Example #1
0
        /// <summary>
        /// Sends position, orientation, Throttle and UpdateTime of a SimObject.
        /// </summary>
        /// <param name="obj">Object to send</param>
        public void NotifyOnObjUpdate(SimObject obj)
        {
            Log.AddLog(LogType.FL_MSG2, "tx FLPACKET_COMMON_UPDATEOBJECT");

            byte[] omsg = { 0x01, 0x01 };
            FLMsgType.AddUInt8(ref omsg, 0xFF); // dunno
            FLMsgType.AddUInt32(ref omsg, obj.Objid);
            FLMsgType.AddFloat(ref omsg, (float)obj.Position.x);
            FLMsgType.AddFloat(ref omsg, (float)obj.Position.y);
            FLMsgType.AddFloat(ref omsg, (float)obj.Position.z);
            Quaternion q = Quaternion.MatrixToQuaternion(obj.Orientation);

            FLMsgType.AddInt8(ref omsg, (int)(q.I * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.J * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.K * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.W * 127));
            FLMsgType.AddInt8(ref omsg, (int)(obj.Throttle * 127));
            FLMsgType.AddFloat(ref omsg, (float)obj.UpdateTime);

            foreach (Player.Player player in Players.Values)
            {
                if (player.MonitoredObjs.ContainsKey(obj.Objid))
                {
                    player.SendMsgToClient(omsg);
                }
            }
        }
Example #2
0
        private byte[] BuildCreateMissile(Missile missile)
        {
            Log.AddLog(LogType.FL_MSG, "tx FLPACKET_SERVER_CREATEGUIDED objid={0}", missile.Objid);

            byte[] omsg = { 0x37, 0x02 };
            FLMsgType.AddUInt16(ref omsg, missile.munition_arch.SmallID);
            FLMsgType.AddUInt32(ref omsg, missile.owner_objid);
            FLMsgType.AddUInt16(ref omsg, missile.hpid);
            FLMsgType.AddUInt32(ref omsg, missile.target_objid);    // missile.target_objid
            FLMsgType.AddUInt16(ref omsg, missile.target_subobjid); // missile.target_subobjid
            FLMsgType.AddUInt32(ref omsg, missile.Objid);
            FLMsgType.AddFloat(ref omsg, (float)missile.Position.x);
            FLMsgType.AddFloat(ref omsg, (float)missile.Position.y);
            FLMsgType.AddFloat(ref omsg, (float)missile.Position.z);
            Quaternion q = Quaternion.MatrixToQuaternion(missile.Orientation);

            FLMsgType.AddInt8(ref omsg, (int)(q.I * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.J * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.K * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.W * 127));
            return(omsg);
        }
Example #3
0
        // FLPACKET_SERVER_CREATESHIP
        public byte[] BuildCreateShip(Ship.Ship ship)
        {
            Log.AddLog(LogType.FL_MSG, "tx FLPACKET_SERVER_CREATESHIP objid={0}", ship.Objid);

            byte[] omsg = { 0x04, 0x02 };
            FLMsgType.AddUInt32(ref omsg, ship.Objid);
            FLMsgType.AddUInt16(ref omsg, ship.Arch.SmallID);
            FLMsgType.AddUInt32(ref omsg, 0);
            FLMsgType.AddUInt32(ref omsg, ship.player != null ? ship.player.FLPlayerID : 0);
            FLMsgType.AddUInt32(ref omsg, ship.com_body);
            FLMsgType.AddUInt32(ref omsg, ship.com_head);

            FLMsgType.AddUInt8(ref omsg, (uint)ship.Accessories.Count);
            foreach (uint accessory in ship.Accessories)
            {
                FLMsgType.AddUInt32(ref omsg, accessory);
            }

            FLMsgType.AddUInt32(ref omsg, ship.voiceid);

            FLMsgType.AddFloat(ref omsg, (float)ship.Position.x);
            FLMsgType.AddFloat(ref omsg, (float)ship.Position.y);
            FLMsgType.AddFloat(ref omsg, (float)ship.Position.z);

