예제 #1
0
 public void OnConnect(object sender, ConnectionEventArgs e)
 {
     Logger.Trace("Game-Client connected: {0}", e.Connection.ToString());
     
     var gameClient = new GameClient(e.Connection);
     e.Connection.Client = gameClient;
 }
예제 #2
0
 public void SendMessage(GameClient client)
 {
     var list = GetMessageList();
     foreach (var msg in list)
         client.SendMessage(msg);
     _changedAttributes.Clear();
 }
예제 #3
0
파일: Player.cs 프로젝트: BuloZB/mooege
        public Player(GameClient client, Universe universe, Toon bnetToon)
        {
            this.Client = client;
            this.Universe = universe;
            this.Hero = new Hero(client, universe, bnetToon);

        }
예제 #4
0
        private void OnJoinGame(GameClient client, JoinBNetGameMessage message)
        {
            var game = GameManager.GetGameById(message.GameId);
            lock (game)
            {
                var toon = ToonManager.GetToonByLowID((ulong) message.ToonEntityId.Low);

                client.Game = game;

                if (toon.Owner.LoggedInClient == null)
                {
                    Logger.Warn("Client doesn't seem to be connected to moonet, dropping him..");
                    client.Connection.Disconnect();
                    return; // if moonet connection is lost, don't allow him to get in.
                }

                // Set references between MooNetClient and GameClient.
                client.BnetClient = toon.Owner.LoggedInClient;
                client.BnetClient.InGameClient = client;

                client.Player = new Player(game.StartWorld, client, toon);
                Logger.Info("Player {0}[PlayerIndex: {1}] connected.", client.Player.Properties.Name, client.Player.PlayerIndex);

                client.SendMessage(new VersionsMessage(message.SNOPackHash));

                client.SendMessage(new ConnectionEstablishedMessage
                {
                    PlayerIndex = client.Player.PlayerIndex,
                    Field1 = 0x4BB91A16,
                    SNOPackHash = message.SNOPackHash,
                });

                client.SendMessage(new GameSetupMessage // should be the current tick for the game /raist.
                {
                    Field0 = game.Tick,
                });

                client.SendMessage(new SavePointInfoMessage
                {
                    snoLevelArea = -1,
                });

                client.SendMessage(new HearthPortalInfoMessage
                {
                    snoLevelArea = -1,
                    Field1 = -1,
                });

                // transition player to act so client can load act related data? /raist
                client.SendMessage(new ActTransitionMessage
                {
                    Field0 = 0x00000000,
                    Field1 = true,
                });

                game.Enter(client.Player);
            }
        }    
예제 #5
0
파일: Skillset.cs 프로젝트: Tareg/mooege
        public void Consume(GameClient client, GameMessage message)
        {
            if (message is AssignActiveSkillMessage) OnAssignActiveSkill(client, (AssignActiveSkillMessage)message);
            else if (message is AssignPassiveSkillMessage) OnAssignPassiveSkill(client, (AssignPassiveSkillMessage)message);
            else if (message is PlayerChangeHotbarButtonMessage) OnPlayerChangeHotbarButtonMessage(client, (PlayerChangeHotbarButtonMessage)message);
            else return;

            UpdateClient(client);
            client.FlushOutgoingBuffer();
        }
예제 #6
0
        public static void OnConnect(object sender, ConnectionEventArgs e)
        {
            Logger.Trace("Game-Client connected: {0}", e.Connection.ToString());

            // atm, just creating a universe - though clients should be able to join existing ones.
            var universe = new Universe();
            Universes.Add(universe);

            var gameClient = new GameClient(e.Connection,universe);
            e.Connection.Client = gameClient;
        }
예제 #7
0
 public void Route(GameClient client, GameMessage message)
 {
     switch (message.Consumer)
     {
         case Consumers.Game:
             this.Consume(client, message);
             break;
         case Consumers.Inventory:
             client.Player.Inventory.Consume(client, message);
             break;
         case Consumers.Player:
             client.Player.Consume(client, message);
             break;
       }
 }
예제 #8
0
파일: Universe.cs 프로젝트: Rianon/mooege
 public void Route(GameClient client, GameMessage message)
 {
     switch (message.Consumer)
     {
         case Consumers.Universe:
             this.Consume(client, message);
             break;
         case Consumers.PlayerManager:
             this.PlayerManager.Consume(client, message);
             break;
         case Consumers.Hero:
             client.Player.Hero.Consume(client, message);
             break;
     }
 }
예제 #9
0
파일: Hero.cs 프로젝트: TLZSMoky/mooege
        public Hero(GameClient client, Universe universe, Toon toon)
        {
            this.InGameClient = client;
            this.Universe = universe;
            this.Properties = toon;
            this.CurrentWorldSNO = 0x115EE;
            this.Inventory = new Inventory(this);          

            this.SkillSet = new Skills.SkillSet(this.Properties.Class);

            RevealedWorlds = new List<World>();
            RevealedScenes = new List<Scene>();
            RevealedActors = new List<Actor>();

            // actor values
            this.DynamicId = universe.NextObjectId;
            this.SnoId = this.ClassSNO;
            this.Field2 = 0x00000009;
            this.Field3 = 0x00000000;
            this.Scale = ModelScale;
            this.RotationAmount = 0.05940768f;
            this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f);

            //initial world and position
            this.WorldId = 0x772E0000;

            this.Position.X = 3143.75f;
            this.Position.Y = 2828.75f;
            this.Position.Z = 59.075588f;

