public void AddObject(MapObject obj, bool spawn = false) { if (Objects.ContainsKey(obj.MapObjectID)) { Log.WriteLine(LogLevel.Warn, "Duplicate object id in sector {0}:{1}", Y, X); Objects.Remove(obj.MapObjectID); } Objects.Add(obj.MapObjectID, obj); obj.MapSector = this; if (spawn) { //broadcast mob to map //broadcast other players to map (port code from Map.CharacterEnteredMap to here) // If Player: Spawn all Mobs and Players in range to Player, and Whole NPC list // If Mob: Spawn Mob to all Players in range // If NPC: Lolwut if (obj is ZoneCharacter) { Map.SendCharacterEnteredMap(obj as ZoneCharacter); } else if (obj is Mob) { using (var spawnpacket = obj.Spawn()) { Broadcast(spawnpacket); } } } }
public AttackSequence(MapObject att, uint min, uint max, ushort skillid, uint x = 0, uint y = 0) : this(att, null, min, max, skillid, true) { this.X = x; this.Y = y; this._nextAction = Program.CurrentTime.AddMilliseconds(skillInfo.CastTime); this.State = AnimationState.AoEShow; }
public AttackSequence(MapObject att, MapObject vict, uint min, uint max, ushort skillid, bool derp) : this(att, vict, min, max, 0) { this.skillid = skillid; this.MinDamage += skillInfo.MinDamage; this.MaxDamage += skillInfo.MaxDamage; this.X = 0; this.Y = 0; }
public AttackSequence__(MapObject from, MapObject to, ushort skill = 0xFFFF, ushort attackspeed = 1400) { From = from; To = to; _ToID = to.MapObjectID; State = AnimationState.Running; _nextSequence = Program.CurrentTime; attackSpeed = attackspeed; skillid = skill; }
public AttackSequence(MapObject att, MapObject vict, uint min, uint max, ushort attackspeed) { this.State = AnimationState.Starting; this.attacker = att; this.victim = vict; this.MinDamage = min; this.MaxDamage = max; this.attackspeed = attackspeed; this._nextAction = Program.CurrentTime; this.skillid = NoSkill; this.AnimationID = att.UpdateCounter; this.State = AnimationState.Running; }
public Drop(Item item, MapObject dropper, int x, int y, int secondsToLive) { if (item is Equip) { Item = new DroppedEquip(item as Equip); } else { Item = new DroppedItem(item); } DroppedBy = dropper; Position = new Vector2(x, y); Expire = Program.CurrentTime.AddSeconds(secondsToLive); CanTake = true; }
public static void SendAttackAnimation(MapObject from, ushort objectID, ushort attackspeed, byte stance) { using (var packet = new Packet(SH9Type.AttackAnimation)) { packet.WriteUShort(from.MapObjectID); packet.WriteUShort(objectID); packet.WriteByte(stance); packet.WriteUShort(attackspeed); packet.WriteByte(4); packet.WriteByte(100); from.MapSector.Broadcast(packet); } }
public static Packet RemoveObject(MapObject obj) { Packet packet = new Packet(SH7Type.RemoveObject); packet.WriteUShort(obj.MapObjectID); return packet; }
public static void SendSkillStartOthers(MapObject user, ushort skillid, ushort victim, ushort animid) { // 9 79 | [9A 26] [06 06] [8A 27] [97 2D] using (var packet = new Packet(SH9Type.SkillUsePrepareOthers)) { packet.WriteUShort(user.MapObjectID); packet.WriteUShort(skillid); packet.WriteUShort(victim); packet.WriteUShort(animid); user.MapSector.Broadcast(packet, user.MapObjectID); } }
public static void SendSkillNoVictim(MapObject user, ushort animid) { // 9 82 | [75 70] [32 29] [00] using (var packet = new Packet(SH9Type.SkillAnimationTarget)) { packet.WriteUShort(animid); packet.WriteUShort(user.MapObjectID); packet.WriteBool(false); user.MapSector.Broadcast(packet); } }
public static void SendSkill(MapObject user, ushort animid, List<SkillVictim> victims) { using (var packet = new Packet(SH9Type.SkillAnimationTarget)) { packet.WriteUShort(animid); packet.WriteUShort(user.MapObjectID); packet.WriteByte((byte)(victims.Count > 255 ? 255 : victims.Count)); for (byte i = 0; i < victims.Count && i != 255; i++) { var victim = victims[i]; packet.WriteUShort(victim.MapObjectID); packet.WriteByte(victim.Stance1); packet.WriteByte(victim.Stance2); packet.WriteUInt(victim.Damage); packet.WriteUInt(victim.HPLeft); packet.WriteUShort(victim.HPCounter); } user.MapSector.Broadcast(packet); } }
