Esempio n. 1
0
        public void readMeshsfromSQL()
        {
            SqlWrapper Sql = new SqlWrapper();

            Meshs.Clear();
            AOMeshs   m_m;
            DataTable dt = Sql.ReadDT("SELECT * from " + getSQLTablefromDynelType() + "meshs WHERE ID=" + ID.ToString() + " AND playfield=" + PlayField.ToString());

            foreach (DataRow row in dt.Rows)
            {
                m_m                 = new AOMeshs();
                m_m.Position        = (Int32)row["meshvalue1"];
                m_m.Mesh            = (Int32)row["meshvalue2"];
                m_m.OverrideTexture = (Int32)row["meshvalue3"];
            }
        }
Esempio n. 2
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        public List <AOMeshs> GetMeshs()
        {
            List <AOMeshs> meshList = new List <AOMeshs>();
            int            counter;

            for (counter = 0; counter < this.mesh.Count; counter++)
            {
                AOMeshs aoMesh = new AOMeshs();
                aoMesh.Position        = this.mesh.ElementAt(counter).Key >> 16;
                aoMesh.Mesh            = this.mesh.ElementAt(counter).Value;
                aoMesh.OverrideTexture = this.meshOverride.ElementAt(counter).Value;
                aoMesh.Layer           = this.mesh.ElementAt(counter).Key & 0xffff;
                meshList.Add(aoMesh);
            }
            return(meshList);
        }
Esempio n. 3
0
 public AOMeshs GetMeshAtPosition(int pos)
 {
     foreach (int key in this.mesh.Keys)
     {
         if ((key >> 16) == pos)
         {
             // Just return mesh with highest priority (0 = highest)
             AOMeshs aoMeshs = new AOMeshs();
             aoMeshs.Layer           = key & 0xffff;
             aoMeshs.Position        = key >> 16;
             aoMeshs.Mesh            = this.mesh[key];
             aoMeshs.OverrideTexture = this.meshOverride[key];
             return(aoMeshs);
         }
     }
     // No mesh at this position found
     return(null);
 }
Esempio n. 4
0
        /// <summary>
        /// </summary>
        /// <param name="character">
        /// </param>
        /// <param name="showsocial">
        /// </param>
        /// <param name="socialonly">
        /// </param>
        /// <returns>
        /// </returns>
        public static List <AOMeshs> GetMeshs(Character character, bool showsocial, bool socialonly)
        {
            List <AOMeshs> meshs;
            List <AOMeshs> socials;
            List <AOMeshs> output = new List <AOMeshs>();

            bool leftPadVisible;
            bool rightPadVisible;
            bool doubleLeftPad;
            bool doubleRightPad;

            lock (character)
            {
                meshs   = character.MeshLayer.GetMeshs();
                socials = character.SocialMeshLayer.GetMeshs();

                int visualFlags = character.Stats["VisualFlags"].Value;
                rightPadVisible = (visualFlags & 0x1) > 0;
                leftPadVisible  = (visualFlags & 0x2) > 0;
                bool showHelmet = (visualFlags & 0x4) > 0;
                doubleLeftPad  = (visualFlags & 0x8) > 0;
                doubleRightPad = (visualFlags & 0x10) > 0;

                if (!showHelmet)
                {
                    if (meshs.ElementAt(0).Position == 0)
                    {
                        // Helmet there?
                        // This probably needs to be looked at (glasses/visors)
                        if (meshs.ElementAt(0).Mesh != character.Stats["HeadMesh"].BaseValue)
                        {
                            // Dont remove the head :)
                            meshs.RemoveAt(0);
                        }
                    }

                    if (socials.ElementAt(0).Position == 0)
                    {
                        // Helmet there?
                        // This probably needs to be looked at (glasses/visors)
                        if (socials.ElementAt(0).Mesh != character.Stats["HeadMesh"].BaseValue)
                        {
                            // Dont remove the head :)
                            socials.RemoveAt(0);
                        }
                    }
                }
            }

            socialonly &= showsocial; // Disable socialonly flag if showsocial is false

            // preapply visual flags
            if (socialonly)
            {
                meshs.Clear();
            }

            if ((!socialonly) && (!showsocial))
            {
                socials.Clear();
            }