            //den of evil: this.Position.X = 2526.250000f; this.Position.Y = 2098.750000f; this.Position.Z = -5.381495f;
            //inn: this.Position.X = 2996.250000f; this.Position.Y = 2793.750000f; this.Position.Z = 24.045330f;
            // adrias hut: this.Position.X = 1768.750000f; this.Position.Y = 2921.250000f; this.Position.Z = 20.333143f;        
            // cemetry of forsaken: this.Position.X = 2041.250000f; this.Position.Y = 1778.750000f; this.Position.Z = 0.426203f;
            //defiled crypt level 2: this.WorldId = 2000289804; this.Position.X = 158.750000f; this.Position.Y = 76.250000f; this.Position.Z = 0.100000f;

            this.GBHandle = new GBHandle()
            {
                Field0 = 0x00000007,
                Field1 = this.Properties.ClassID,
            };

            this.Field7 = -1;
            this.Field8 = -1;
            this.Field9 = 0x00000000;
            this.Field10 = 0x0;
        }
예제 #10
0
        public void OnNewPlayer(GameClient client, JoinBNetGameMessage message)
        {           
            client.BnetClient = GameManager.AvailableGames[(ulong)message.GameId].Clients.FirstOrDefault();
            
            if (client.BnetClient == null)
            {
                Logger.Warn("Couldn't find bnet client for joined client/player!");
                return;
            }                

            client.BnetClient.InGameClient = client;
            
            var player = new Player(client, this.Universe, client.BnetClient.CurrentToon);
            client.Player = player;
            this.Players.Add(player);

            player.Greet(message);            
        }
예제 #11
0
        public void OnNewPlayer(GameClient client, JoinBNetGameMessage message)
        {
            client.BnetClient = GameManager.AvailableGames[(ulong)message.GameId].Clients.FirstOrDefault();
            if (client.BnetClient == null)
            {
                Logger.Warn("Couldn't find bnet client for joined client/player!");
                return;
            }

            client.BnetClient.InGameClient = client;

            client.SendMessageNow(new VersionsMessage(message.SNOPackHash));
            client.SendMessage(new ConnectionEstablishedMessage
            {
                Field0 = 0x00000000,
                Field1 = 0x4BB91A16,
                SNOPackHash = message.SNOPackHash,
            });
            client.SendMessage(new GameSetupMessage
            {
                Field0 = 0x00000077,
            });
            client.SendMessage(new SavePointInfoMessage
            {
                snoLevelArea = -1,
            });
            client.SendMessage(new HearthPortalInfoMessage
            {
                snoLevelArea = -1,
                Field1 = -1,
            });
            // transition player to act so client can load act related data? /raist
            client.SendMessage(new ActTransitionMessage
            {
                Field0 = 0x00000000,
                Field1 = true,
            });

            var player = new Mooege.Core.GS.Player.Player(this.Game.StartWorld, client, client.BnetClient.CurrentToon);
            client.Player = player;
        }
예제 #12
0
파일: Player.cs 프로젝트: MacGiver/mooege
        public void Consume(GameClient client, GameMessage message)
        {
            if (message is AssignActiveSkillMessage) OnAssignActiveSkill(client, (AssignActiveSkillMessage)message);
            else if (message is AssignPassiveSkillMessage) OnAssignPassiveSkill(client, (AssignPassiveSkillMessage)message);
            else if (message is PlayerChangeHotbarButtonMessage) OnPlayerChangeHotbarButtonMessage(client, (PlayerChangeHotbarButtonMessage)message);
            else if (message is TargetMessage) OnObjectTargeted(client, (TargetMessage)message);
            else if (message is PlayerMovementMessage) OnPlayerMovement(client, (PlayerMovementMessage)message);
            else return;

            UpdateState();
        }
예제 #13
0
파일: Player.cs 프로젝트: MacGiver/mooege
        private void OnPlayerMovement(GameClient client, PlayerMovementMessage message)
        {
            // here we should also be checking the position and see if it's valid. If not we should be resetting player to a good position with ACDWorldPositionMessage 
            // so we can have a basic precaution for hacks & exploits /raist.

            if (message.Position != null)
                this.Position = message.Position; 

            var msg = new NotifyActorMovementMessage
                             {
                                 ActorId = message.ActorId,
                                 Position = this.Position,
                                 Angle = message.Angle,
                                 Field3 = false,
                                 Field4 = message.Field4,
                                 Field5 = message.Field5,
                                 Field6 = message.Field6
                             };

            this.World.BroadcastExclusive(msg, this); // TODO: We should be instead notifying currentscene we're in. /raist.

            this.CollectGold();
            this.CollectHealthGlobe();
        }
예제 #14
0
        public Player(World world, GameClient client, Toon bnetToon)
            : base(world, world.NewPlayerID)
        {
            this.InGameClient = client;
            this.PlayerIndex = Interlocked.Increment(ref this.InGameClient.Game.PlayerIndexCounter); // make it atomic.

            this.Properties = bnetToon;
            this.Inventory = new Inventory(this);
            this.SkillSet = new SkillSet(this.Properties.Class);

            this.RevealedObjects = new Dictionary<uint, IRevealable>();
            this.GroundItems = new Dictionary<uint, Item>();

            // actor values
            this.ActorSNO = this.ClassSNO;
            this.Field2 = 0x00000009;
            this.Field3 = 0x00000000;
            this.Scale = ModelScale;
            this.RotationAmount = 0.05940768f;
            this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f);
            this.CollFlags = 0x00000000;

            this.Position.X = 3143.75f;
            this.Position.Y = 2828.75f;
            this.Position.Z = 59.075588f;

            // den of evil: this.Position.X = 2526.250000f; this.Position.Y = 2098.750000f; this.Position.Z = -5.381495f;
            // inn: this.Position.X = 2996.250000f; this.Position.Y = 2793.750000f; this.Position.Z = 24.045330f;
            // adrias hut: this.Position.X = 1768.750000f; this.Position.Y = 2921.250000f; this.Position.Z = 20.333143f;
            // cemetery of the forsaken: this.Position.X = 2041.250000f; this.Position.Y = 1778.750000f; this.Position.Z = 0.426203f;
            // defiled crypt level 2: this.WorldId = 2000289804; this.Position.X = 158.750000f; this.Position.Y = 76.250000f; this.Position.Z = 0.100000f;

            this.GBHandle.Type = (int)GBHandleType.Player;
            this.GBHandle.GBID = this.Properties.ClassID;

            this.Field7 = -1;
            this.Field8 = -1;
            this.Field9 = 0x00000000;
            this.Field10 = 0x0;

