public void MoveTo(short x, short y, short facing = 2) { Packets.PacketWriter w = new Packets.PacketWriter(0x2A); w.WriteUInt32(0x00); // accountid to send to replaced in roommove w.WriteUInt32(0x00); w.WriteUInt32(this.Body.GameID); w.WriteUInt32(this.Body.Location.CurrentRoom.RoomID); w.WriteByte(0x00); w.WriteShort(x); w.WriteShort(y); w.WriteByte(0x00); w.WriteShort(x); w.WriteShort(y); // stop packet no facing //w.WriteShort(0x02); w.WriteByte(0xFF); byte[] move = w.ToArray(); if (this.Body.Location.CurrentRoom.PlayerCount != 0) // no need to send to a room noone is in. { this.Body.Location.CurrentRoom.SendMovePacket(move); } }
public override byte[] Serialize() { Packets.PacketWriter w = new Packets.PacketWriter(); w.WriteByte(0x01); w.WriteUShort(this.GraphicID); w.WriteUInt32(this.GameID); w.WriteUShort(this.Color); // color w.WriteByte(0x00); w.WriteByte(0xFF); // buff end w.WriteByte(0x00); // i do not know if this byte holds a value // Roomlocation, if in a room #region Room and Location bytes if (this.Location.CurrentRoom.RoomID <= 65535) { w.WriteByte(0x01); w.WriteUShort((ushort)this.Location.CurrentRoom.RoomID); } else { w.WriteByte(0x02); w.WriteUInt32(this.Location.CurrentRoom.RoomID); } w.WriteUShort(this.Location.X); w.WriteUShort(this.Location.Y); w.WriteUShort(this.Location.Facing); // Ok locations done #endregion //int i = this.IsInventoryItem ? 1 : 0; w.WriteByte((byte)(this.IsInventoryItem ? 1 : 0)); // Not sure most items have this w.WriteByte((byte)(this.Equipped ? 1 : 0)); w.WriteByte(0x00); w.WriteByte(0x00); w.WriteByte(0x00); w.WriteByte(0x00); return(w.GetRawPacket()); }
public virtual byte[] Serialize() { Packets.PacketWriter w = new Packets.PacketWriter(); w.WriteByte(0x01); w.WriteUShort(this.GraphicID); w.WriteUInt32(this.GameID); w.WriteUShort(this.Color); // color if (string.IsNullOrEmpty(this.Name)) { w.WriteByte(0x00); // 1 here if name follows, then followed by 2 bytes with length of naem } else { w.WriteByte(0x01); w.WriteString(this.Name); // prefixes the string with a short length } // right after name, if this item is engraved with a custom name // the spell byte is 0x4A if (!string.IsNullOrEmpty(this.Name)) { w.WriteByte(0x4A); } else { w.WriteByte(0x00); } // identified, added later ? yes // how to handle buffs ? if (this.Enchantments.Count == 0) { w.WriteUShort(0x00); } else { foreach (byte b in this.Enchantments) { w.WriteByte(b); //Console.WriteLine("Wrote {0} for {1}.", b.ToString("X2"), this.GameID); } } w.WriteByte(0xFF); // buff end w.WriteByte(0x00); // i do not know if this byte holds a value // Roomlocation, if in a room #region Room and Location bytes if (this.Location == null) { w.WriteByte(0x00); // no location } else { if (this.Location.CurrentRoom != null) { if (this.Location.CurrentRoom.RoomID <= 65535) { w.WriteByte(0x01); w.WriteUShort((ushort)this.Location.CurrentRoom.RoomID); } else { w.WriteByte(0x02); w.WriteUInt32(this.Location.CurrentRoom.RoomID); } w.WriteUShort(this.Location.X); w.WriteUShort(this.Location.Y); w.WriteUShort(this.Location.Facing); } else { w.WriteByte(0x00); // we do not know what happened, a locations room should never be null } } // Ok locations done #endregion int i = this.IsInventoryItem ? 1 : 0; w.WriteByte((byte)i); // Not sure most items have this int e = this.Equipped ? 1 : 0; w.WriteByte((byte)e); w.WriteByte(0x00); // Do not know // Starts info for containers if (this.IsContainer) { w.WriteShort((short)this.ContainedItems.Count); // Followed by items contained } else { w.WriteShort(0x00); } // w.WriteByte(0x00); w.WriteUInt32(0x00); return(w.GetRawPacket()); }
public override byte[] Serialize(out uint itemid) { itemid = ServerGlobals.GetNextAvailableID(); this.GameID = itemid; Packets.PacketWriter w = new Packets.PacketWriter(); w.WriteByte(0x01); w.WriteUShort(this.GraphicID); w.WriteUInt32(this.GameID); w.WriteShort(0x73); // color if (string.IsNullOrEmpty(this.Name)) { w.WriteByte(0x00); // 1 here if name follows, then followed by 2 bytes with length of naem } else { w.WriteByte(0x01); w.WriteString(this.Name); // prefixes the string with a short length } if (this.Enchantments.Count == 0) { w.WriteShort(0x00); w.WriteByte(0x00); } else { int totalenchants = this.Enchantments.Count; // must be 2 0x00 and 1 buff, if the item only has 1 buff. if (totalenchants == 1) { w.WriteShort(0x00); w.WriteByte(this.Enchantments[0]); } else if (totalenchants == 2) { w.WriteByte(0x00); w.WriteByte(this.Enchantments[0]); w.WriteByte(this.Enchantments[1]); } else { foreach (byte b in this.Enchantments) { w.WriteByte(b); } } } w.WriteByte(0xFF); w.WriteByte(0x00); if (this.Location == null) { w.WriteByte(0x00); } // 0x01 if in a room with loc else { // Add room location if (this.Location.RoomNumber < 65534) { w.WriteByte(0x01); w.WriteUShort((ushort)this.Location.RoomNumber); } else { w.WriteByte(0x02); w.WriteUInt32(this.Location.RoomNumber); } w.WriteUShort(this.Location.X); w.WriteUShort(this.Location.Y); w.WriteUShort(this.Location.Facing); } w.WriteByte(0x01); // Not sure most items have this w.WriteByte((byte)(this.Equipped ? 1:0)); // Not sure on all this w.WriteByte(0x00); // dunno w.WriteShort((short)this.ContainedItems.Count); w.WriteByte(0x00); // w.WriteUShort(0x00); w.WriteUInt32(0x00); // w.WriteBytes(new byte[3]); //w.WriteByte(0x00); // items in backpack just after this ? return(w.GetRawPacket()); }