示例#1
0
文件: Actor.cs 项目: n3rus/mooege
        public void Reveal(Hero toon)
        {
            if (toon.RevealedActors.Contains(this)) return; //already revealed
            toon.RevealedActors.Add(this);

            var msg = new ACDEnterKnownMessage
                          {
                              Field0 = DynamicId,
                              Field1 = SnoId,
                              Field2 = Field2,
                              Field3 = Field3,
                              Field4 = new WorldLocationMessageData
                                           {
                                               Field0 = Scale,
                                               Field1 = new PRTransform { Field0 = new Quaternion { Amount = RotationAmount, Axis = RotationAxis, }, ReferencePoint = Position, },
                                               Field2 = WorldId,
                                           },
                              Field5 = InventoryLocationData,
                              Field6 = GBHandle,
                              Field7 = Field7,
                              Field8 = Field8,
                              Field9 = Field9,
                              Field10 = Field10,
                          };

            toon.InGameClient.SendMessage(msg);
            toon.InGameClient.FlushOutgoingBuffer();
        }
示例#2
0
文件: Item.cs 项目: God601/D3Mighty
        public void RevealInInventory(Hero hero, int row, int column, int equipmentSlot)
        {

            InventoryLocationMessageData inventorylocation = new InventoryLocationMessageData()
                    {
                        Field0 = hero.Id,
                        Field1 = equipmentSlot,
                        Field2 = new IVector2D()
                        {
                            Field0 = row,
                            Field1 = column,
                        },
                    };

            ACDEnterKnownMessage msg = new ACDEnterKnownMessage()
            {
                Id = 0x003B,
                Field0 = ItemId,
                Field1 = SnoId,
                Field2 = 0x0000001A,
                Field3 = 0x00000001,
                Field4 = null,
                Field5 = inventorylocation,
                Field6 = new GBHandle()
                {
                    Field0 = 0x00000002,
                    Field1 = Gbid,
                },
                Field7 = -1,
                Field8 = -1,
                Field9 = 0x00000001,
                Field10 = 0x00,
            };

            hero.InGameClient.SendMessage(msg);

            Reveal(hero);
        }
示例#3
0
        /// <summary>
        /// Reveals an actor to a player.
        /// </summary>
        /// <returns>true if the actor was revealed or false if the actor was already revealed.</returns>
        public override bool Reveal(Mooege.Core.GS.Player.Player player)
        {
            if (player.RevealedObjects.ContainsKey(this.DynamicID)) return false; // already revealed
            player.RevealedObjects.Add(this.DynamicID, this);

            var msg = new ACDEnterKnownMessage
            {
                ActorID = this.DynamicID,
                ActorSNO = this.ActorSNO,
                Field2 = Field2,
                Field3 = Field3, // this.hasWorldLocation ? 0 : 1;
                WorldLocation = this.HasWorldLocation ? this.WorldLocationMessage : null,
                InventoryLocation = this.HasWorldLocation ? null : this.InventoryLocationMessage,
                GBHandle = this.GBHandle,
                Field7 = Field7,
                Field8 = Field8,
                Field9 = Field9,
                Field10 = Field10,
                Field11 = Field11,
                Field12 = Field12,
                Field13 = Field13,
            };
            player.InGameClient.SendMessage(msg);

            // Affixes of the actor, two messages with 1 and 2,i guess prefix and suffix so it does not
            // make sense to send the same list twice. server does not do this
            var affixGbis = new int[AffixList.Count];
            for (int i = 0; i < AffixList.Count; i++)
            {
                affixGbis[i] = AffixList[i].AffixGbid;
            }

            player.InGameClient.SendMessage(new AffixMessage()
            {
                ActorID = DynamicID,
                Field1 = 0x00000001,
                aAffixGBIDs = affixGbis,
            });

            player.InGameClient.SendMessage(new AffixMessage()
            {
                ActorID = DynamicID,
                Field1 = 0x00000002,
                aAffixGBIDs = affixGbis,
            });

            // Collision Flags
            player.InGameClient.SendMessage(new ACDCollFlagsMessage()
            {
                ActorID = DynamicID,
                CollFlags = this.CollFlags
            });

            // Send Attributes
            Attributes.SendMessage(player.InGameClient, DynamicID);

            // Actor group
            player.InGameClient.SendMessage(new ACDGroupMessage()
            {
                ActorID = DynamicID,
                Field1 = -1,
                Field2 = -1,
            });