            #region Attributes
            this.Attributes[GameAttribute.SkillKit] = this.SkillKit;
            this.Attributes[GameAttribute.Buff_Active, 0x33C40] = true;
            this.Attributes[GameAttribute.Skill, 0x7545] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x7545] = 1;
            this.Attributes[GameAttribute.Resistance_Total, 0x226] = 0.5f;
            this.Attributes[GameAttribute.Resistance, 0x226] = 0.5f;
            this.Attributes[GameAttribute.Immobolize] = true;
            this.Attributes[GameAttribute.Untargetable] = true;
            this.Attributes[GameAttribute.Skill_Total, 0x76B7] = 1;
            this.Attributes[GameAttribute.Skill, 0x76B7] = 1;
            this.Attributes[GameAttribute.Skill, 0x6DF] = 1;
            this.Attributes[GameAttribute.Buff_Active, 0xCE11] = true;
            this.Attributes[GameAttribute.CantStartDisplayedPowers] = true;
            this.Attributes[GameAttribute.Skill_Total, 0x216FA] = 1;
            this.Attributes[GameAttribute.Skill, 0x176C4] = 1;
            this.Attributes[GameAttribute.Skill, 0x216FA] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x176C4] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x6DF] = 1;
            this.Attributes[GameAttribute.Resistance, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Resistance_Total, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Get_Hit_Recovery] = 6f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Per_Level] = 1f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Base] = 5f;
            this.Attributes[GameAttribute.Skill, 0x7780] = 1;
            this.Attributes[GameAttribute.Get_Hit_Max] = 60f;
            this.Attributes[GameAttribute.Skill_Total, 0x7780] = 1;
            this.Attributes[GameAttribute.Get_Hit_Max_Per_Level] = 10f;
            this.Attributes[GameAttribute.Get_Hit_Max_Base] = 50f;
            this.Attributes[GameAttribute.Resistance_Total, 0] = 3.051758E-05f; // im pretty sure key = 0 doesnt do anything since the lookup is (attributeId | (key << 12)), maybe this is some base resistance? /cm
            this.Attributes[GameAttribute.Resistance_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resistance_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Dodge_Rating_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.IsTrialActor] = true;
            this.Attributes[GameAttribute.Buff_Visual_Effect, 0xFFFFF] = true;
            this.Attributes[GameAttribute.Crit_Percent_Cap] = 0x3F400000;
            this.Attributes[GameAttribute.Resource_Cur, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max_Total, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_All] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_All] = 1f;
            this.Attributes[GameAttribute.Resource_Regen_Total, this.ResourceID] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resource_Effective_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_CurrentHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Total] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second] = 1f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total] = 1.199219f;
            this.Attributes[GameAttribute.Buff_Icon_End_Tick0, 0x00033C40] = 0x000003FB;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Subtotal] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item] = 3.051758E-05f;
            this.Attributes[GameAttribute.Buff_Icon_Start_Tick0, 0x00033C40] = 0x00000077;
            this.Attributes[GameAttribute.Hit_Chance] = 1f;
            this.Attributes[GameAttribute.Casting_Speed_Total] = 1f;
            this.Attributes[GameAttribute.Casting_Speed] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Total] = 1f;
            this.Attributes[GameAttribute.Skill_Total, 0x0002EC66] = 0;
            this.Attributes[GameAttribute.Movement_Scalar_Capped_Total] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Subtotal] = 1f;
            this.Attributes[GameAttribute.Strafing_Rate_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Sprinting_Rate_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Running_Rate_Total] = 0.3598633f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_MainHand, 0] = 2f;
            this.Attributes[GameAttribute.Walking_Rate_Total] = 0.2797852f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_MainHand, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Running_Rate] = 0.3598633f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0] = 2f;
            this.Attributes[GameAttribute.Walking_Rate] = 0.2797852f;
            this.Attributes[GameAttribute.Damage_Min_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 0] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar] = 1f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_SubTotal, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Max, 0] = 3f;
            this.Attributes[GameAttribute.Damage_Weapon_Max_Total, 0] = 3f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Trait, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Damage_Weapon_Min, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Skill, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Resource_Type_Primary] = this.ResourceID;
            this.Attributes[GameAttribute.Hitpoints_Max_Total] = 76f;
            this.Attributes[GameAttribute.Hitpoints_Max] = 40f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Level] = 3.051758E-05f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Vitality] = 36f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Vitality] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Level] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Cur] = 76f;
            this.Attributes[GameAttribute.Disabled] = true;
            this.Attributes[GameAttribute.Loading] = true;
            this.Attributes[GameAttribute.Invulnerable] = true;
            this.Attributes[GameAttribute.TeamID] = 2;
            this.Attributes[GameAttribute.Skill_Total, 0xFFFFF] = 1;
            this.Attributes[GameAttribute.Skill, 0xFFFFF] = 1;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Hidden] = true;
            this.Attributes[GameAttribute.Level_Cap] = 13;
            this.Attributes[GameAttribute.Level] = this.Properties.Level;
            this.Attributes[GameAttribute.Experience_Next] = 1200;
            this.Attributes[GameAttribute.Experience_Granted] = 1000;
            this.Attributes[GameAttribute.Armor_Total] = 0;
            this.Attributes[GameAttribute.Defense] = 10.0f;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x00033C40] = 1;
            this.Attributes[GameAttribute.Vitality] = 9.0f;
            this.Attributes[GameAttribute.Precision] = 11.0f;
            this.Attributes[GameAttribute.Attack] = 10.0f;
            this.Attributes[GameAttribute.Shared_Stash_Slots] = 14;
            this.Attributes[GameAttribute.Backpack_Slots] = 60;
            this.Attributes[GameAttribute.General_Cooldown] = 0;
            #endregion // Attributes            
        }
예제 #15
0
파일: Inventory.cs 프로젝트: keltins/mooege
 public void Consume(GameClient client, GameMessage message)
 {
     if (message is InventoryRequestMoveMessage) HandleInventoryRequestMoveMessage(message as InventoryRequestMoveMessage);
     else if (message is InventorySplitStackMessage) OnInventorySplitStackMessage(message as InventorySplitStackMessage);
     else if (message is InventoryStackTransferMessage) OnInventoryStackTransferMessage(message as InventoryStackTransferMessage);
     else if (message is InventoryDropItemMessage) OnInventoryDropItemMessage(message as InventoryDropItemMessage);
     else if (message is InventoryRequestUseMessage) OnInventoryRequestUseMessage(message as InventoryRequestUseMessage);                
     else return;
 }
예제 #16
0
파일: Universe.cs 프로젝트: Rianon/mooege
        public void ChangeToonWorld(GameClient client, int WorldID, Vector3D Pos)
        {
            Hero hero = client.Player.Hero;

