Esempio n. 1
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        public Player(GameClient client, Universe universe, Toon bnetToon)
        {
            this.Client = client;
            this.Universe = universe;
            this.Hero = new Hero(client, universe, bnetToon);

        }
Esempio n. 2
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        public void Reveal(Hero toon)
        {
            if (toon.RevealedActors.Contains(this)) return; //already revealed
            toon.RevealedActors.Add(this);

            var msg = new ACDEnterKnownMessage
                          {
                              Field0 = DynamicId,
                              Field1 = SnoId,
                              Field2 = Field2,
                              Field3 = Field3,
                              Field4 = new WorldLocationMessageData
                                           {
                                               Field0 = Scale,
                                               Field1 = new PRTransform { Field0 = new Quaternion { Amount = RotationAmount, Axis = RotationAxis, }, ReferencePoint = Position, },
                                               Field2 = WorldId,
                                           },
                              Field5 = InventoryLocationData,
                              Field6 = GBHandle,
                              Field7 = Field7,
                              Field8 = Field8,
                              Field9 = Field9,
                              Field10 = Field10,
                          };

            toon.InGameClient.SendMessage(msg);
            toon.InGameClient.FlushOutgoingBuffer();
        }
Esempio n. 3
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 public Inventory(Hero owner)
 {
     this._owner = owner;
     this._backpack = new int[6, 10];
     this._equipment = new int[16];
     this._goldObjectId = 0;
 }
Esempio n. 4
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        public void Destroy(Hero hero)
        {
            if (!hero.RevealedActors.Contains(this)) return; //not revealed yet

            hero.InGameClient.SendMessage(new ANNDataMessage() { Id=0x3c, Field0=DynamicId, });
            hero.InGameClient.FlushOutgoingBuffer();
            hero.RevealedActors.Remove(this);
        }
Esempio n. 5
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 public void Destroy(Hero hero)
 {
     if (!hero.RevealedScenes.Contains(this)) return; //not revealed yet
     if (SceneData != null)
     {
         hero.InGameClient.SendMessage(new DestroySceneMessage() { Id = 0x35, Field0 = SceneData.WorldID, Field1 = ID });
         hero.InGameClient.FlushOutgoingBuffer();
         hero.RevealedScenes.Remove(this);
     }
 }
Esempio n. 6
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        public void Reveal(Hero hero)
        {
            if (hero.RevealedScenes.Contains(this)) return; //already revealed

            if (SceneData != null)
            {
                hero.InGameClient.SendMessage(SceneData);
                hero.RevealedScenes.Add(this);
            }
            if (Map != null) hero.InGameClient.SendMessage(Map);
            hero.InGameClient.FlushOutgoingBuffer();
        }
Esempio n. 7
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        //uncomment this constructor to show all portals in the world, even those that will crash the client on entry
        //useful for determining which actor the portal is.
        //public Portal()
        //{
        //    TargetPos = new Vector3D();
        //}

        public void Reveal(Hero hero)
        {
            if (PortalMessage != null && ActorRef != null && TargetPos!=null)
                //targetpos!=null in this case is used to detect if the portal has been completely initialized to have a target
                //if it doesn't have one, it won't be displayed - otherwise the client would crash from this.
            {
                //Logger.Info("Revealing portal: " + PortalMessage.AsText());

                ActorRef.Reveal(hero);

                hero.InGameClient.SendMessage(new AffixMessage()
                {
                    Id = 0x48,
                    Field0 = ActorRef.Id,
                    Field1 = 1,
                    aAffixGBIDs = new int[0]
                });

                hero.InGameClient.SendMessage(new AffixMessage()
                {
                    Id = 0x48,
                    Field0 = ActorRef.Id,
                    Field1 = 2,
                    aAffixGBIDs = new int[0]
                });

                hero.InGameClient.SendMessage(PortalMessage);

                hero.InGameClient.SendMessage(new ACDCollFlagsMessage()
                {
                    Id = 0x00A6,
                    Field0 = ActorRef.Id,
                    Field1 = 0x00000001,
                });