            // Reveal actor (creates actor and makes it visible to the player)
            player.InGameClient.SendMessage(new ANNDataMessage(Opcodes.ANNDataMessage7)
            {
                ActorID = DynamicID
            });

            // This is always sent even though it doesn't identify the actor. /komiga
            player.InGameClient.SendMessage(new SNONameDataMessage()
            {
                Name = this.SNOName
            });
            player.InGameClient.FlushOutgoingBuffer();
            return true;
        }
示例#4
0
        /// <summary>
        /// Reveals an actor to a player.
        /// </summary>
        /// <returns>true if the actor was revealed or false if the actor was already revealed.</returns>
        public override bool Reveal(Player player)
        {
            if (player.RevealedObjects.ContainsKey(this.DynamicID)) return false; // already revealed
            player.RevealedObjects.Add(this.DynamicID, this);

            var msg = new ACDEnterKnownMessage
            {
                ActorID = this.DynamicID,
                ActorSNO = this.SNOId,
                Field2 = Field2,
                Field3 = Field3, // this.hasWorldLocation ? 0 : 1;
                WorldLocation = this.HasWorldLocation ? this.WorldLocationMessage : null,
                InventoryLocation = this.HasWorldLocation ? null : this.InventoryLocationMessage,
                GBHandle = this.GBHandle,
                Field7 = Field7,
                Field8 = Field8,
                Field9 = Field9,
                Field10 = Field10,
                Field11 = Field11,
                Field12 = Field12,
                Field13 = Field13,
            };

            // normaly when we send acdenterknown for players own actor it's set to 0x09. But while sending the acdenterknown for another player's actor we should set it to 0x01. /raist
            if ((this is Player) && this != player)
                msg.Field2 = 0x01;

            player.InGameClient.SendMessage(msg);

            // Affixes of the actor, two messages with 1 and 2,i guess prefix and suffix so it does not
            // make sense to send the same list twice. server does not do this
            var affixGbis = new int[AffixList.Count];
            for (int i = 0; i < AffixList.Count; i++)
            {
                affixGbis[i] = AffixList[i].AffixGbid;
            }

            player.InGameClient.SendMessage(new AffixMessage
            {
                ActorID = DynamicID,
                Field1 = 0x00000001,
                aAffixGBIDs = affixGbis,
            });

            player.InGameClient.SendMessage(new AffixMessage
            {
                ActorID = DynamicID,
                Field1 = 0x00000002,
                aAffixGBIDs = affixGbis,
            });

            // Collision Flags
            player.InGameClient.SendMessage(new ACDCollFlagsMessage
            {
                ActorID = DynamicID,
                CollFlags = this.CollFlags
            });

            // Send Attributes
            Attributes.SendMessage(player.InGameClient, DynamicID);

            // Actor group
            player.InGameClient.SendMessage(new ACDGroupMessage
            {
                ActorID = DynamicID,
                Field1 = -1,
                Field2 = -1,
            });

            // Reveal actor (creates actor and makes it visible to the player)
            player.InGameClient.SendMessage(new ACDCreateActorMessage(this.DynamicID));

            // This is always sent even though it doesn't identify the actor. /komiga
            player.InGameClient.SendMessage(new SNONameDataMessage
                                                {
                Name = this.SNOName
            });

            return true;
        }
示例#5
0
文件: Actor.cs 项目: bryan77/mooege
        public override void Reveal(Mooege.Core.GS.Player.Player player)
        {
            if (player.RevealedObjects.ContainsKey(this.DynamicID)) return; // already revealed
            player.RevealedObjects.Add(this.DynamicID, this);

            var msg = new ACDEnterKnownMessage
            {
                ActorID = this.DynamicID,
                ActorSNO = this.ActorSNO,
                Field2 = Field2,
                Field3 = Field3,
                WorldLocation = this.HasWorldLocation ? this.WorldLocationMessage : null,
                InventoryLocation = this.HasWorldLocation ? null : this.InventoryLocationMessage,
                GBHandle = this.GBHandle,
                Field7 = Field7,
                Field8 = Field8,
                Field9 = Field9,
                Field10 = Field10,
                Field11 = Field11,
                Field12 = Field12,
                Field13 = Field13,
            };
            player.InGameClient.SendMessageNow(msg);
        }