Example #1
0
        /// <summary>
        /// </summary>
        /// <param name="charID">
        /// </param>
        /// <param name="client">
        /// </param>
        public void Read(int charID, ZoneClient client)
        {
            // Don't edit anything in this region
            // unless you are 300% sure you know what you're doing

            // Character is created and read when Client connects in Client.cs->CreateCharacter
            // client.CreateCharacter(charID);
            client.Server.Info(
                client,
                "Client connected. ID: {0} IP: {1} Character name: {2}",
                client.Character.Identity.Instance,
                client.ClientAddress,
                client.Character.Name);

            // now we have to start sending packets like
            // character stats, inventory, playfield info
            // and so on. I will put some packets here just
            // to get us in game. We have to start moving
            // these packets somewhere else and make packet
            // builders instead of sending (half) hardcoded
            // packets.

            /* send chat server info to client */
            ChatServerInfo.Send(client);

            /* send playfield info to client */
            PlayfieldAnarchyF.Send(client);

            var sendSCFUs = new IMSendPlayerSCFUs {
                toClient = client
            };

            ((Playfield)client.Playfield).SendSCFUsToClient(sendSCFUs);

            /* set SocialStatus to 0 */
            client.Character.Stats[521].BaseValue = 0;

            // Stat.SendDirect(client, 521, 0, false);

            var identity = new Identity {
                Type = IdentityType.CanbeAffected, Instance = charID
            };

            /* Action 167 Animation and Stance Data maybe? */
            var message = new CharacterActionMessage
            {
                Identity   = identity,
                Action     = CharacterActionType.ChangeAnimationAndStance,
                Target     = Identity.None,
                Parameter1 = 0x00000000,
                Parameter2 = 0x00000001
            };

            client.SendCompressed(message);

            var gameTimeMessage = new GameTimeMessage
            {
                Identity = identity,
                Unknown1 = 30024.0f,
                Unknown3 = 185408,
                Unknown4 = 80183.3125f
            };

            client.SendCompressed(gameTimeMessage);

            /* set SocialStatus to 0 */
            // Stat.SendDirect(client, 521, 0, false);

            /* again */
            // Stat.SendDirect(client, 521, 0, false);

            /* visual */
            SimpleCharFullUpdate.SendToPlayfield(client);

            /* inventory, items and all that */
            FullCharacter.Send(client);

            var specials = new[]
            {
                new SpecialAttackInfo
                {
                    Unknown1 = 0x0000AAC0,
                    Unknown2 = 0x00023569,
                    Unknown3 = 0x00000064,
                    Unknown4 = "MAAT"
                },
                new SpecialAttackInfo
                {
                    Unknown1 = 0x0000A431,
                    Unknown2 = 0x0000A430,
                    Unknown3 = 0x00000090,
                    Unknown4 = "DIIT"
                },
                new SpecialAttackInfo
                {
                    Unknown1 = 0x00011294,
                    Unknown2 = 0x00011295,
                    Unknown3 = 0x0000008E,
                    Unknown4 = "BRAW"
                }
            };
            var specialAttackWeaponMessage = new SpecialAttackWeaponMessage {
                Identity = identity, Specials = specials
            };

            client.SendCompressed(specialAttackWeaponMessage);

            // done

            // Timers are allowed to update client stats now.
            client.Character.DoNotDoTimers = false;

            // spawn all active monsters to client
            // TODO: Implement NonPlayerCharacterHandler
            // NonPlayerCharacterHandler.SpawnMonstersInPlayfieldToClient(client, client.Character.PlayField);

            // TODO: Implement VendorHandler
            // if (VendorHandler.GetNumberofVendorsinPlayfield(client.Character.PlayField) > 0)
            // {
            // Shops
            // VendorHandler.GetVendorsInPF(client);
            // }

            // WeaponItemFullCharUpdate  Maybe the right location , First Check if weapons present usually in equipment
            // Packets.WeaponItemFullUpdate.Send(client, client.Character);

            // TODO: create a better alternative to ProcessTimers
            // client.Character.ProcessTimers(DateTime.Now + TimeSpan.FromMilliseconds(200));
            client.Character.CalculateSkills();

            AppearanceUpdate.AnnounceAppearanceUpdate((Character)client.Character);

            // done, so we call a hook.
            // Call all OnConnect script Methods
            Program.csc.CallMethod("OnConnect", (Character)client.Character);
        }
Example #2
0
        /// <summary>
        ///
        /// </summary>
        /// <param name="packet"></param>
        /// <param name="client"></param>
        public void Read(byte[] packet, Client client)
        {
            // Don't edit anything in this region
            // unless you are 300% sure you know what you're doing

            #region Do not edit
            MemoryStream memoryStream = new MemoryStream(packet);
            BinaryReader binaryReader = new BinaryReader(memoryStream);
            memoryStream.Position = 20;
            // we get character ID of a client and store
            // it in this ClientBase so we can use it later
            int charID = IPAddress.NetworkToHostOrder(binaryReader.ReadInt32());
            binaryReader.Close();
            memoryStream.Dispose();

            client.Character        = new Character(charID, 0);
            client.Character.Client = client;
            client.Character.ReadNames();

            client.Server.Info(
                client,
                "Client connected. ID: {0} IP: {1}",
                client.Character.Id,
                client.TcpIP + " Character name: " + client.Character.Name);

            // now we have to start sending packets like
            // character stats, inventory, playfield info
            // and so on. I will put some packets here just
            // to get us in game. We have to start moving
            // these packets somewhere else and make packet
            // builders instead of sending (half) hardcoded
            // packets.

