. * @return cMessage - Returns a Create Object (0x0000F745) server message.
  36. */
  37. cMessage cWands::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 << 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 dwFlags2 = 0x10290018;
  107. cmReturn << dwFlags2;
  108. cmReturn << Name( ); // Objects Name
  109. cmReturn << pcModel->m_wModel; // Objects Model
  110. cmReturn << pcModel->m_wIcon; // Objects Icon
  111. cmReturn << pcModel->m_dwObjectFlags1; // Object Flags
  112. cmReturn << pcModel->m_dwObjectFlags2; // Object Flags
  113. // Masked against dwFlags2
  114. // Mask 0x0008 - Value
  115. if(dwFlags2 & 0x00000008)
  116. {
  117. cmReturn << pcModel->m_dwValue;
  118. }
  119. // Mask 0x0010 dwUnknown_v2
  120. if(dwFlags2 & 0x00000010)
  121. {
  122. cmReturn << pcModel->m_dwUnknown_v2;
  123. }
  124. // Mask 0x80000 Usable On
  125. if(dwFlags2 & 0x00080000)
  126. {
  127. cmReturn << 0x10L;
  128. }
  129. // Mask 0x4000 Container GUID
  130. if(dwFlags2 & 0x00004000)
  131. {
  132. //cmReturn << Container;
  133. }
  134. // Mask 0x10000 Equip Possible
  135. if(dwFlags2 & 0x00010000)
  136. {
  137. cmReturn << DWORD(0x01000000);
  138. }
  139. // Mask 0x00200000 - Burden
  140. if(dwFlags2 & 0x00200000)
  141. {
  142. cmReturn << pcModel->m_wBurden;
  143. }
  144. // Mask 0x10000000 - Hooks
  145. if(dwFlags2 & 0x10000000)
  146. {
  147. cmReturn << pcModel->m_wHooks;
  148. }
  149. /*
  150. // Masked against dwFlags2
  151. // Mask 0x0008 - Value
  152. cmReturn << 0xC8L;
  153. // Mask 0x0010 dwUnknown_v2
  154. cmReturn << DWORD(0x00000001);
  155. cmReturn << 0x10L;
  156. // Mask 0x10000 Equip Possible
  157. cmReturn << DWORD(0x01000000);
  158. // Mask 0x80000 Usable On
  159. cmReturn << DWORD(0x00020032);
  160. // Mask 0x00200000 - Burden
  161. cmReturn << WORD(0x0040);
  162. */
  163. return cmReturn;
  164. }
  165. /**
  166. * Handles the message sent for the creation of casting items in a container.
  167. *
  168. * This function is called whenever a casting item should be created in the inventory of another object.
  169. *
  170. * @return cMessage - Returns a Create Object (0x0000F745) server message.
  171. */
  172. cMessage cWands::CreatePacketContainer(DWORD Container, DWORD ItemModelID)
  173. {
  174. cMessage cmReturn;
  175. cItemModels *pcModel = cItemModels::FindModel( ItemModelID );
  176. cObject *pcObject = cWorldManager::FindObject( m_dwGUID );
  177. if( pcModel )
  178. {
  179. cmReturn << 0xF745L << m_dwGUID << BYTE(0x11); //0x11 is a constant
  180. cmReturn << pcModel->m_bPaletteChange
  181. << pcModel->m_bTextureChange
  182. << pcModel->m_bModelChange;
  183. // The Model Vectors
  184. if ( pcModel->m_bPaletteChange != 0)
  185. {
  186. for (int i = 0; i < pcModel->m_bPaletteChange; i++)
  187. {
  188. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorPal[i],sizeof(pcModel->m_vectorPal[i]));
  189. }
  190. }
  191. if (pcModel->m_bPaletteChange != 0)
  192. {
  193. //Cubem0j0: Test code for armor only.