            World newworld = null;
            //don't use getworld() here as that'd create a new empty world anyway
            foreach (var x in _worlds)
                if (x.WorldID == WorldID)
                    newworld = x;

            World currentworld = null;
            //don't use getworld() here as that'd create a new empty world anyway
            foreach (var x in _worlds)
                if (x.WorldID == hero.WorldId)
                    currentworld = x;
            
            if (newworld == null || currentworld==null) return; //don't go to a world we don't have in the universe

            currentworld.DestroyWorld(hero);

            hero.WorldId = newworld.WorldID;
            hero.CurrentWorldSNO = newworld.WorldSNO;
            hero.Position.X = Pos.X;
            hero.Position.Y = Pos.Y;
            hero.Position.Z = Pos.Z;

            newworld.Reveal(hero);

            client.SendMessage(new ACDWorldPositionMessage
            {
                Id = 0x3f,
                Field0 = 0x789E00E2,
                Field1 = new WorldLocationMessageData
                {
                    Field0 = 1.43f,
                    Field1 = new PRTransform
                    {
                        Field0 = new Quaternion
                        {
                            Amount = 0.05940768f,
                            Axis = new Vector3D
                            {
                                X = 0f,
                                Y = 0f,
                                Z = 0.9982339f,
                            }
                        },
                        ReferencePoint = hero.Position,
                    },
                    Field2 = newworld.WorldID,
                }
            });

            client.FlushOutgoingBuffer();

            client.SendMessage(new PlayerWarpedMessage()
            {
                Id = 0x0B1,
                Field0 = 9,
                Field1 = 0f,
            });

            client.PacketId += 40 * 2;
            client.SendMessage(new DWordDataMessage()
            {
                Id = 0x89,
                Field0 = client.PacketId,
            });

            client.FlushOutgoingBuffer();
        }
예제 #17
0
 public void Consume(GameClient client, GameMessage message)
 {
     if (message is JoinBNetGameMessage) OnJoinGame(client, (JoinBNetGameMessage)message);
 }
예제 #18
0
파일: Game.cs 프로젝트: diablo1981/mooege
 public void Consume(GameClient client, GameMessage message)
 { } // for possile future messages consumed by game. /raist.
예제 #19
0
파일: Item.cs 프로젝트: God601/D3Mighty
        private void SendAttributes(List<NetAttributeKeyValue> netAttributesList, GameClient client)
        {
            // Attributes can't be send all together
            // must be split up to part of max 15 attributes at once
            List<NetAttributeKeyValue> tmpList = new List<NetAttributeKeyValue>(netAttributesList);

            while (tmpList.Count > 0)
            {
                int selectCount = (tmpList.Count > 15) ? 15 : tmpList.Count;
                client.SendMessage(new AttributesSetValuesMessage()
                {
                    Id = 0x004D,
                    Field0 = ItemId,
                    atKeyVals = tmpList.GetRange(0, selectCount).ToArray(),
                });
                tmpList.RemoveRange(0, selectCount);
            }
        }
예제 #20
0
파일: Universe.cs 프로젝트: Rianon/mooege
        private void OnToonTargetChange(GameClient client, TargetMessage message)
        {
            //Logger.Info("Player interaction with " + message.AsText());

            Portal p=GetPortal(message.Field1);

            if (p!=null)
            {
                //we have a transition between worlds here
                ChangeToonWorld(client, p.TargetWorldID, p.TargetPos); //targetpos will always be valid as otherwise the portal wouldn't be targetable
                return;
            }

            else if (client.ObjectIdsSpawned == null || !client.ObjectIdsSpawned.Contains(message.Field1)) return;

            client.ObjectIdsSpawned.Remove(message.Field1);

            var killAni = new int[]{
                    0x2cd7,
                    0x2cd4,
                    0x01b378,
                    0x2cdc,
                    0x02f2,
                    0x2ccf,
                    0x2cd0,
                    0x2cd1,
                    0x2cd2,
                    0x2cd3,
                    0x2cd5,
                    0x01b144,
                    0x2cd6,
                    0x2cd8,
                    0x2cda,
                    0x2cd9
            };
            client.SendMessage(new PlayEffectMessage()
            {
                Id = 0x7a,
                Field0 = message.Field1,
                Field1 = 0x0,
                Field2 = 0x2,
            });
            client.SendMessage(new PlayEffectMessage()
            {
                Id = 0x7a,
                Field0 = message.Field1,
                Field1 = 0xc,
            });
            client.SendMessage(new PlayHitEffectMessage()
            {
                Id = 0x7b,
                Field0 = message.Field1,
                Field1 = 0x789E00E2,
                Field2 = 0x2,
                Field3 = false,
            });

            client.SendMessage(new FloatingNumberMessage()
            {
                Id = 0xd0,
                Field0 = message.Field1,
                Field1 = 9001.0f,
                Field2 = 0,
            });

            client.SendMessage(new ANNDataMessage()
            {
                Id = 0x6d,
                Field0 = message.Field1,
            });

            int ani = killAni[RandomHelper.Next(killAni.Length)];
            //Logger.Info("Ani used: " + ani);

            client.SendMessage(new PlayAnimationMessage()
            {
                Id = 0x6c,
                Field0 = message.Field1,
                Field1 = 0xb,
                Field2 = 0,
                tAnim = new PlayAnimationMessageSpec[1]
                {
                    new PlayAnimationMessageSpec()
                    {
                        Field0 = 0x2,
                        Field1 = ani,
                        Field2 = 0x0,
                        Field3 = 1f
                    }
                }
            });