public static void SendDieAnimation(MapObject from, ushort objectID) { // DO NOT SEND THIS TO THE DYING PLAYER, LOL using (var packet = new Packet(SH9Type.DieAnimation)) { packet.WriteUShort(objectID); packet.WriteUShort(from.MapObjectID); from.MapSector.Broadcast(packet, objectID); } }
public void Die() { HP = 0; Moving = false; boundryLT = null; boundryRB = null; AttackingSequence = null; Target = null; DeathTriggered = true; if (Spawnplace != null) { Spawnplace.CurrentMobs--; } _nextUpdate = Program.CurrentTime.AddSeconds(3); }
public override void AttackSkill(ushort skillid, MapObject victim) { base.AttackSkill(skillid, victim); // lol if (AttackingSequence != null) return; AttackingSequence = new AttackSequence(this, victim, 0, InfoServer.Str, skillid, true); Target = victim; }
public override void Attack(MapObject victim) { base.Attack(victim); // lol if (AttackingSequence != null) return; AttackingSequence = new AttackSequence(this, victim, 0, InfoServer.Str, 1400); Target = victim; }
public bool FullAddObject(MapObject obj) { Log.WriteLine(LogLevel.Debug, "Added {0} to the map.", obj.GetType().ToString()); if (AssignObjectID(obj)) { return FinalizeAdd(obj); } else return false; }
public bool FinalizeAdd(MapObject obj) { Sector sector = GetSectorByPos(obj.Position); sector.AddObject(obj, true); return Objects.TryAdd(obj.MapObjectID, obj); }
public bool AssignObjectID(MapObject obj) { bool result = false; lock (availableLifeKeys) { if (availableLifeKeys.Count == 0) { if (lifeIndexer == ushort.MaxValue) { Log.WriteLine(LogLevel.Warn, "Map is having map object id overflow (cannot handler more than {0})", ushort.MaxValue); result = false; } else { ushort key = lifeIndexer; ++lifeIndexer; obj.MapObjectID = key; result = true; } } else { ushort key = availableLifeKeys.Dequeue(); obj.MapObjectID = key; result = true; } if (result) obj.Map = this; return result; } }
private void Handle() { if (To != null) { ushort seed = (ushort)Program.Randomizer.Next(0, 100); //we use one seed & base damage on it ushort Damage = (ushort)Program.Randomizer.Next(0, seed); bool Crit = seed >= 80; stance = (byte)(Program.Randomizer.Next(0, 3)); To.Damage(From, Damage); Handler9.SendAttackAnimation(From, _ToID, attackSpeed, stance); Handler9.SendAttackDamage(From, _ToID, Damage, Crit, GetHPLeft(), To.UpdateCounter); if (To.IsDead) { if (To is Mob && From is ZoneCharacter) { uint exp = (To as Mob).InfoServer.MonEXP; (From as ZoneCharacter).GiveEXP(exp, _ToID); } Handler9.SendDieAnimation(From, _ToID); State = AnimationState.Ended; To = null; } else { SetNewSequenceTime(attackSpeed); } } }
public override void Update(DateTime date) { if (Position == null) { return; } if (IsDead) { if (!DeathTriggered) { Die(); return; // Wait till 3 seconds are over, then remove } else if (_nextUpdate <= date) { Map.RemoveObject(this.MapObjectID); Position = null; return; } return; } if (AttackingSequence != null && Target != null) { if (Vector2.Distance(Target.Position, Position) < 50) { AttackingSequence.Update(date); if (AttackingSequence.State == AttackSequence.AnimationState.Ended) { AttackingSequence = null; Target = null; } } else { _nextUpdate = _nextUpdate.AddDays(-1); } } if (_nextUpdate > date) return; if (Target != null) { _nextUpdate = Program.CurrentTime.AddSeconds(1); // Try to move to target's pos // Might glitch the f**k out. lol if (Target.Map != Map) { Target = null; // Stop aggro-ing >:( } else { if (Vector2.Distance(Target.Position, Position) < 800) { if (Map.Block.CanWalk(Target.Position.X, Target.Position.Y)) { Move(Position.X, Position.Y, Target.Position.X, Target.Position.Y, false, false); } } else { Target = null; // Stop aggro-ing >:( } } return; } else { _nextUpdate = Program.CurrentTime.AddSeconds(Program.Randomizer.Next(10, 60)); // Around 10 seconds to 1 minute before