  194. cmReturn << WORD( 0x0C50 );
  195. }
  196. if ( pcModel->m_bTextureChange != 0)
  197. {
  198. for (int i = 0; i < pcModel->m_bTextureChange; i++)
  199. {
  200. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorTex[i],sizeof(pcModel->m_vectorTex[i]));
  201. }
  202. }
  203. if ( pcModel->m_bModelChange != 0)
  204. {
  205. for (int i = 0; i < pcModel->m_bModelChange; i++)
  206. {
  207. cmReturn.pasteData((UCHAR*)&pcModel->m_vectorMod[i],sizeof(pcModel->m_vectorMod[i]));
  208. }
  209. }
  210. }
  211. cmReturn.pasteAlign(4);
  212. cmReturn << 0x00021801 << 0x414L << 0x65L;
  213. // MASK 0x00008000 -- Location
  214. if ( !m_fIsOwned )
  215. cmReturn.CannedData( (BYTE *)&m_Location, sizeof( cLocation ) );
  216. // MASK 0x00000800 -- Sound Set
  217. DWORD dwSoundSet = 0x20000000L + pcModel->m_wSoundSet;
  218. cmReturn << dwSoundSet;
  219. // MASK 0x00001000 -- Particle Effects (unknown_blue)
  220. cmReturn << 0x34000000 + pcModel->m_dwUnknown_Blue;
  221. // MASK 0x00000001 -- ModelNumber
  222. DWORD dwModel = 0x02000000L + pcModel->m_dwModelNumber;
  223. cmReturn << dwModel;
  224. // SeaGreens
  225. WORD wNuminteracts = 0x0;
  226. WORD wNumbubbles = 0x0;
  227. WORD wNumJumps = 0x0;
  228. WORD wNumOverrides = 0x0;
  229. WORD wUnkFlag8 = 0x0;
  230. WORD wUnkFlag10 = 0x0;
  231. cmReturn << m_wPositionSequence
  232. << m_wNumAnims //wNuminteracts
  233. << wNumbubbles
  234. << wNumJumps
  235. << m_wNumPortals
  236. << m_wNumAnims
  237. << wNumOverrides
  238. << wUnkFlag8
  239. << m_wNumLogins
  240. << wUnkFlag10;
  241. //DWORD dwFlags2 = 0x00294018;
  242. //cmReturn << dwFlags2;
  243. cmReturn << pcModel->m_dwFlags2;
  244. cmReturn << Name( ); // Objects Name
  245. cmReturn << pcModel->m_wModel; // Objects Model
  246. cmReturn << pcModel->m_wIcon; // Objects Icon
  247. cmReturn << pcModel->m_dwObjectFlags1; // Object Flags
  248. cmReturn << pcModel->m_dwObjectFlags2; // Object Flags
  249. /*
  250. // Masked against dwFlags2
  251. // Mask 0x0008 - Value
  252. cmReturn << 0xC8L;
  253. // Mask 0x0010 dwUnknown_v2
  254. cmReturn << DWORD(0x00000001);
  255. cmReturn << 0x10L;
  256. // Mask 0x10000 Equip Possible
  257. cmReturn << DWORD(0x01000000);
  258. // Mask 0x80000 Usable On
  259. cmReturn << DWORD(0x00020032);
  260. // Mask 0x00200000 - Burden
  261. cmReturn << WORD(0x0040);
  262. */
  263. // Masked against dwFlags2
  264. // Mask 0x0008 - Value
  265. if(pcModel->m_dwFlags2 & 0x00000008)
  266. {
  267. cmReturn << pcModel->m_dwValue;
  268. }
  269. // Mask 0x0010 dwUnknown_v2
  270. if(pcModel->m_dwFlags2 & 0x00000010)
  271. {
  272. cmReturn << pcModel->m_dwUnknown_v2;
  273. }
  274. // Mask 0x80000 Usable On
  275. if(pcModel->m_dwFlags2 & 0x00080000)
  276. {
  277. cmReturn << 0x10L;
  278. }
  279. // Mask 0x4000 Container GUID
  280. if(pcModel->m_dwFlags2 & 0x00004000)
  281. {
  282. cmReturn << Container;
  283. }
  284. // Mask 0x10000 Equip Possible
  285. if(pcModel->m_dwFlags2 & 0x00010000)
  286. {
  287. cmReturn << DWORD(0x01000000);
  288. }
  289. // Mask 0x00200000 - Burden
  290. if(pcModel->m_dwFlags2 & 0x00200000)
  291. {
  292. cmReturn << pcModel->m_wBurden;
  293. }
  294. // Mask 0x10000000 - Hooks
  295. if(pcModel->m_dwFlags2 & 0x10000000)
  296. {
  297. cmReturn << pcModel->m_wHooks;
  298. }
  299. return cmReturn;
  300. }
  301. /**
  302. * Handles the actions of casting item objects.
  303. *
  304. * This function is called whenever a casting item is used or should perform an action.
  305. */
  306. void cWands::Action(cClient *who)
  307. {
  308. }
  309. /**
  310. * Handles the assessment of casting item objects.
  311. *
  312. * This function is called whenever a casting item is assessed by a client.
  313. *
  314. * Returns a Game Event (0x0000F7B0) server message of type Identify Object (0x000000C9).
  315. */
  316. void cWands::Assess( cClient *pcAssesser )
  317. {
  318. cItemModels *pcModel = cItemModels::FindModel( m_dwItemModelID );
  319. cMessage cmAssess;
  320. DWORD flags = 0x00000089;
  321. cmAssess << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID() << ++pcAssesser->m_dwF7B0Sequence << 0xC9L << m_dwGUID
  322. << flags;
  323. pcAssesser->AddPacket(WORLD_SERVER, cmAssess,4);
  324. cMessage cmActionComplete;
  325. cmActionComplete << 0xF7B0L << pcAssesser->m_pcAvatar->GetGUID( ) << ++pcAssesser->m_dwF7B0Sequence << 0x01C7L << 0L;
  326. pcAssesser->AddPacket(WORLD_SERVER,cmActionComplete,4);
  327. }