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

            client.SendMessage(new ANNDataMessage()
            {
                Id = 0xc5,
                Field0 = message.Field1,
            });

            GameAttributeMap attribs = new GameAttributeMap();
            attribs[GameAttribute.Hitpoints_Cur] = 0f;
            attribs[GameAttribute.Could_Have_Ragdolled] = true;
            attribs[GameAttribute.Deleted_On_Server] = true;
            attribs.SendMessage(client, message.Field1);

            client.SendMessage(new PlayEffectMessage()
            {
                Id = 0x7a,
                Field0 = message.Field1,
                Field1 = 0xc,
            });
            client.SendMessage(new PlayEffectMessage()
            {
                Id = 0x7a,
                Field0 = message.Field1,
                Field1 = 0x37,
            });
            client.SendMessage(new PlayHitEffectMessage()
            {
                Id = 0x7b,
                Field0 = message.Field1,
                Field1 = 0x789E00E2,
                Field2 = 0x2,
                Field3 = false,
            });
            client.PacketId += 10 * 2;
            client.SendMessage(new DWordDataMessage()
            {
                Id = 0x89,
                Field0 = client.PacketId,
            });
        }
예제 #21
0
파일: Player.cs 프로젝트: MacGiver/mooege
        public Player(World world, GameClient client, Toon bnetToon)
            : base(world, world.NewPlayerID)
        {
            this.InGameClient = client;
            this.PlayerIndex = Interlocked.Increment(ref this.InGameClient.Game.PlayerIndexCounter); // make it atomic.

            this.Properties = bnetToon;
            this.Inventory = new Inventory(this);
            this.SkillSet = new SkillSet(this.Properties.Class);

            this.RevealedObjects = new Dictionary<uint, IRevealable>();
            this.GroundItems = new Dictionary<uint, Item>();

            this.OpenConversations = new List<OpenConversation>();

            this._killstreakTickTime = 400;
            this._killstreakPlayer = 0;
            this._killstreakEnvironment = 0;
            this._lastMonsterKillTick = 0;
            this._lastMonsterAttackTick = 0;
            this._lastMonsterAttackKills = 0;
            this._lastEnvironmentDestroyTick = 0;
            this._lastEnvironmentDestroyMonsterKills = 0;
            this._lastEnvironmentDestroyMonsterKillTick = 0;

            // actor values
            this.ActorSNO = this.ClassSNO;
            this.Field2 = 0x00000009;
            this.Field3 = 0x00000000;
            this.Scale = ModelScale;
            this.RotationAmount = 0.05940768f;
            this.RotationAxis = new Vector3D(0f, 0f, 0.9982339f);
            this.CollFlags = 0x00000000;

            this.Position.X = 3143.75f;
            this.Position.Y = 2828.75f;
            this.Position.Z = 59.075588f;

            // den of evil: this.Position.X = 2526.250000f; this.Position.Y = 2098.750000f; this.Position.Z = -5.381495f;
            // inn: this.Position.X = 2996.250000f; this.Position.Y = 2793.750000f; this.Position.Z = 24.045330f;
            // adrias hut: this.Position.X = 1768.750000f; this.Position.Y = 2921.250000f; this.Position.Z = 20.333143f;
            // cemetery of the forsaken: this.Position.X = 2041.250000f; this.Position.Y = 1778.750000f; this.Position.Z = 0.426203f;
            // defiled crypt level 2: this.WorldId = 2000289804; this.Position.X = 158.750000f; this.Position.Y = 76.250000f; this.Position.Z = 0.100000f;

            this.GBHandle.Type = (int)GBHandleType.Player;
            this.GBHandle.GBID = this.Properties.ClassID;

            this.Field7 = -1;
            this.Field8 = -1;
            this.Field9 = 0x00000000;
            this.Field10 = 0x0;

            #region Attributes
            //Skills
            this.Attributes[GameAttribute.SkillKit] = this.SkillKit;
            this.Attributes[GameAttribute.Skill_Total, 0x7545] = 1; //Axe Operate Gizmo
            this.Attributes[GameAttribute.Skill, 0x7545] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x76B7] = 1; //Punch!
            this.Attributes[GameAttribute.Skill, 0x76B7] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x216FA] = 1; //Monk's Blinding Flash
            this.Attributes[GameAttribute.Skill, 0x216FA] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x176C4] = 1; //Monk's Fist of Thunder
            this.Attributes[GameAttribute.Skill, 0x176C4] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x6DF] = 1; //Use Item
            this.Attributes[GameAttribute.Skill, 0x6DF] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x7780] = 1; //Basic Attack
            this.Attributes[GameAttribute.Skill, 0x7780] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x0000CE11] = 1;  //Monk Spirit Trait
            this.Attributes[GameAttribute.Skill, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Skill_Total, 0x0002EC66] = 0; //stone of recall
            this.Attributes[GameAttribute.Skill_Total, 0xFFFFF] = 1;
            this.Attributes[GameAttribute.Skill, 0xFFFFF] = 1;