            AOMeshs leftShoulder     = null;
            AOMeshs rightShoulder    = null;
            int     rightShoulderNum = -1;
            int     leftShoulderNum  = -1;

            for (int counter1 = 0; counter1 < meshs.Count; counter1++)
            {
                AOMeshs m = meshs.ElementAt(counter1);
                if (m.Position == 3)
                {
                    if (!rightPadVisible)
                    {
                        meshs.RemoveAt(counter1);
                        counter1--;
                        continue;
                    }
                    else
                    {
                        rightShoulder    = m;
                        rightShoulderNum = counter1;
                    }
                }

                if (m.Position == 4)
                {
                    if (!leftPadVisible)
                    {
                        meshs.RemoveAt(counter1);
                        counter1--;
                        continue;
                    }
                    else
                    {
                        leftShoulderNum = counter1;
                        leftShoulder    = m;
                    }
                }
            }

            int counter;

            for (counter = 0; counter < 7; counter++)
            {
                AOMeshs cloth  = null;
                AOMeshs social = null;

                foreach (AOMeshs aoMeshs in meshs)
                {
                    if (aoMeshs.Position == counter)
                    {
                        cloth = aoMeshs;
                        break;
                    }
                }

                foreach (AOMeshs aoMeshs in socials)
                {
                    if (aoMeshs.Position == counter)
                    {
                        social = aoMeshs;
                    }
                }

                if (social != null)
                {
                    if ((cloth != null) && (social != null))
                    {
                        // Compare layer only when both slots are set
                        if (cloth.Position == 0)
                        {
                            if (social.Mesh != character.Stats["HeadMesh"].BaseValue)
                            {
                                cloth = social;
                            }
                        }
                        else if (social.Layer - 8 < cloth.Layer)
                        {
                            if (cloth.Position == 5)
                            {
                                // Backmeshs act different
                                output.Add(cloth);
                            }

                            cloth = social;
                        }
                    }
                    else
                    {
                        if (showsocial || socialonly)
                        {
                            cloth = social;
                        }
                    }
                }

                if (cloth != null)
                {
                    output.Add(cloth);

                    // Moved check for Double pads here
                    if ((cloth.Position == 3) && doubleRightPad)
                    {
                        AOMeshs temp = new AOMeshs();
                        temp.Position        = 4;
                        temp.Layer           = cloth.Layer;
                        temp.Mesh            = cloth.Mesh;
                        temp.OverrideTexture = cloth.OverrideTexture;
                        output.Add(temp);
                    }

                    if ((cloth.Position == 4) && doubleLeftPad)
                    {
                        AOMeshs temp = new AOMeshs();
                        temp.Position        = 3;
                        temp.Layer           = cloth.Layer;
                        temp.Mesh            = cloth.Mesh;
                        temp.OverrideTexture = cloth.OverrideTexture;
                        output.Add(temp);
                    }
                }
            }

            return(output);
        }
Esempio n. 5
0
        // Call this _only_ on server startup!
        /// <summary>
        /// Reads all NPCs from database and adds them to servers list.
        /// </summary>
        /// <returns>Number of NPCs loaded</returns>
        public static int CacheAllFromDB()
        {
            int        npcCount   = 0;
            SqlWrapper sqlWrapper = new SqlWrapper();

            // TODO:COUNT
            string sql         = "SELECT count(*) FROM `mobspawns`";
            int    numberOfNpc = sqlWrapper.SqlCount(sql);

            Console.Write("Reading spawns: 0/" + numberOfNpc.ToString());
            sql = "SELECT * FROM `mobspawns`";
            DataTable dt = sqlWrapper.ReadDatatable(sql);

            sqlWrapper = new SqlWrapper();
            DataTable dtstats = sqlWrapper.ReadDatatable("SELECT * from mobspawns_stats ORDER BY id, stat ASC");

            sqlWrapper = new SqlWrapper();
            DataTable dtinventory =
                sqlWrapper.ReadDatatable("SELECT * from mobspawnsinventory order by id, placement ASC");
            int statcount = 0;
            int invcount  = 0;

            foreach (DataRow row in dt.Rows)
            {
                NonPlayerCharacterClass monster = new NonPlayerCharacterClass(0, 0)
                {
                    Starting = true, Id = (Int32)row["ID"], PlayField = (Int32)row["Playfield"]
                };

                monster.Name = (string)row["Name"]
#if DEBUG
                               + " " + monster.Id.ToString() // ID is for debug purpose only
#endif
                ;
                monster.readcoordsheadingfast(row);
                statcount = monster.ReadStatsfast(dtstats, statcount);
                invcount  = monster.readInventoryfromSqlfast(dtinventory, invcount);
                //                mMonster.readMeshsfromSql();
                //                mMonster.readNanosfromSql();
                //                mMonster.readTimersfromSql();
                //                mMonster.readWaypointsfromSql();
                //                mMonster.readWeaponpairsfromSql();