            Quaternion q = Quaternion.MatrixToQuaternion(ship.Orientation);

            FLMsgType.AddInt8(ref omsg, (int)(q.I * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.J * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.K * 127));
            FLMsgType.AddInt8(ref omsg, (int)(q.W * 127));

            FLMsgType.AddUInt8(ref omsg, (uint)(ship.Health * 255));

            FLMsgType.AddUInt16(ref omsg, (uint)(ship.Items.Count));
            foreach (ShipItem item in ship.Items.Values)
            {
                byte flag = 0;

                if (item.mounted)
                {
                    flag |= 0x01;
                }

                if (item.mission)
                {
                    flag |= 0x02;
                }

                if (item.count == 1)
                {
                    flag |= 0x80;
                }
                else
                {
                    flag |= 0x04;
                }

                if (item.health == 1.0f)
                {
                    flag |= 0x40;
                }

                if (item.hpname.Length > 0)
                {
                    flag |= 0x10;
                }
                else
                {
                    flag |= 0x20;
                }

                FLMsgType.AddUInt8(ref omsg, flag);

                if (item.count != 1)
                {
                    FLMsgType.AddUInt32(ref omsg, item.count);
                }

                if (item.health != 1.0f)
                {
                    FLMsgType.AddUInt8(ref omsg, (uint)(item.health * 255));
                }

                FLMsgType.AddUInt16(ref omsg, item.arch.SmallID);
                FLMsgType.AddUInt8(ref omsg, item.hpid);

                if (item.hpname.Length > 0)
                {
                    FLMsgType.AddAsciiStringLen8(ref omsg, item.hpname + "\0");
                }
            }

            FLMsgType.AddUInt8(ref omsg, (uint)(ship.cols.Count));
            foreach (CollisionGroup col in ship.cols)
            {
                FLMsgType.AddUInt8(ref omsg, col.id);
                FLMsgType.AddUInt8(ref omsg, (uint)(col.health * col.max_hit_pts * 255));
            }

            FLMsgType.AddUInt8(ref omsg, (ship.player != null) ? 4u : 0u); // flag
            FLMsgType.AddFloat(ref omsg, 0);                               // x
            FLMsgType.AddFloat(ref omsg, 0);                               // y
            FLMsgType.AddFloat(ref omsg, 0);                               // z
            FLMsgType.AddInt8(ref omsg, 0);
            FLMsgType.AddUInt16(ref omsg, 0);                              // dunno?
            FLMsgType.AddUInt8(ref omsg, ship.Rank);

            if (ship.player != null)
            {
                FLMsgType.AddUInt8(ref omsg, ship.player.FLPlayerID);
                FLMsgType.AddUInt16(ref omsg, 0);
                FLMsgType.AddUnicodeStringLen8(ref omsg, ship.player.Name);
            }
            else
            {
                var patrol_name = new FLFormatString(0x3f20);
                patrol_name.AddString(0x3016b);
                patrol_name.AddString(0x4074);
                patrol_name.AddString(0x30401);
                patrol_name.AddNumber(0x09);
                FLMsgType.AddArray(ref omsg, patrol_name.GetBytes());

                var ship_name = new FLFormatString(0x3f21);
                ship_name.AddString(0x301a4);
                ship_name.AddString(0x37bac);
                ship_name.AddString(0x37c2b);
                FLMsgType.AddArray(ref omsg, ship_name.GetBytes());
            }

            // The faction associated with the ship. For player ships this can be
            // -1 but for NPCs it needs to be set to a faction ID or the NPC will
            // not have a name shown in space or in the radar/scanner
            FLMsgType.AddUInt32(ref omsg, ship.faction.FactionID);

            // The reputation with reference to the faction..but it doesn't seem to
            // do much
            FLMsgType.AddInt8(ref omsg, -127);
            return(omsg);
        }