                hero.InGameClient.SendMessage(new AttributesSetValuesMessage()
                {
                    Id = 0x004D,
                    Field0 = ActorRef.Id,
                    atKeyVals = new NetAttributeKeyValue[7]
                    {
                         new NetAttributeKeyValue()
                         {
                            Attribute = GameAttribute.Attributes[0x02BC], // MinimapActive 
                            Int = 0x00000001,
                            Float = 0f,
                         },
                         new NetAttributeKeyValue()
                         {
                            Attribute = GameAttribute.Attributes[0x0056], // Hitpoints_Max_Total 
                            Int = 0x00000000,
                            Float = 1f,
                         },
                         new NetAttributeKeyValue()
                         {
                            Attribute = GameAttribute.Attributes[0x0054], // Hitpoints_Max 
                            Int = 0x00000000,
                            Float = 0.0009994507f,
                         },
                         new NetAttributeKeyValue()
                         {
                            Attribute = GameAttribute.Attributes[0x0051], // Hitpoints_Total_From_Level 
                            Int = 0x00000000,
                            Float = 3.051758E-05f,
                         },
                         new NetAttributeKeyValue()
                         {
                            Attribute = GameAttribute.Attributes[0x004D], // Hitpoints_Cur 
                            Int = 0x00000000,
                            Float = 0.0009994507f,
                         },
                         new NetAttributeKeyValue()
                         {
                            Attribute = GameAttribute.Attributes[0x0043], // TeamID 
                            Int = 0x00000001,
                            Float = 0f,
                         },
                         new NetAttributeKeyValue()
                         {
                            Attribute = GameAttribute.Attributes[0x0026], // Level 
                            Int = 0x00000001,
                            Float = 0f,
                         },
                    },
                });

                hero.InGameClient.SendMessage(new ACDGroupMessage()
                {
                    Id = 0x00B8,
                    Field0 = ActorRef.Id,
                    Field1 = -1,
                    Field2 = -1,
                });

                hero.InGameClient.SendMessage(new ANNDataMessage()
                {
                    Id = 0x003E,
                    Field0 = ActorRef.Id,
                });

                hero.InGameClient.SendMessage(new ACDTranslateFacingMessage()
                {
                    Id = 0x0070,
                    Field0 = ActorRef.Id,
                    Field1 = 0f,
                    Field2 = false,
                });

            }
            hero.InGameClient.FlushOutgoingBuffer();
        }
Esempio n. 8
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 public Inventory(Hero owner)
 {
     this.owner = owner;
     backpack = new int[6, 10];
     equipment = new int[8];
 }
Esempio n. 9
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        public void DropItem(Hero hero, Item item, Vector3D postition)
        {
            Random random = new Random();

            Actor itemActor = new Actor()
            {
                GBHandle = new GBHandle()
                {
                    Field0 = 2,
                    Field1 = item.Gbid,
                },
                InventoryLocationData = null,
                Scale = 1.35f,
                Position = postition,
                WorldId = hero.WorldId,
                RotationAmount = 0.768145f,
                RotationAxis = new Vector3D()
                {
                    X = 0f,
                    Y = 0f,
                    Z = (float)random.NextDouble(),
                },
                SnoId = item.SNOId,
                DynamicId = item.ItemId,
            };

            GetWorld(hero.WorldId).AddActor(itemActor);
            itemActor.Reveal(hero);
            item.Reveal(hero);

            hero.InGameClient.PacketId += 10 * 2;
            hero.InGameClient.SendMessage(new DWordDataMessage()
            {
                Id = 0x89,
                Field0 = hero.InGameClient.PacketId,
            });

            hero.InGameClient.FlushOutgoingBuffer();

        }
Esempio n. 10
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 private void SpawnGold(Hero hero, Vector3D position)
 {
     ItemTypeGenerator itemGenerator = new ItemTypeGenerator(hero.InGameClient);
     Item item = itemGenerator.CreateItem("Gold1", 0x00000178, ItemType.Gold);
     item.Count = RandomHelper.Next(1, 3);
     DropItem(hero, item, position);
 }
Esempio n. 11
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        public void DestroyWorld(Hero hero)
        {
            //for (int x = hero.RevealedActors.Count - 1; x >= 0; x-- )
            //    if (hero.RevealedActors[x].RevealMessage.Field4.Field2 == WorldID) hero.RevealedActors[x].Destroy(hero);

            //for (int x = hero.RevealedScenes.Count - 1; x >= 0; x--)
            //    if (hero.RevealedScenes[x].SceneData.WorldID == WorldID) hero.RevealedScenes[x].Destroy(hero);

            //hero.Owner.LoggedInBNetClient.InGameClient.SendMessage(new WorldDeletedMessage() { Id = 0xd9, Field0 = WorldID, });
            hero.InGameClient.FlushOutgoingBuffer();
        }
Esempio n. 12
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        public void Reveal(Hero hero)
        {
            bool found=hero.RevealedWorlds.Contains(this);

            if (!found)
            {
                //reveal world to player
                hero.InGameClient.SendMessage(new RevealWorldMessage()
                {
                    Id = 0x0037,
                    Field0 = WorldID,
                    Field1 = WorldSNO,
                });
                hero.RevealedWorlds.Add(this);
            }

