public void sendFightCaveMapdata() { lastX = lastX == 0 ? 2413 : (player.getLocation().getX() - (20000 + (200 * player.getIndex()))); lastY = lastY == 0 ? 5116 : (player.getLocation().getY() - 20000); PacketBuilder pb = new PacketBuilder().setId(214).setSize(Packet.Size.VariableShort); pb.addUShortA(player.getLocation().getLocalX()); pb.addUShortA(player.getLocation().getRegionX()); pb.addByteS(player.getLocation().getZ()); pb.addUShortA(player.getLocation().getLocalY()); pb.initBitAccess(); for (int height = 0; height < 4; height++) { for (int xCalc = ((lastX >> 3) - 6); xCalc <= ((lastX >> 3) + 6); xCalc++) { for (int yCalc = ((lastY >> 3) - 6); yCalc <= ((lastY >> 3) + 6); yCalc++) { int region = yCalc / 8 + (xCalc / 8 << 8); if (height == player.getLocation().getZ() && region == 9551) { pb.addBits(1, 1); pb.addBits(26, (xCalc << 14) | (yCalc << 3) | (0 << 1) | (0 << 24)); } else { pb.addBits(1, 0); } } } } pb.finishBitAccess(); int[] sent = new int[4 * 13 * 13]; int sentIndex = 0; for (int xCalc = (((lastX >> 3) - 6) / 8); xCalc <= (((lastX >> 3) + 6) / 8); xCalc++) { outer: for (int yCalc = (((lastY >> 3) - 6) / 8); yCalc <= (((lastY >> 3) + 6) / 8); yCalc++) { int region = yCalc + (xCalc << 8); if (region != 9551) { continue; } for (int i = 0; i < sentIndex; i++) { if (sent[i] == region) { goto outer; } } sent[sentIndex] = region; sentIndex++; int[] mapData = MapData.getData(region); if (mapData == null) { pb.addInt2(0); pb.addInt2(0); pb.addInt2(0); pb.addInt2(0); } else { pb.addInt2(mapData[0]); pb.addInt2(mapData[1]); pb.addInt2(mapData[2]); pb.addInt2(mapData[3]); } } } pb.addUShort(player.getLocation().getRegionY()); connection.SendPacket(pb.toPacket()); }
/** * Update the specified player's Npcs. * @param p */ public static void update(Player player) { //Creates a list of new players in area. [This only happens once.. no rebuilding like all runescape 2 servers.] player.getLocalEnvironment().updateNpcsInArea(); //Attempt to skip a pointless update if possible. //Any current npcs on screen got a update for me, if no we just return this whole method. bool hasAppearanceUpdate = player.getLocalEnvironment().getSeenNpcs().Exists(new Predicate<Npc>(delegate(Npc n) { return n.getUpdateFlags().isUpdateRequired(); })); //No new pending npcs and no npcs pending to get removed from screen. bool hasAddRemoveUpdate = (player.getLocalEnvironment().getNewNpcs().Count > 0 || player.getLocalEnvironment().getRemovedNpcs().Count > 0); //no updates.. exit. if (!hasAppearanceUpdate && !hasAddRemoveUpdate) return; PacketBuilder mainPacket = new PacketBuilder().setId(32).setSize(Packet.Size.VariableShort).initBitAccess(); PacketBuilder updateBlock = new PacketBuilder().setSize(Packet.Size.Bare); mainPacket.addBits(8, player.getLocalEnvironment().getSeenNpcs().Count); //Send information of all the npcs in our own location. foreach (Npc n in player.getLocalEnvironment().getSeenNpcs()) { if (player.getLocalEnvironment().getRemovedNpcs().Contains(n)) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 3); //delete npc. continue; } else { if (n.getSprites().getPrimarySprite() == -1) { if (n.getUpdateFlags().isUpdateRequired()) { mainPacket.addBits(1, 1); mainPacket.addBits(2, 0); } else { mainPacket.addBits(1, 0); } } else if (n.getSprites().getSecondarySprite() == -1) { mainPacket.addBits(1, 1); mainPacket.addBits(2, 1); mainPacket.addBits(3, XLATE_DIRECTION_TO_CLIENT[n.getSprites().getPrimarySprite()]); mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else { mainPacket.addBits(1, 1); mainPacket.addBits(2, 2); mainPacket.addBits(3, n.getSprites().getPrimarySprite()); mainPacket.addBits(3, n.getSprites().getSecondarySprite()); mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0); } if (n.getUpdateFlags().isUpdateRequired()) appendUpdateBlock(n, updateBlock); } } //Send information of all the new npcs in our own location. foreach (Npc n in player.getLocalEnvironment().getNewNpcs()) { int yPos = n.getLocation().getY() - player.getLocation().getY(); int xPos = n.getLocation().getX() - player.getLocation().getX(); mainPacket.addBits(15, n.getIndex()); mainPacket.addBits(1, 