            // lets get char ID as byte array
            byte[] chrID = new[] { packet[20], packet[21], packet[22], packet[23] };

            /* send chat server info to client */
            ChatServerInfo.Send(client);

            /* send playfield info to client */
            PlayfieldAnarchyF.Send(client);

            /* set SocialStatus to 0 */

            client.Character.Stats.SetBaseValue(521, 0);
            Stat.Send(client, 521, 0, false);

            /* Action 167 Animation and Stance Data maybe? */
            byte[] tempBytes = new byte[]
            {
                0xDF, 0xDF, 0x00, 0x0A, 0x00, 0x01, 0x00, 0x37, 0x00, 0x00, 0x0c, 0x0e, chrID[0], chrID[1], chrID[2],
                chrID[3], 0x5E, 0x47, 0x77, 0x70,                                                             // CharacterAction
                0x00, 0x00, 0xC3, 0x50, chrID[0], chrID[1], chrID[2], chrID[3], 0x00, 0x00, 0x00, 0x00, 0xA7, // 167
                0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
                , 0x00, 0x00, 0x01, 0x00, 0x00
            };
            client.SendCompressed(tempBytes);

            tempBytes = new byte[]
            {
                // current in game time

                0xDF, 0xDF, 0x00, 0x0A, 0x00, 0x01, 0x00, 0x2D, 0x00, 0x00, 0x0c, 0x0e, chrID[0], chrID[1], chrID[2],
                chrID[3], 0x5F, 0x52, 0x41, 0x2E,                                                             // GameTime
                0x00, 0x00, 0xC3, 0x50, chrID[0], chrID[1], chrID[2], chrID[3], 0x01, 0x46, 0xEA, 0x90, 0x00, // 30024.0
                0x00, 0x00, 0x00, 0x00, 0x00, 0x02, 0xD4, 0x40,                                               // 185408
                0x47, 0x9C, 0x9B, 0xA8                                                                        // 80183.3125
            };
            client.SendCompressed(tempBytes);

            /* set SocialStatus to 0 */
            Stat.Set(client, 521, 0, false);

            /* again */
            Stat.Set(client, 521, 0, false);

            /* visual */

            SimpleCharFullUpdate.SendToPlayfield(client);

            /* inventory, items and all that */
            FullCharacter.Send(client);

            tempBytes = new byte[]
            {
                // this packet gives you (or anyone else)
                // special attacks like brawl, fling shot and so

                0xDF, 0xDF, 0x00, 0x0A, 0x00, 0x01, 0x00, 0x65, 0x00, 0x00, 0x0c, 0x0e, chrID[0], chrID[1], chrID[2],
                chrID[3], 0x1D, 0x3C, 0x0F, 0x1C,     // SpecialAttackWeapon
                0x00, 0x00, 0xC3, 0x50, chrID[0], chrID[1], chrID[2], chrID[3], 0x01, 0x00, 0x00, 0x0F, 0xC4,
                // (4036/1009)-1 = 3 special attacks
                0x00, 0x00, 0xAA, 0xC0,    // 43712
                0x00, 0x02, 0x35, 0x69,    // 144745
                0x00, 0x00, 0x00, 0x64,    // 100
                0x4D, 0x41, 0x41, 0x54,    // "MAAT"
                0x00, 0x00, 0xA4, 0x31,    // 42033
                0x00, 0x00, 0xA4, 0x30,    // 42032
                0x00, 0x00, 0x00, 0x90,    // 144
                0x44, 0x49, 0x49, 0x54,    // "DIIT"
                0x00, 0x01, 0x12, 0x94,    // 70292
                0x00, 0x01, 0x12, 0x95,    // 70293
                0x00, 0x00, 0x00, 0x8E,    // 142
                0x42, 0x52, 0x41, 0x57,    // "BRAW"
                0x00, 0x00, 0x00, 0x07,    // 7
                0x00, 0x00, 0x00, 0x07,    // 7
                0x00, 0x00, 0x00, 0x07,    // 7
                0x00, 0x00, 0x00, 0x0E,    // 14
                0x00, 0x00, 0x00, 0x64     // 100
            };

            client.SendCompressed(tempBytes);
            // done
            #endregion

            // Timers are allowed to update client stats now.
            client.Character.DoNotDoTimers = false;

            // spawn all active monsters to client
            NonPlayerCharacterHandler.SpawnMonstersInPlayfieldToClient(client, client.Character.PlayField);

            if (VendorHandler.GetNumberofVendorsinPlayfield(client.Character.PlayField) > 0)
            {
                /* Shops */
                VendorHandler.GetVendorsInPF(client);
            }

            // WeaponItemFullCharUpdate  Maybe the right location , First Check if weapons present usually in equipment
            //Packets.WeaponItemFullUpdate.Send(client, client.Character);

            client.Character.ProcessTimers(DateTime.Now + TimeSpan.FromMilliseconds(200));

            client.Character.CalculateSkills();

            AppearanceUpdate.AnnounceAppearanceUpdate(client.Character);

            // done, so we call a hook.
            // Call all OnConnect script Methods
            Program.csc.CallMethod("OnConnect", client.Character);
        }