            //player enters world
            hero.InGameClient.SendMessage(new EnterWorldMessage()
            {
                Id = 0x0033,
                Field0 = hero.Position,
                Field1 = WorldID,
                Field2 = WorldSNO,
            });

            //just reveal the whole thing to the player for now
            foreach (var scene in Scenes)
                scene.Reveal(hero);

            if (!found)
            {
                //reveal actors
                foreach (var actor in Actors)
                {
                    if (SNODatabase.Instance.IsOfGroup(actor.SnoId, SNOGroup.Blacklist)) continue;
                    if (SNODatabase.Instance.IsOfGroup(actor.SnoId, SNOGroup.NPCs)) continue;
                    // Commenting this out since it will lag the client to hell with all actors revealed
                    // TODO: We need proper location-aware reveal logic for _all_ objects; even world chunks
                    //actor.Reveal(hero);
                }

                //reveal portals
                Logger.Info("Revealing portals for world " + WorldID);
                foreach (Portal portal in Portals)
                {
                    portal.Reveal(hero);
                }
            }
        }
Esempio n. 13
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        public void Reveal(Hero hero)
        {
            bool found=hero.RevealedWorlds.Contains(this);

            if (!found)
            {
                //reveal world to player
                hero.InGameClient.SendMessage(new RevealWorldMessage()
                {
                    Id = 0x0037,
                    Field0 = WorldID,
                    Field1 = WorldSNO,
                });
                hero.RevealedWorlds.Add(this);
            }

            //player enters world
            hero.InGameClient.SendMessage(new EnterWorldMessage()
            {
                Id = 0x0033,
                Field0 = hero.Position,
                Field1 = WorldID,
                Field2 = WorldSNO,
            });

            //just reveal the whole thing to the player for now
            foreach (var scene in Scenes)
                scene.Reveal(hero);

            if (!found)
            {
                //reveal actors
                foreach (var actor in Actors)
                {
                    if (SNODatabase.Instance.IsOfGroup(actor.SnoId, SNOGroup.Blacklist)) continue;
                    if (SNODatabase.Instance.IsOfGroup(actor.SnoId, SNOGroup.NPCs)) continue;
                    
                    if(actor.Id == 2065563791)
                        actor.Reveal(hero);
                }

                //reveal portals
                Logger.Info("Revealing portals for world " + WorldID);
                foreach (Portal portal in Portals)
                {
                    portal.Reveal(hero);
                }
            }
        }
Esempio n. 14
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        public void RevealInInventory(Hero hero, int row, int column, int equipmentSlot)
        {

            InventoryLocationMessageData inventorylocation = new InventoryLocationMessageData()
                    {
                        Field0 = hero.Id,
                        Field1 = equipmentSlot,
                        Field2 = new IVector2D()
                        {
                            Field0 = row,
                            Field1 = column,
                        },
                    };

            ACDEnterKnownMessage msg = new ACDEnterKnownMessage()
            {
                Id = 0x003B,
                Field0 = ItemId,
                Field1 = SnoId,
                Field2 = 0x0000001A,
                Field3 = 0x00000001,
                Field4 = null,
                Field5 = inventorylocation,
                Field6 = new GBHandle()
                {
                    Field0 = 0x00000002,
                    Field1 = Gbid,
                },
                Field7 = -1,
                Field8 = -1,
                Field9 = 0x00000001,
                Field10 = 0x00,
            };

            hero.InGameClient.SendMessage(msg);

            Reveal(hero);
        }
Esempio n. 15
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        private void SpawnRandomDrop(Hero hero, Vector3D postition)
        {
            ItemTypeGenerator itemGenerator = new ItemTypeGenerator(hero.InGameClient);

            // randomize ItemType
            ItemType[] allValues = (ItemType[])Enum.GetValues(typeof(ItemType));
            ItemType type = allValues[RandomHelper.Next(allValues.Length)];
            Item item = itemGenerator.GenerateRandomElement(type);
            DropItem(hero, item, postition);
        }
Esempio n. 16
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        public void Reveal(Hero hero)
        {

            GameClient client = hero.InGameClient;

            int[] affixGbis = new int[AffixList.Count];
            for (int i = 0; i < AffixList.Count; i++)
            {
                affixGbis[i] = AffixList[i].AffixGbid;
            }

            client.SendMessage(new AffixMessage()
            {
                Id = 0x0048,
                Field0 = ItemId,
                Field1 = 0x00000001,
                aAffixGBIDs = affixGbis,

