예제 #1
0
		/// <summary>
		/// Sends StatUpdatePublic to creature's in range,
		/// or StatUpdatePrivate to creature's client.
		/// </summary>
		/// <remarks>
		/// In private mode this packet has simply 4 lists.
		/// - A list of stats and their (new) values.
		/// - A list of (new) regens.
		/// - A list of regens to remove (by id).
		/// - A list of regens to update, with new change and max values.
		/// (The last one is speculation.)
		/// Since it's private, it's only sent to the creature's client,
		/// and they get every stat and regen.
		/// 
		/// In public mode the same information is sent, but limited to stats
		/// like life, that's required for displaying life bars for others.
		/// It also has 3 more lists, that seem to do almost the same as the
		/// last 3 of private, regens, removing, and updating.
		/// - Some regens are sent in the first list, some in the second.
		///   (Like life vs injuries when using Rest.)
		/// - Regens that are to be removed are sent in both lists.
		/// - Updates are only sent in the first list.
		/// More research is required, to find out what the second lists
		/// actually do.
		/// </remarks>
		public static void StatUpdate(Creature creature, StatUpdateType type, ICollection<Stat> stats, ICollection<StatRegen> regens, ICollection<StatRegen> regensRemove, ICollection<StatRegen> regensUpdate)
		{
			var packet = new Packet(type == StatUpdateType.Public ? Op.StatUpdatePublic : Op.StatUpdatePrivate, creature.EntityId);
			packet.PutByte((byte)type);

			// Stats
			if (stats == null)
				packet.PutInt(0);
			else
			{
				packet.PutInt(stats.Count);
				foreach (var stat in stats)
				{
					packet.PutInt((int)stat);
					switch (stat)
					{
						case Stat.Height: packet.PutFloat(creature.Height); break;
						case Stat.Weight: packet.PutFloat(creature.Weight); break;
						case Stat.Upper: packet.PutFloat(creature.Upper); break;
						case Stat.Lower: packet.PutFloat(creature.Lower); break;

						case Stat.CombatPower: packet.PutFloat(creature.CombatPower); break;
						case Stat.Level: packet.PutShort(creature.Level); break;
						case Stat.AbilityPoints: packet.PutShort(creature.AbilityPoints); break;
						case Stat.Experience: packet.PutLong(AuraData.ExpDb.CalculateRemaining(creature.Level, creature.Exp) * 1000); break;

						case Stat.Life: packet.PutFloat(creature.Life); break;
						case Stat.LifeMax: packet.PutFloat(creature.LifeMaxBaseTotal); break;
						case Stat.LifeMaxMod: packet.PutFloat(creature.StatMods.Get(Stat.LifeMaxMod)); break;
						case Stat.LifeInjured: packet.PutFloat(creature.LifeInjured); break;
						case Stat.LifeMaxFoodMod: packet.PutFloat(creature.LifeFoodMod); break;
						case Stat.Mana: packet.PutFloat(creature.Mana); break;
						case Stat.ManaMax: packet.PutFloat(creature.ManaMaxBaseTotal); break;
						case Stat.ManaMaxMod: packet.PutFloat(creature.StatMods.Get(Stat.ManaMaxMod)); break;
						case Stat.ManaMaxFoodMod: packet.PutFloat(creature.ManaFoodMod); break;
						case Stat.Stamina: packet.PutFloat(creature.Stamina); break;
						case Stat.Hunger: packet.PutFloat(creature.StaminaHunger); break;
						case Stat.StaminaMax: packet.PutFloat(creature.StaminaMaxBaseTotal); break;
						case Stat.StaminaMaxMod: packet.PutFloat(creature.StatMods.Get(Stat.StaminaMaxMod)); break;
						case Stat.StaminaMaxFoodMod: packet.PutFloat(creature.StaminaFoodMod); break;

						case Stat.StrMod: packet.PutFloat(creature.StatMods.Get(Stat.StrMod)); break;
						case Stat.DexMod: packet.PutFloat(creature.StatMods.Get(Stat.DexMod)); break;
						case Stat.IntMod: packet.PutFloat(creature.StatMods.Get(Stat.IntMod)); break;
						case Stat.LuckMod: packet.PutFloat(creature.StatMods.Get(Stat.LuckMod)); break;
						case Stat.WillMod: packet.PutFloat(creature.StatMods.Get(Stat.WillMod)); break;
						case Stat.Str: packet.PutFloat(creature.StrBaseTotal); break;
						case Stat.Int: packet.PutFloat(creature.IntBaseTotal); break;
						case Stat.Dex: packet.PutFloat(creature.DexBaseTotal); break;
						case Stat.Will: packet.PutFloat(creature.WillBaseTotal); break;
						case Stat.Luck: packet.PutFloat(creature.LuckBaseTotal); break;
						case Stat.StrFoodMod: packet.PutFloat(creature.StrFoodMod); break;
						case Stat.DexFoodMod: packet.PutFloat(creature.DexFoodMod); break;
						case Stat.IntFoodMod: packet.PutFloat(creature.IntFoodMod); break;
						case Stat.LuckFoodMod: packet.PutFloat(creature.LuckFoodMod); break;
						case Stat.WillFoodMod: packet.PutFloat(creature.WillFoodMod); break;