            //Buffs
            this.Attributes[GameAttribute.Buff_Active, 0x33C40] = true;
            this.Attributes[GameAttribute.Buff_Icon_End_Tick0, 0x00033C40] = 0x000003FB;
            this.Attributes[GameAttribute.Buff_Icon_Start_Tick0, 0x00033C40] = 0x00000077;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x00033C40] = 1;
            this.Attributes[GameAttribute.Buff_Active, 0xCE11] = true;
            this.Attributes[GameAttribute.Buff_Icon_Count0, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.Buff_Visual_Effect, 0xFFFFF] = true;

            //Resistance
            this.Attributes[GameAttribute.Resistance, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Resistance, 0x226] = 0.5f;
            this.Attributes[GameAttribute.Resistance_Total, 0] = 10f; /// im pretty sure key = 0 doesnt do anything since the lookup is (attributeId | (key << 12)), maybe this is some base resistance? /cm
            /// likely the physical school of damage, it probably doesn't actually do anything in this case (or maybe just not for the player's hero) 
            /// but exists for the sake of parity with weapon damage schools
            this.Attributes[GameAttribute.Resistance_Total, 1] = 10f; //Fire
            this.Attributes[GameAttribute.Resistance_Total, 2] = 10f; //Lightning
            this.Attributes[GameAttribute.Resistance_Total, 3] = 10f; //Cold
            this.Attributes[GameAttribute.Resistance_Total, 4] = 10f; //Poison
            this.Attributes[GameAttribute.Resistance_Total, 5] = 10f; //Arcane
            this.Attributes[GameAttribute.Resistance_Total, 6] = 10f; //Holy
            this.Attributes[GameAttribute.Resistance_Total, 0xDE] = 0.5f;
            this.Attributes[GameAttribute.Resistance_Total, 0x226] = 0.5f;

            //Damage
            this.Attributes[GameAttribute.Damage_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Delta_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Min_Total, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Total, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Min_Subtotal, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Min, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_All] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_MainHand, 0] = 2f;
            this.Attributes[GameAttribute.Damage_Weapon_Min_Total_CurrentHand, 0xFFFFF] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_SubTotal, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 1] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 2] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 3] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 4] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 5] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_CurrentHand, 6] = 3.051758E-05f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_All] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Delta_Total_MainHand, 0] = 1f;
            this.Attributes[GameAttribute.Damage_Weapon_Max, 0] = 3f;
            this.Attributes[GameAttribute.Damage_Weapon_Max_Total, 0] = 3f;

            //Bonus stats
            this.Attributes[GameAttribute.Get_Hit_Recovery] = 6f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Per_Level] = 1f;
            this.Attributes[GameAttribute.Get_Hit_Recovery_Base] = 5f;
            this.Attributes[GameAttribute.Get_Hit_Max] = 60f;
            this.Attributes[GameAttribute.Get_Hit_Max_Per_Level] = 10f;
            this.Attributes[GameAttribute.Get_Hit_Max_Base] = 50f;
            this.Attributes[GameAttribute.Hit_Chance] = 1f;
            this.Attributes[GameAttribute.Dodge_Rating_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_CurrentHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Total] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second] = 1f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_MainHand] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Total] = 1.199219f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item_Subtotal] = 3.051758E-05f;
            this.Attributes[GameAttribute.Attacks_Per_Second_Item] = 3.051758E-05f;
            this.Attributes[GameAttribute.Crit_Percent_Cap] = 0x3F400000;
            this.Attributes[GameAttribute.Casting_Speed_Total] = 1f;
            this.Attributes[GameAttribute.Casting_Speed] = 1f;
            this.Attributes[GameAttribute.Hitpoints_Max_Total] = 76f;
            this.Attributes[GameAttribute.Hitpoints_Max] = 40f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Level] = 3.051758E-05f;
            this.Attributes[GameAttribute.Hitpoints_Total_From_Vitality] = 36f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Vitality] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Factor_Level] = 4f;
            this.Attributes[GameAttribute.Hitpoints_Cur] = 76f;

            //Basic stats
            this.Attributes[GameAttribute.Level_Cap] = 13;
            this.Attributes[GameAttribute.Level] = this.Properties.Level;
            this.Attributes[GameAttribute.Experience_Next] = LevelBorders[this.Properties.Level];
            this.Attributes[GameAttribute.Experience_Granted] = 1000;
            this.Attributes[GameAttribute.Armor_Total] = 0;
            this.Attributes[GameAttribute.Attack] = this.Properties.InitialAttack;
            this.Attributes[GameAttribute.Precision] = this.Properties.InitialPrecision;
            this.Attributes[GameAttribute.Defense] = this.Properties.InitialDefense;
            this.Attributes[GameAttribute.Vitality] = this.Properties.InitialVitality;

            //Resource
            this.Attributes[GameAttribute.Resource_Cur, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Max_Total, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Effective_Max, this.ResourceID] = 200f;
            this.Attributes[GameAttribute.Resource_Regen_Total, this.ResourceID] = 3.051758E-05f;
            this.Attributes[GameAttribute.Resource_Type_Primary] = this.ResourceID;
            //Secondary Resource for the Demon Hunter
            if (this.Properties.Class == ToonClass.DemonHunter)
            {
                int Discipline = this.ResourceID + 1; //0x00000006
                this.Attributes[GameAttribute.Resource_Cur, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Max, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Max_Total, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Effective_Max, Discipline] = 30f;
                this.Attributes[GameAttribute.Resource_Regen_Total, Discipline] = 3.051758E-05f;
                this.Attributes[GameAttribute.Resource_Type_Secondary] = Discipline;
            }