            });

            client.SendMessage(new AffixMessage()
            {
                Id = 0x0048,
                Field0 = ItemId,
                Field1 = 0x00000002,
                aAffixGBIDs = affixGbis,
            });


            client.SendMessage(new ACDCollFlagsMessage()
            {
                Id = 0x00A6,
                Field0 = ItemId,
                Field1 = 0x00000080,
            });


            SendAttributes(AttributeList, client);

            client.SendMessage(new ACDGroupMessage()
            {
                Id = 0x00B8,
                Field0 = ItemId,
                Field1 = -1,
                Field2 = -1,
            });

            client.SendMessage(new ANNDataMessage()
            {
                Id = 0x003E,
                Field0 = ItemId,
            });

            client.SendMessage(new SNONameDataMessage()
            {
                Id = 0x00D3,
                Field0 = new SNOName()
                {
                    Field0 = 0x00000001,
                    Field1 = SnoId,
                },
            });



            /*
             * in the original dump this was sent. But don't know for what its good for
             * 
            foreach (NetAttributeKeyValue attr in netAttributesList){
                client.SendMessage(new AttributeSetValueMessage()
                {                   
                    Id = 0x004C,
                    Field0 = ItemId,
                    Field1 = attr,
                });
            };  */

            client.SendMessage(new PlayEffectMessage()
            {
                Id = 0x007A,
                Field0 = ItemId,
                Field1 = 0x00000027,
            });
           

            client.SendMessage(new ACDInventoryUpdateActorSNO()
            {
                Id = 0x0041,
                Field0 = ItemId,
                Field1 = SnoId,
            });

            client.FlushOutgoingBuffer();
        }
Esempio n. 17
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        //uncomment this constructor to show all portals in the world, even those that will crash the client on entry
        //useful for determining which actor the portal is.
        //public Portal()
        //{
        //    TargetPos = new Vector3D();
        //}

        public void Reveal(Hero hero)
        {
            if (PortalMessage != null && ActorRef != null && TargetPos!=null)
                //targetpos!=null in this case is used to detect if the portal has been completely initialized to have a target
                //if it doesn't have one, it won't be displayed - otherwise the client would crash from this.
            {
                //Logger.Info("Revealing portal: " + PortalMessage.AsText());

                ActorRef.Reveal(hero);

                hero.InGameClient.SendMessage(new AffixMessage()
                {
                    Id = 0x48,
                    Field0 = ActorRef.DynamicId,
                    Field1 = 1,
                    aAffixGBIDs = new int[0]
                });

                hero.InGameClient.SendMessage(new AffixMessage()
                {
                    Id = 0x48,
                    Field0 = ActorRef.DynamicId,
                    Field1 = 2,
                    aAffixGBIDs = new int[0]
                });

                hero.InGameClient.SendMessage(PortalMessage);

                hero.InGameClient.SendMessage(new ACDCollFlagsMessage()
                {
                    Id = 0x00A6,
                    Field0 = ActorRef.DynamicId,
                    Field1 = 0x00000001,
                });

                GameAttributeMap attributes = new GameAttributeMap();
                attributes[GameAttribute.MinimapActive] = true;
                attributes[GameAttribute.Hitpoints_Max_Total] = 1f;
                attributes[GameAttribute.Hitpoints_Max] = 0.0009994507f;
                attributes[GameAttribute.Hitpoints_Total_From_Level] = 3.051758E-05f;
                attributes[GameAttribute.Hitpoints_Cur] = 0.0009994507f;
                attributes[GameAttribute.TeamID] = 1;
                attributes[GameAttribute.Level] = 1;
                attributes.SendMessage(hero.InGameClient, ActorRef.DynamicId);

                hero.InGameClient.SendMessage(new ACDGroupMessage()
                {
                    Id = 0x00B8,
                    Field0 = ActorRef.DynamicId,
                    Field1 = -1,
                    Field2 = -1,
                });

                hero.InGameClient.SendMessage(new ANNDataMessage()
                {
                    Id = 0x003E,
                    Field0 = ActorRef.DynamicId,
                });

                hero.InGameClient.SendMessage(new ACDTranslateFacingMessage()
                {
                    Id = 0x0070,
                    Field0 = ActorRef.DynamicId,
                    Field1 = 0f,
                    Field2 = false,
                });

            }
            hero.InGameClient.FlushOutgoingBuffer();
        }