1); mainPacket.addBits(3, n.getFaceDirection()); mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0); mainPacket.addBits(5, yPos < 0 ? yPos + 32 : yPos); mainPacket.addBits(14, n.getId()); mainPacket.addBits(5, xPos < 0 ? xPos + 32 : xPos); if (n.getUpdateFlags().isUpdateRequired()) appendUpdateBlock(n, updateBlock); } if(updateBlock.getLength() >= 3) { mainPacket.addBits(15, 32767); } mainPacket.finishBitAccess(); mainPacket.addBytes(updateBlock.toPacket().getData()); player.getConnection().SendPacket(mainPacket.toPacket()); /** * Done with with all our updates.. time to refine our environment lists. * Remove npcs who either moved away from our location or hidden / dead etc.. * Mix new npcs with old npcs into one npclist. * Clear new npc list, for more new npcs again */ player.getLocalEnvironment().organizeNpcs(); }
/** * Update the specified player. * @param p */ public static void update(Player player) { //Creates a list of new players in area. [This only happens once.. no rebuilding like all runescape 2 servers.] player.getLocalEnvironment().updatePlayersInArea(); //Attempt to skip a pointless update if possible. //Any current users on screen got a update for me. bool hasAppearanceUpdate = player.getLocalEnvironment().getSeenPlayers().Exists(new Predicate<Player>(delegate(Player p) { return p.getUpdateFlags().hasAnyUpdate(); })); //No new pending players and no players pending to get removed from screen. bool hasAddRemoveUpdate = (player.getLocalEnvironment().getNewPlayers().Count > 0 || player.getLocalEnvironment().getRemovedPlayers().Count > 0); //no updates.. exit. if (!hasAppearanceUpdate && !hasAddRemoveUpdate && !player.getUpdateFlags().hasAnyUpdate() && !player.getUpdateFlags().didMapRegionChange() && player.getConnection().getPingCount() < 7) return; player.getConnection().resetPingCount(); if(player.getUpdateFlags().didMapRegionChange()) player.getPackets().sendMapRegion(); PacketBuilder mainPacket = new PacketBuilder().setId(225).setSize(Packet.Size.VariableShort).initBitAccess(); PacketBuilder updateBlock = new PacketBuilder().setSize(Packet.Size.Bare); if (player.getUpdateFlags().isTeleporting()) { //teleport mainPacket.addBits(1, 1); mainPacket.addBits(2, 3); mainPacket.addBits(7, player.getLocation().getLocalY(player.getUpdateFlags().getLastRegion())); //currentX mainPacket.addBits(1, 1); mainPacket.addBits(2, player.getLocation().getZ()); //heightLevel mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); mainPacket.addBits(7, player.getLocation().getLocalX(player.getUpdateFlags().getLastRegion())); //currentY } else { if (player.getSprites().getPrimarySprite() == -1) { //no movement mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); if (player.getUpdateFlags().isUpdateRequired()) mainPacket.addBits(2, 0); } else { //movement. mainPacket.addBits(1, 1); if (player.getSprites().getSecondarySprite() == -1) { //not running mainPacket.addBits(2, 1); mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else { mainPacket.addBits(2, 2); mainPacket.addBits(1, 1); mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk mainPacket.addBits(3, player.getSprites().getSecondarySprite()); //run mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); } } } if(player.getUpdateFlags().isUpdateRequired()) appendUpdateBlock(player, updateBlock, false); //update my own updates. mainPacket.addBits(8, player.getLocalEnvironment().getSeenPlayers().Count); //All players I've seen already (not new players) //Send information of all the players in our own location. foreach (Player p in player.getLocalEnvironment().getSeenPlayers()) { if (player.getLocalEnvironment().getRemovedPlayers().Contains(p)) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 3); //delete player. continue; } else if (p.getSprites().getPrimarySprite() == -1) { if(p.getUpdateFlags().isUpdateRequired()) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 0); //finish } else { mainPacket.addBits(1, 0); //no update required, either region changed or no movement