            //Movement
            this.Attributes[GameAttribute.Movement_Scalar_Total] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Capped_Total] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar_Subtotal] = 1f;
            this.Attributes[GameAttribute.Movement_Scalar] = 1f;
            this.Attributes[GameAttribute.Walking_Rate_Total] = 0.2797852f;
            this.Attributes[GameAttribute.Walking_Rate] = 0.2797852f;
            this.Attributes[GameAttribute.Running_Rate_Total] = 0.3598633f;
            this.Attributes[GameAttribute.Running_Rate] = 0.3598633f;
            this.Attributes[GameAttribute.Sprinting_Rate_Total] = 3.051758E-05f;
            this.Attributes[GameAttribute.Strafing_Rate_Total] = 3.051758E-05f;

            //Miscellaneous
            //this.Attributes[GameAttribute.Disabled] = true;
            //this.Attributes[GameAttribute.Loading] = true;
            //this.Attributes[GameAttribute.Invulnerable] = true;
            this.Attributes[GameAttribute.Hidden] = false;
            this.Attributes[GameAttribute.Immobolize] = true;
            this.Attributes[GameAttribute.Untargetable] = true;
            this.Attributes[GameAttribute.CantStartDisplayedPowers] = true;
            this.Attributes[GameAttribute.IsTrialActor] = true;
            this.Attributes[GameAttribute.Trait, 0x0000CE11] = 1;
            this.Attributes[GameAttribute.TeamID] = 2;
            this.Attributes[GameAttribute.Shared_Stash_Slots] = 14;
            this.Attributes[GameAttribute.Backpack_Slots] = 60;
            this.Attributes[GameAttribute.General_Cooldown] = 0;
            #endregion // Attributes
        }
예제 #22
0
파일: Player.cs 프로젝트: MacGiver/mooege
 private void OnAssignPassiveSkill(GameClient client, AssignPassiveSkillMessage message)
 {
     this.SkillSet.PassiveSkills[message.SkillIndex] = message.SNOSkill;
 }
예제 #23
0
파일: Player.cs 프로젝트: MacGiver/mooege
        // Message handlers
        private void OnObjectTargeted(GameClient client, TargetMessage message)
        {
            Actor actor = this.World.GetActor(message.TargetID);
            if (actor != null)
            {
                if ((actor.GBHandle.Type == 1) && (actor.Attributes[GameAttribute.TeamID] == 10))
                {
                    this._lastMonsterAttackTick = this.InGameClient.Game.Tick;
                }

                actor.OnTargeted(this, message);
                CheckExpBonus(2);
            }
            else
            {
                //Logger.Warn("Player targeted an invalid object (ID = {0})", message.TargetID);
            }
        }
예제 #24
0
파일: Universe.cs 프로젝트: Rianon/mooege
        public void SpawnMob(GameClient client, int mobId) // this shoudn't even rely on client or it's position though i know this is just a hack atm ;) /raist.
        {
            int nId = mobId;
            if (client.Player.Hero.Position == null)
                return;

            if (client.ObjectIdsSpawned == null)
            {
                client.ObjectIdsSpawned = new List<int>();
                client.ObjectIdsSpawned.Add(client.ObjectId - 100);
                client.ObjectIdsSpawned.Add(client.ObjectId);
            }

            client.ObjectId++;
            client.ObjectIdsSpawned.Add(client.ObjectId);

            #region ACDEnterKnown Hittable Zombie
            client.SendMessage(new ACDEnterKnownMessage()
            {
                Id = 0x003B,
                Field0 = client.ObjectId,
                Field1 = nId,
                Field2 = 0x8,
                Field3 = 0x0,
                Field4 = new WorldLocationMessageData()
                {
                    Field0 = 1.35f,
                    Field1 = new PRTransform()
                    {
                        Field0 = new Quaternion()
                        {
                            Amount = 0.768145f,
                            Axis = new Vector3D()
                            {
                                X = 0f,
                                Y = 0f,
                                Z = -0.640276f,
                            },
                        },
                        ReferencePoint = new Vector3D()
                        {
                            X = client.Player.Hero.Position.X + 5,
                            Y = client.Player.Hero.Position.Y + 5,
                            Z = client.Player.Hero.Position.Z,
                        },
                    },
                    Field2 = 0x772E0000,
                },
                Field5 = null,
                Field6 = new GBHandle()
                {
                    Field0 = 1,
                    Field1 = 1,
                },
                Field7 = 0x00000001,
                Field8 = nId,
                Field9 = 0x0,
                Field10 = 0x0,
                Field11 = 0x0,
                Field12 = 0x0,
                Field13 = 0x0
            });
            client.SendMessage(new AffixMessage()
            {
                Id = 0x48,
                Field0 = client.ObjectId,
                Field1 = 0x1,
                aAffixGBIDs = new int[0]
            });
            client.SendMessage(new AffixMessage()
            {
                Id = 0x48,
                Field0 = client.ObjectId,
                Field1 = 0x2,
                aAffixGBIDs = new int[0]
            });
            client.SendMessage(new ACDCollFlagsMessage
            {
                Id = 0xa6,
                Field0 = client.ObjectId,
                Field1 = 0x1
            });

            GameAttributeMap attribs = new GameAttributeMap();
            attribs[GameAttribute.Untargetable] = false;
            attribs[GameAttribute.Uninterruptible] = true;
            attribs[GameAttribute.Buff_Visual_Effect, 1048575] = true;            
            attribs[GameAttribute.Buff_Icon_Count0, 30582] = 1;
            attribs[GameAttribute.Buff_Icon_Count0, 30286] = 1;
            attribs[GameAttribute.Buff_Icon_Count0, 30285] = 1;
            attribs[GameAttribute.Buff_Icon_Count0, 30284] = 1;
            attribs[GameAttribute.Buff_Icon_Count0, 30283] = 1;
            attribs[GameAttribute.Buff_Icon_Count0, 30290] = 1;
            attribs[GameAttribute.Buff_Icon_Count0, 79486] = 1;
            attribs[GameAttribute.Buff_Active, 30286] = true;
            attribs[GameAttribute.Buff_Active, 30285] = true;
            attribs[GameAttribute.Buff_Active, 30284] = true;
            attribs[GameAttribute.Buff_Active, 30283] = true;
            attribs[GameAttribute.Buff_Active, 30290] = true;