                monster.readTexturesfromSqlfast(row);
                byte[] bytes;
                long   counter;
                if (!(row[15] is DBNull))
                {
                    bytes   = (byte[])row[15]; // Waypoints
                    counter = 0;
                    while (counter < bytes.Length)
                    {
                        AOCoord aoCoord = new AOCoord();
                        aoCoord.x = BitConverter.ToSingle(bytes, (int)counter);
                        counter  += 4;
                        aoCoord.y = BitConverter.ToSingle(bytes, (int)counter);
                        counter  += 4;
                        aoCoord.z = BitConverter.ToSingle(bytes, (int)counter);
                        counter  += 4;
                        monster.Waypoints.Add(aoCoord);
                    }
                }

                if (!(row[16] is DBNull))
                {
                    bytes   = (byte[])row[16]; // Weaponpairs
                    counter = 0;
                    while (counter < bytes.Length)
                    {
                        AOWeaponpairs tempWeaponpairs = new AOWeaponpairs();
                        tempWeaponpairs.value1 = BitConverter.ToInt32(bytes, (int)counter);
                        counter += 4;
                        tempWeaponpairs.value2 = BitConverter.ToInt32(bytes, (int)counter);
                        counter += 4;
                        tempWeaponpairs.value3 = BitConverter.ToInt32(bytes, (int)counter);
                        counter += 4;
                        tempWeaponpairs.value4 = BitConverter.ToInt32(bytes, (int)counter);
                        counter += 4;
                        monster.Weaponpairs.Add(tempWeaponpairs);
                    }
                }

                if (!(row[17] is DBNull))
                {
                    bytes   = (byte[])row[17]; // Running Nanos
                    counter = 0;
                    while (counter < bytes.Length)
                    {
                        AONano tempNano = new AONano();

                        tempNano.Nanotype = BitConverter.ToInt32(bytes, (int)counter);
                        counter          += 4;
                        tempNano.Instance = BitConverter.ToInt32(bytes, (int)counter);
                        counter          += 4;
                        tempNano.Value3   = BitConverter.ToInt32(bytes, (int)counter);
                        counter          += 4;
                        tempNano.Time1    = BitConverter.ToInt32(bytes, (int)counter);
                        counter          += 4;
                        tempNano.Time2    = BitConverter.ToInt32(bytes, (int)counter);
                        counter          += 4;
                        monster.ActiveNanos.Add(tempNano);
                    }
                }

                if (!(row[18] is DBNull))
                {
                    counter = 0;
                    bytes   = (byte[])row[18]; // Meshs
                    while (counter < bytes.Length)
                    {
                        AOMeshs tempMeshs = new AOMeshs();
                        tempMeshs.Position        = BitConverter.ToInt32(bytes, (int)counter);
                        counter                  += 4;
                        tempMeshs.Mesh            = BitConverter.ToInt32(bytes, (int)counter);
                        counter                  += 4;
                        tempMeshs.OverrideTexture = BitConverter.ToInt32(bytes, (int)counter);
                        counter                  += 4;

                        monster.Meshs.Add(tempMeshs);
                    }
                }

                if (!(row[19] is DBNull))
                {
                    counter = 0;
                    bytes   = (byte[])row[19]; // Additional Meshs
                    while (counter < bytes.Length)
                    {
                        AOAddMeshs tempAdditionalMeshs = new AOAddMeshs();
                        tempAdditionalMeshs.position   = bytes[counter++];
                        tempAdditionalMeshs.meshvalue1 = BitConverter.ToInt32(bytes, (int)counter);
                        counter += 4;
                        tempAdditionalMeshs.meshvalue2 = BitConverter.ToInt32(bytes, (int)counter);
                        counter += 4;
                        tempAdditionalMeshs.priority = bytes[counter++];

                        monster.AdditionalMeshs.Add(tempAdditionalMeshs);
                    }
                }
                monster.Starting = false;

                Program.zoneServer.Monsters.Add(monster);
                npcCount += 1;
                if ((npcCount % 100) == 0)
                {
                    Console.Write("\rReading spawns: " + npcCount.ToString() + "/" + numberOfNpc.ToString());
                }
            }

            Console.Write("\r                                                    \r");
            return(npcCount);
        }