change. } } else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() == -1) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 1); //update just walk direction sprite mainPacket.addBits(3, p.getSprites().getPrimarySprite()); mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() != -1) { //Bit 2 = 2, updates both sprites. mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 2); //update both walk & run sprites. mainPacket.addBits(1, 1); mainPacket.addBits(3, p.getSprites().getPrimarySprite()); mainPacket.addBits(3, p.getSprites().getSecondarySprite()); mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0); } if (p.getUpdateFlags().isUpdateRequired()) appendUpdateBlock(p, updateBlock, false); } //Send information of all the new players in our own location. foreach (Player p in player.getLocalEnvironment().getNewPlayers()) { int yPos = p.getLocation().getY() - player.getLocation().getY(); int xPos = p.getLocation().getX() - player.getLocation().getX(); mainPacket.addBits(11, p.getIndex()); //playerId of new player. mainPacket.addBits(1, 1); mainPacket.addBits(5, xPos < 0 ? xPos + 32 : xPos); mainPacket.addBits(3, p.getWalkingQueue().getLastDirection()); mainPacket.addBits(1, 1); mainPacket.addBits(5, yPos < 0 ? yPos + 32 : yPos); appendUpdateBlock(p, updateBlock, true); //force appearance update. } if (updateBlock.getLength() > 0) mainPacket.addBits(11, 2047); //2047 max players in server,area. mainPacket.finishBitAccess(); if (updateBlock.getLength() > 0) mainPacket.addBytes(updateBlock.toPacket().getData()); if (player.getConnection() != null) player.getConnection().SendPacket(mainPacket.toPacket()); /** * Done with with all our updates.. fine to refine our environment lists. * Remove players who either moved away from our location or plain old disconnected. * Mix new players with old players into one playerlist. * Clear new players list, for more new players again */ player.getLocalEnvironment().organizePlayers(); }
public void sendFightCaveMapdata() { lastX = lastX == 0 ? 2413 : (player.getLocation().getX() - (20000 + (200 * player.getIndex()))); lastY = lastY == 0 ? 5116 : (player.getLocation().getY() - 20000); PacketBuilder pb = new PacketBuilder().setId(214).setSize(Packet.Size.VariableShort); pb.addUShortA(player.getLocation().getLocalX()); pb.addUShortA(player.getLocation().getRegionX()); pb.addByteS(player.getLocation().getZ()); pb.addUShortA(player.getLocation().getLocalY()); pb.initBitAccess(); for(int height = 0; height < 4; height++) { for(int xCalc = ((lastX >> 3) - 6); xCalc <= ((lastX >> 3) + 6); xCalc++) { for(int yCalc = ((lastY >> 3) - 6); yCalc <= ((lastY >> 3) + 6); yCalc++) { int region = yCalc / 8 + (xCalc / 8 << 8); if (height == player.getLocation().getZ() && region == 9551) { pb.addBits(1, 1); pb.addBits(26, (xCalc << 14) | (yCalc << 3) | (0 << 1) | (0 << 24)); } else { pb.addBits(1, 0); } } } } pb.finishBitAccess(); int[] sent = new int[4 * 13 * 13]; int sentIndex = 0; for(int xCalc = (((lastX >> 3) - 6) / 8); xCalc <= (((lastX>> 3) + 6) / 8); xCalc++) { outer: for(int yCalc = (((lastY >> 3) - 6) / 8); yCalc <= (((lastY>> 3) + 6) / 8); yCalc++) { int region = yCalc + (xCalc << 8); if (region != 9551) { continue; } for(int i = 0; i < sentIndex; i++) { if(sent[i] == region) { goto outer; } } sent[sentIndex] = region; sentIndex++; int[] mapData = MapData.getData(region); if (mapData == null) { pb.addInt2(0); pb.addInt2(0); pb.addInt2(0); pb.addInt2(0); } else { pb.addInt2(mapData[0]); pb.addInt2(mapData[1]); pb.addInt2(mapData[2]); pb.addInt2(mapData[3]); } } } pb.addUShort(player.getLocation().getRegionY()); connection.SendPacket(pb.toPacket()); }