new movement is made // Move to random spot. Vector2 newpos = new Vector2(Position); bool ok = false; for (int i = 1; i <= 20; i++) { // Generate new position, and check if it's in valid bounds, else recheck newpos = Vector2.GetRandomSpotAround(Program.Randomizer, newpos, 60); if (newpos.X > 0 && newpos.Y > 0 && Map.Block.CanWalk(newpos.X, newpos.Y) && PositionIsInBoundries(newpos)) { ok = true; break; } /* int t = Program.Randomizer.Next() % 11; if (t <= 2) { // All + newx += Program.Randomizer.Next(MinMovement, MaxMovement); newy += Program.Randomizer.Next(MinMovement, MaxMovement); } else if (t <= 5) { newx -= Program.Randomizer.Next(MinMovement, MaxMovement); newy += Program.Randomizer.Next(MinMovement, MaxMovement); } else if (t <= 8) { newx += Program.Randomizer.Next(MinMovement, MaxMovement); newy -= Program.Randomizer.Next(MinMovement, MaxMovement); } else { newx -= Program.Randomizer.Next(MinMovement, MaxMovement); newy -= Program.Randomizer.Next(MinMovement, MaxMovement); } Vector2 test = newpos + new Vector2(newx, newy); if (Map.Block.CanWalk(test.X, test.Y) && PositionIsInBoundries(test)) { newpos = test; break; } */ } if (ok) { Move(Position.X, Position.Y, newpos.X, newpos.Y, false, false); } } }
public static void SendSkill(MapObject user, ushort animid, ushort victimid, uint damage, uint newhp, ushort counter, byte special1 = 0x10, byte special2 = 0x00) { // 9 82 | [E5 3F] [8A 27] [01] [8A 27] [10 00] [09 00 00 00] [5E 00 00 00] [A7 4C] // 9 82 | [9A 35] [8A 27] [01] [C2 05] [10 00] [0A 00 00 00] [1D 01 00 00] [73 37] // 9 82 | [43 3C] [42 15] [01] [AC 4C] [01 01] [7A 02 00 00] [00 00 00 00] [35 09] // 9 82 | [0E 39] [42 15] [01] [00 4A] [21 01] [1C 03 00 00] [00 00 00 00] [8C 0E] using (var packet = new Packet(SH9Type.SkillAnimationTarget)) { packet.WriteUShort(animid); packet.WriteUShort(user.MapObjectID); packet.WriteBool(true); packet.WriteUShort(victimid); packet.WriteByte(special1); packet.WriteByte(special2); packet.WriteUInt(damage); packet.WriteUInt(newhp); packet.WriteUShort(counter); user.MapSector.Broadcast(packet); } }
private void Init() { Info = DataProvider.Instance.GetMobInfo(ID); MobInfoServer temp; DataProvider.Instance.MobData.TryGetValue(Info.Name, out temp); InfoServer = temp; Moving = false; Target = null; Spawnplace = null; _nextUpdate = Program.CurrentTime; DeathTriggered = false; HP = MaxHP; SP = MaxSP; Level = Info.Level; }
public static void SendSkillAnimationForPlayer(MapObject user, ushort skillid, ushort animid) { // 9 87 | [E5 3F] [8A 27] [04 06] // 9 87 | [97 2D] [9A 26] [06 06] using (var packet = new Packet(SH9Type.SkillAnimation)) { packet.WriteUShort(animid); packet.WriteUShort(user.MapObjectID); packet.WriteUShort(skillid); user.MapSector.Broadcast(packet); } }
public void Update(DateTime now) { if (this.State == AnimationState.Ended) return; if (this.attacker == null || this.attacker.IsDead) { this.State = AnimationState.Ended; return; } if (!IsAoE && (this.victim == null || this.victim.IsDead)) { this.State = AnimationState.Ended; return; } if (this._nextAction > now) return; if (IsSkill) { if (IsAoE) { if (this.State == AnimationState.AoEShow) { Handler9.SendSkillPosition(attacker, AnimationID, skillid, X, Y); Handler9.SendSkillAnimationForPlayer(attacker, skillid, AnimationID); this._nextAction = Program.CurrentTime.AddMilliseconds(skillInfo.SkillAniTime); this.State = AnimationState.AoEDo; } else if (this.State == AnimationState.AoEDo) { // Lets create an AoE skill @ X Y List<SkillVictim> victims = new List<SkillVictim>(); var pos = new Vector2((int)X, (int)Y); // Find victims foreach (var v in attacker.Map.GetObjectsBySectors(attacker.MapSector.SurroundingSectors)) { if (attacker == v) continue; if (v is ZoneCharacter) continue; if (Vector2.Distance(v.Position, pos) > skillInfo.Range) continue; // Calculate dmg uint dmg = (uint)Program.Randomizer.Next((int)MinDamage, (int)MaxDamage); if (dmg > v.HP) { v.HP = 0; } if (!v.IsDead) { v.Attack(attacker); } else { if (v is Mob && attacker is ZoneCharacter) { uint exp = (v as Mob).InfoServer.MonEXP; (attacker as ZoneCharacter).GiveEXP(exp, v.MapObjectID); } } victims.Add(new SkillVictim(v.MapObjectID, dmg, v.HP, 0x01, 0x01, v.UpdateCounter)); if (victims.Count == skillInfo.MaxTargets) break; } Handler9.SendSkill(attacker, AnimationID, victims); foreach (var v in victims) { if (v.HPLeft == 0) { Handler9.SendDieAnimation(attacker, v.MapObjectID); } } victims.Clear(); State = AnimationState.Ended; } } else { // Normal skill parsing State = AnimationState.Ended; } } else { // Just attacking... if (victim == null || victim.IsDead) { victim = null; attacker = null; State = AnimationState.Ended; } else { // Calculate some damage to do ushort dmg = (ushort)Program.Randomizer.Next((int)MinDamage, (int)MaxDamage); if (dmg > victim.HP) { victim.HP = 0; } bool Crit = Program.Randomizer.Next() % 100 >= 80; byte stance = (byte)(Program.Randomizer.Next(0, 3)); victim.Damage(attacker, dmg); Handler9.SendAttackAnimation(attacker, victim.MapObjectID, attackspeed, stance); Handler9.SendAttackDamage(attacker, victim.MapObjectID, dmg, Crit, victim.HP, victim.UpdateCounter); if (victim.IsDead) { if (victim is Mob && attacker is ZoneCharacter) { uint exp = (victim as Mob).InfoServer.MonEXP; (attacker as ZoneCharacter).GiveEXP(exp, victim.MapObjectID); } Handler9.SendDieAnimation(attacker, victim.MapObjectID); victim = null; State = AnimationState.Ended; } else { _nextAction = now.AddMilliseconds(attackspeed); } } } }
public static void SendSkillPosition(MapObject user, ushort animid, ushort skillid, uint x, uint y) { // 9 81 | [32 29] [B8 10] [56 0A 00 00] [3A 27 00 00] [75 70] using (var packet = new Packet(SH9Type.SkillAnimationPosition)) { packet.WriteUShort(user.MapObjectID); packet.WriteUShort(skillid); packet.WriteUInt(x); packet.WriteUInt(y); packet.WriteUShort(animid); user.MapSector.Broadcast(packet); } }
public virtual void Damage(MapObject bully, uint amount, bool isSP = false) { if (isSP) { if (SP < amount) SP = 0; else SP -= amount; } else { if (HP < amount) HP = 0; else HP -= amount; } if (bully == null) { if (this is ZoneCharacter) { ZoneCharacter character = this as ZoneCharacter; if (isSP) Handler9.SendUpdateSP(character); else Handler9.SendUpdateHP(character); } } else { if (this is Mob && ((Mob)this).AttackingSequence == null) { ((Mob)this).Attack(bully); } else if (this is ZoneCharacter && !((ZoneCharacter)this).IsAttacking) { ((ZoneCharacter)this).Attack(bully); } } }
public static void SendStatsUpdate(MapObject pObject, ZoneClient to, bool selectedby) { using (var packet = new Packet(SH9Type.StatUpdate)) { packet.WriteBool(selectedby); packet.WriteUShort(pObject.MapObjectID); if (pObject is ZoneCharacter) { ((ZoneCharacter)pObject).WriteUpdateStats(packet); } else { ((Mob)pObject).WriteUpdateStats(packet); } to.SendPacket(packet); } }
public static Packet MoveObject(MapObject obj, int oldx, int oldy, bool walk, ushort speed = 115) { Packet packet = new Packet(walk ? SH8Type.Walk : SH8Type.Move); packet.WriteUShort(obj.MapObjectID); packet.WriteInt(oldx); packet.WriteInt(oldy); packet.WriteInt(obj.Position.X); packet.WriteInt(obj.Position.Y); packet.WriteUShort(speed); return packet; }
public static void SendAttackDamage(MapObject from, ushort objectID, ushort damage, bool crit, uint hpleft, ushort counter) { using (var packet = new Packet(SH9Type.AttackDamage)) { packet.WriteUShort(from.MapObjectID); packet.WriteUShort(objectID); packet.WriteBool(crit); packet.WriteUShort(damage); packet.WriteUInt(hpleft); packet.WriteUShort(counter); packet.WriteByte(4); packet.WriteByte(100); from.MapSector.Broadcast(packet); } }
public static Packet StopObject(MapObject obj) { Packet packet = new Packet(SH8Type.StopTele); packet.WriteUShort(obj.MapObjectID); packet.WriteInt(obj.Position.X); packet.WriteInt(obj.Position.Y); return packet; }