						case Stat.DefenseBase: packet.PutShort((short)creature.DefenseBase); break;
						case Stat.ProtectionBase: packet.PutFloat(creature.ProtectionBase); break;
						case Stat.DefenseBaseMod: packet.PutShort((short)(creature.DefenseBaseModClient); break; //Since client already updates Defense, remove the STR defense from showing if combat renewal is off.
						case Stat.ProtectionBaseMod: packet.PutFloat(creature.ProtectionBaseMod); break;
						case Stat.DefenseMod: packet.PutShort((short)creature.DefenseMod); break;
						case Stat.ProtectionMod: packet.PutFloat(creature.ProtectionMod); break;

						case Stat.BalanceBase: packet.PutShort((short)(creature.BalanceBase)); break;
						case Stat.BalanceBaseMod: packet.PutShort((short)(creature.BalanceBaseMod)); break;

						case Stat.RightBalanceMod: packet.PutShort((short)creature.RightBalanceMod); break;
						case Stat.LeftBalanceMod: packet.PutShort((short)creature.LeftBalanceMod); break;

						case Stat.CriticalBase: packet.PutFloat(creature.CriticalBase); break;
						case Stat.CriticalBaseMod: packet.PutFloat(creature.CriticalBaseMod); break;

						case Stat.RightCriticalMod: packet.PutFloat(creature.RightCriticalMod); break;
						case Stat.LeftCriticalMod: packet.PutFloat(creature.LeftCriticalMod); break;

						case Stat.AttackMinBase: packet.PutShort((short)creature.AttackMinBase); break;
						case Stat.AttackMaxBase: packet.PutShort((short)creature.AttackMaxBase); break;

						case Stat.AttackMinBaseMod: packet.PutShort((short)creature.AttackMinBaseMod); break;
						case Stat.AttackMaxBaseMod: packet.PutShort((short)creature.AttackMaxBaseMod); break;

						case Stat.AttackMinMod: packet.PutShort((short)creature.AttackMinMod); break;
						case Stat.AttackMaxMod: packet.PutShort((short)creature.AttackMaxMod); break;

						case Stat.RightAttackMinMod: packet.PutShort((short)creature.RightAttackMinMod); break;
						case Stat.RightAttackMaxMod: packet.PutShort((short)creature.RightAttackMaxMod); break;

						case Stat.LeftAttackMinMod: packet.PutShort((short)creature.LeftAttackMinMod); break;
						case Stat.LeftAttackMaxMod: packet.PutShort((short)creature.LeftAttackMaxMod); break;

						case Stat.InjuryMinBaseMod: packet.PutShort((short)creature.InjuryMinBaseMod); break;
						case Stat.InjuryMaxBaseMod: packet.PutShort((short)creature.InjuryMaxBaseMod); break;

						case Stat.Age: packet.PutShort((short)creature.Age); break;

						// Client might crash with a mismatching value, 
						// take a chance and put an int by default.
						default:
							Log.Warning("StatUpdate: Unknown stat '{0}'.", stat);
							packet.PutInt(0);
							break;
					}
				}
			}

			// Regens
			if (regens == null)
				packet.PutInt(0);
			else
			{
				packet.PutInt(regens.Count);
				foreach (var regen in regens)
					packet.AddRegen(regen);
			}

			// Regens to Remove
			if (regensRemove == null)
				packet.PutInt(0);
			else
			{
				packet.PutInt(regensRemove.Count);
				foreach (var regen in regensRemove)
					packet.PutInt(regen.Id);
			}

			// ?
			// Maybe update of change and max?
			if (regensUpdate == null)
				packet.PutInt(0);
			else
			{
				packet.PutInt(regensUpdate.Count);
				foreach (var regen in regensUpdate)
				{
					packet.PutInt(regen.Id);
					packet.PutFloat(regen.Change);
					packet.PutFloat(regen.Max);
				}
			}

			if (type == StatUpdateType.Public)
			{
				// Another list of regens...?
				packet.PutInt(0);

				if (regensRemove == null)
					packet.PutInt(0);
				else
				{
					// Regens to Remove (again...?)
					packet.PutInt(regensRemove.Count);
					foreach (var regen in regensRemove)
						packet.PutInt(regen.Id);
				}

				// Update?
				packet.PutInt(0);
			}

			if (type == StatUpdateType.Private)
				creature.Client.Send(packet);
			else if (creature.Region != Region.Limbo)
				creature.Region.Broadcast(packet, creature);
		}