            attribs[GameAttribute.Hitpoints_Max_Total] = 4.546875f;
            attribs[GameAttribute.Buff_Active, 79486] = true;
            attribs[GameAttribute.Hitpoints_Max] = 4.546875f;
            attribs[GameAttribute.Hitpoints_Total_From_Level] = 0f;
            attribs[GameAttribute.Hitpoints_Cur] = 4.546875f;
            attribs[GameAttribute.Invulnerable] = true;
            attribs[GameAttribute.Buff_Active, 30582] = true;
            attribs[GameAttribute.TeamID] = 10;
            attribs[GameAttribute.Level] = 1;

            attribs.SendMessage(client, client.ObjectId);


            client.SendMessage(new ACDGroupMessage
            {
                Id = 0xb8,
                Field0 = client.ObjectId,
                Field1 = unchecked((int)0xb59b8de4),
                Field2 = unchecked((int)0xffffffff)
            });

            client.SendMessage(new ANNDataMessage
            {
                Id = 0x3e,
                Field0 = client.ObjectId
            });

            client.SendMessage(new ACDTranslateFacingMessage
            {
                Id = 0x70,
                Field0 = client.ObjectId,
                Field1 = (float)(RandomHelper.NextDouble() * 2.0 * Math.PI),
                Field2 = false
            });

            client.SendMessage(new SetIdleAnimationMessage
            {
                Id = 0xa5,
                Field0 = client.ObjectId,
                Field1 = 0x11150
            });

            client.SendMessage(new SNONameDataMessage
            {
                Id = 0xd3,
                Field0 = new SNOName
                {
                    Field0 = 0x1,
                    Field1 = nId
                }
            });
            #endregion

            client.PacketId += 30 * 2;
            client.SendMessage(new DWordDataMessage()
            {
                Id = 0x89,
                Field0 = client.PacketId,
            });
            client.Tick += 20;
            client.SendMessage(new EndOfTickMessage()
            {
                Id = 0x008D,
                Field0 = client.Tick - 20,
                Field1 = client.Tick
            });
        }
예제 #25
0
파일: Player.cs 프로젝트: MacGiver/mooege
 private void OnPlayerChangeHotbarButtonMessage(GameClient client, PlayerChangeHotbarButtonMessage message)
 {
     this.SkillSet.HotBarSkills[message.BarIndex] = message.ButtonData;
 }
예제 #26
0
파일: Universe.cs 프로젝트: Rianon/mooege
 public void Consume(GameClient client, GameMessage message)
 {
     if (message is TargetMessage) OnToonTargetChange(client, (TargetMessage)message);
 }
예제 #27
0
파일: Player.cs 프로젝트: MacGiver/mooege
        private void OnAssignActiveSkill(GameClient client, AssignActiveSkillMessage message)
        {
            var oldSNOSkill = this.SkillSet.ActiveSkills[message.SkillIndex]; // find replaced skills SNO.

            foreach (HotbarButtonData button in this.SkillSet.HotBarSkills.Where(button => button.SNOSkill == oldSNOSkill)) // loop through hotbar and replace the old skill with new one
            {
                button.SNOSkill = message.SNOSkill;
            }

            this.SkillSet.ActiveSkills[message.SkillIndex] = message.SNOSkill;
        }
예제 #28
0
        /// <summary>
        /// Consumes conversations related messages
        /// </summary>
        /// <param name="client"></param>
        /// <param name="message"></param>
        public void Consume(GameClient client, GameMessage message)
        {
            lock (openConversations)
            {
                if (message is RequestCloseConversationWindowMessage)
                {
                    List<Conversation> clonedList = (from c in openConversations select c.Value).ToList();

                    foreach (var conversation in clonedList)
                        conversation.Interrupt();
                }

                if (message is UpdateConvAutoAdvanceMessage)
                {
                    UpdateConvAutoAdvanceMessage tmpMessage = (UpdateConvAutoAdvanceMessage)message;
                    openConversations[tmpMessage.SNOConversation].UpdateAdvance(tmpMessage.EndTick);
                }

                if (message is AdvanceConvMessage)
                {
                    Conversation conv = openConversations[((AdvanceConvMessage)message).SNOConversation];
                    conv.PlayNextLine(true);
                }
            }
        }
예제 #29
0
 public void Consume(GameClient client, GameMessage message)
 {
     if (message is NPCSelectConversationMessage) OnSelectConversation(client.Player, message as NPCSelectConversationMessage);
     if (message is HirelingHireMessage) OnHire(client.Player);
     if (message is HirelingInventoryMessage) OnInventory(client.Player);
     if (message is CraftInteractionMessage) OnCraft(client.Player);
     else return;
 }
예제 #30
0
파일: Game.cs 프로젝트: diablo1981/mooege
        /// <summary>
        /// Routers incoming GameMessage to it's proper consumer.
        /// </summary>
        /// <param name="client"></param>
        /// <param name="message"></param>
        public void Route(GameClient client, GameMessage message)
        {
            lock (this)
            {
                try
                {
                    switch (message.Consumer)
                    {
                        case Consumers.Game:
                            this.Consume(client, message);
                            break;
                        case Consumers.Inventory:
                            client.Player.Inventory.Consume(client, message);
                            break;
                        case Consumers.Player:
                            client.Player.Consume(client, message);
                            break;

                        case Consumers.Conversations:
                            client.Player.Conversations.Consume(client, message);
                            break;

                        case Consumers.SelectedNPC:
                            if (client.Player.SelectedNPC != null)
                                client.Player.SelectedNPC.Consume(client, message);
                            break;

                    }
                }
                catch (Exception e)
                {
                    Logger.DebugException(e, "Unhandled exception caught:");
                }
            }
        }