/** * Update the specified player's Npcs. * @param p */ public static void update(Player player) { //Creates a list of new players in area. [This only happens once.. no rebuilding like all runescape 2 servers.] player.getLocalEnvironment().updateNpcsInArea(); //Attempt to skip a pointless update if possible. //Any current npcs on screen got a update for me, if no we just return this whole method. bool hasAppearanceUpdate = player.getLocalEnvironment().getSeenNpcs().Exists(new Predicate <Npc>(delegate(Npc n) { return(n.getUpdateFlags().isUpdateRequired()); })); //No new pending npcs and no npcs pending to get removed from screen. bool hasAddRemoveUpdate = (player.getLocalEnvironment().getNewNpcs().Count > 0 || player.getLocalEnvironment().getRemovedNpcs().Count > 0); //no updates.. exit. if (!hasAppearanceUpdate && !hasAddRemoveUpdate) { return; } PacketBuilder mainPacket = new PacketBuilder().setId(32).setSize(Packet.Size.VariableShort).initBitAccess(); PacketBuilder updateBlock = new PacketBuilder().setSize(Packet.Size.Bare); mainPacket.addBits(8, player.getLocalEnvironment().getSeenNpcs().Count); //Send information of all the npcs in our own location. foreach (Npc n in player.getLocalEnvironment().getSeenNpcs()) { if (player.getLocalEnvironment().getRemovedNpcs().Contains(n)) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 3); //delete npc. continue; } else { if (n.getSprites().getPrimarySprite() == -1) { if (n.getUpdateFlags().isUpdateRequired()) { mainPacket.addBits(1, 1); mainPacket.addBits(2, 0); } else { mainPacket.addBits(1, 0); } } else if (n.getSprites().getSecondarySprite() == -1) { mainPacket.addBits(1, 1); mainPacket.addBits(2, 1); mainPacket.addBits(3, XLATE_DIRECTION_TO_CLIENT[n.getSprites().getPrimarySprite()]); mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else { mainPacket.addBits(1, 1); mainPacket.addBits(2, 2); mainPacket.addBits(3, n.getSprites().getPrimarySprite()); mainPacket.addBits(3, n.getSprites().getSecondarySprite()); mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0); } if (n.getUpdateFlags().isUpdateRequired()) { appendUpdateBlock(n, updateBlock); } } } //Send information of all the new npcs in our own location. foreach (Npc n in player.getLocalEnvironment().getNewNpcs()) { int yPos = n.getLocation().getY() - player.getLocation().getY(); int xPos = n.getLocation().getX() - player.getLocation().getX(); mainPacket.addBits(15, n.getIndex()); mainPacket.addBits(1, 1); mainPacket.addBits(3, n.getFaceDirection()); mainPacket.addBits(1, n.getUpdateFlags().isUpdateRequired() ? 1 : 0); mainPacket.addBits(5, yPos < 0 ? yPos + 32 : yPos); mainPacket.addBits(14, n.getId()); mainPacket.addBits(5, xPos < 0 ? xPos + 32 : xPos); if (n.getUpdateFlags().isUpdateRequired()) { appendUpdateBlock(n, updateBlock); } } if (updateBlock.getLength() >= 3) { mainPacket.addBits(15, 32767); } mainPacket.finishBitAccess(); mainPacket.addBytes(updateBlock.toPacket().getData()); player.getConnection().SendPacket(mainPacket.toPacket()); /** * Done with with all our updates.. time to refine our environment lists. * Remove npcs who either moved away from our location or hidden / dead etc.. * Mix new npcs with old npcs into one npclist. * Clear new npc list, for more new npcs again */ player.getLocalEnvironment().organizeNpcs(); }
/** * Update the specified player. * @param p */ public static void update(Player player) { //Creates a list of new players in area. [This only happens once.. no rebuilding like all runescape 2 servers.] player.getLocalEnvironment().updatePlayersInArea(); //Attempt to skip a pointless update if possible. //Any current users on screen got a update for me. bool hasAppearanceUpdate = player.getLocalEnvironment().getSeenPlayers().Exists(new Predicate <Player>(delegate(Player p) { return(p.getUpdateFlags().hasAnyUpdate()); })); //No new pending players and no players pending to get removed from screen. bool hasAddRemoveUpdate = (player.getLocalEnvironment().getNewPlayers().Count > 0 || player.getLocalEnvironment().getRemovedPlayers().Count > 0); //no updates.. exit. if (!hasAppearanceUpdate && !hasAddRemoveUpdate && !player.getUpdateFlags().hasAnyUpdate() && !player.getUpdateFlags().didMapRegionChange() && player.getConnection().getPingCount() < 7) { return; } player.getConnection().resetPingCount(); if (player.getUpdateFlags().didMapRegionChange()) { player.getPackets().sendMapRegion(); } PacketBuilder mainPacket = new PacketBuilder().setId(225).setSize(Packet.Size.VariableShort).initBitAccess(); PacketBuilder updateBlock = new PacketBuilder().setSize(Packet.Size.Bare); if (player.getUpdateFlags().isTeleporting()) //teleport { mainPacket.addBits(1, 1); mainPacket.addBits(2, 3); mainPacket.addBits(7, player.getLocation().getLocalY(player.getUpdateFlags().getLastRegion())); //currentX mainPacket.addBits(1, 1); mainPacket.addBits(2, player.getLocation().getZ()); //heightLevel mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); mainPacket.addBits(7, player.getLocation().getLocalX(player.getUpdateFlags().getLastRegion())); //currentY } else { if (player.getSprites().getPrimarySprite() == -1) //no movement { mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); if (player.getUpdateFlags().isUpdateRequired()) { mainPacket.addBits(2, 0); } } else //movement. { mainPacket.addBits(1, 1); if (player.getSprites().getSecondarySprite() == -1) //not running { mainPacket.addBits(2, 1); mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else { mainPacket.addBits(2, 2); mainPacket.addBits(1, 1); mainPacket.addBits(3, player.getSprites().getPrimarySprite()); //walk mainPacket.addBits(3, player.getSprites().getSecondarySprite()); //run mainPacket.addBits(1, player.getUpdateFlags().isUpdateRequired() ? 1 : 0); } } } if (player.getUpdateFlags().isUpdateRequired()) { appendUpdateBlock(player, updateBlock, false); //update my own updates. } mainPacket.addBits(8, player.getLocalEnvironment().getSeenPlayers().Count); //All players I've seen already (not new players) //Send information of all the players in our own location. foreach (Player p in player.getLocalEnvironment().getSeenPlayers()) { if (player.getLocalEnvironment().getRemovedPlayers().Contains(p)) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 3); //delete player. continue; } else if (p.getSprites().getPrimarySprite() == -1) { if (p.getUpdateFlags().isUpdateRequired()) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 0); //finish } else { mainPacket.addBits(1, 0); //no update required, either region changed or no movement change. } } else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() == -1) { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 1); //update just walk direction sprite mainPacket.addBits(3, p.getSprites().getPrimarySprite()); mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0); } else if (p.getSprites().getPrimarySprite() != -1 && p.getSprites().getSecondarySprite() != -1) //Bit 2 = 2, updates both sprites. { mainPacket.addBits(1, 1); //update required. mainPacket.addBits(2, 2); //update both walk & run sprites. mainPacket.addBits(1, 1); mainPacket.addBits(3, p.getSprites().getPrimarySprite()); mainPacket.addBits(3, p.getSprites().getSecondarySprite()); mainPacket.addBits(1, p.getUpdateFlags().isUpdateRequired() ? 1 : 0); } if (p.getUpdateFlags().isUpdateRequired()) { appendUpdateBlock(p, updateBlock, false); } } //Send information of all the new players in our own location. foreach (Player p in player.getLocalEnvironment().getNewPlayers()) { int yPos = p.getLocation().getY() - player.getLocation().getY(); int xPos = p.getLocation().getX() - player.getLocation().getX(); mainPacket.addBits(11, p.getIndex()); //playerId of new player. mainPacket.addBits(1, 1); mainPacket.addBits(5, xPos < 0 ? xPos + 32 : xPos); mainPacket.addBits(3, p.getWalkingQueue().getLastDirection()); mainPacket.addBits(1, 1); mainPacket.addBits(5, yPos < 0 ? yPos + 32 : yPos); appendUpdateBlock(p, updateBlock, true); //force appearance update. } if (updateBlock.getLength() > 0) { mainPacket.addBits(11, 2047); //2047 max players in server,area. } mainPacket.finishBitAccess(); if (updateBlock.getLength() > 0) { mainPacket.addBytes(updateBlock.toPacket().getData()); } if (player.getConnection() != null) { player.getConnection().SendPacket(mainPacket.toPacket()); } /** * Done with with all our updates.. fine to refine our environment lists. * Remove players who either moved away from our location or plain old disconnected. * Mix new players with old players into one playerlist. * Clear new players list, for more new players again */ player.getLocalEnvironment().organizePlayers(); }