void ProtocolSpectator::addDummyCreature(NetworkMessage& msg, const uint32_t& creatureID, const Position& playerPos)
{
	// add dummy creature
	CreatureType_t creatureType = CREATURETYPE_NPC;
	if(creatureID <= 0x10000000) {
		creatureType = CREATURETYPE_PLAYER;
	} else if(creatureID <= 0x40000000) {
		creatureType = CREATURETYPE_MONSTER;
	}
	msg.addByte(0x6A);
	msg.addPosition(playerPos);
	msg.addByte(1); //stackpos
	msg.add<uint16_t>(0x61); // is not known
	msg.add<uint32_t>(0); // remove no creature
	msg.add<uint32_t>(creatureID); // creature id
	msg.addByte(creatureType); // creature type
	msg.addString("Dummy");
	msg.addByte(0x00); // health percent
	msg.addByte(DIRECTION_NORTH); // direction
	AddOutfit(msg, player->getCurrentOutfit()); // outfit
	msg.addByte(0); // light level
	msg.addByte(0); // light color
	msg.add<uint16_t>(200); // speed
	msg.addByte(SKULL_NONE); // skull type
	msg.addByte(SHIELD_NONE); // party shield
	msg.addByte(GUILDEMBLEM_NONE); // guild emblem
	msg.addByte(creatureType); // creature type
	msg.addByte(SPEECHBUBBLE_NONE); // speechbubble
	msg.addByte(0xFF); // MARK_UNMARKED
	msg.add<uint16_t>(0x00); // helpers
	msg.addByte(0); // walkThrough
}
Beispiel #2
0
/**\brief Parse one player out of an xml node
 */
bool Player::FromXMLNode( xmlDocPtr doc, xmlNodePtr node ) {
	xmlNodePtr  attr;
	string value;
	Coordinate pos;

	if( (attr = FirstChildNamed(node,"name")) ){
		SetName(NodeToString(doc,attr));
	}

	if( (attr = FirstChildNamed(node, "planet"))){
		string temp;
		xmlNodePtr name = FirstChildNamed(attr,"name");
		lastPlanet = NodeToString(doc,name);
		Planet* p = Planets::Instance()->GetPlanet( lastPlanet );
		if( p != NULL ) {
			SetWorldPosition( p->GetWorldPosition() );
		}
	}else return false;

	if( (attr = FirstChildNamed(node,"model")) ){
		value = NodeToString(doc,attr);
		Model* model = Models::Instance()->GetModel( value );
		if( NULL!=model) {
			SetModel( model );
		} else {
			LogMsg(ERR,"No such model as '%s'", value.c_str());
			return false;
		}
	} else return false;
	
	if( (attr = FirstChildNamed(node,"engine")) ){
		value = NodeToString(doc,attr);
		Engine* engine = Engines::Instance()->GetEngine( value );
		if( NULL!=engine) {
			SetEngine( engine );
		} else {
			LogMsg(ERR,"No such engine as '%s'", value.c_str());
			return false;
		}
	} else return false;


	if( (attr = FirstChildNamed(node,"credits")) ){
		value = NodeToString(doc,attr);
		SetCredits( atoi(value.c_str()) );
	} else return false;

	for( attr = FirstChildNamed(node,"weapon"); attr!=NULL; attr = NextSiblingNamed(attr,"weapon") ){
		AddShipWeapon( NodeToString(doc,attr) );
	}

	for( attr = FirstChildNamed(node,"outfit"); attr!=NULL; attr = NextSiblingNamed(attr,"outfit") ){
		AddOutfit( NodeToString(doc,attr) );
	}

	for( attr = FirstChildNamed(node,"cargo"); attr!=NULL; attr = NextSiblingNamed(attr,"cargo") ){
		xmlNodePtr type = FirstChildNamed(attr,"type");
		xmlNodePtr ammt = FirstChildNamed(attr,"amount");
		if(!type || !ammt)
			return false;
		if( NodeToInt(doc,ammt) > 0 )
		{
			StoreCommodities( NodeToString(doc,type), NodeToInt(doc,ammt) );
		}
	}

	for( attr = FirstChildNamed(node,"ammo"); attr!=NULL; attr = NextSiblingNamed(attr,"ammo") ){
		xmlNodePtr type = FirstChildNamed(attr,"type");
		xmlNodePtr ammt = FirstChildNamed(attr,"amount");
		if(!type || !ammt)
			return false;
		AmmoType ammoType = Weapon::AmmoNameToType( NodeToString(doc,type) );
		int ammoCount = NodeToInt(doc,ammt);
		if( ammoType < max_ammo ) {
			AddAmmo( ammoType, ammoCount );
		} else return false;
	}

	for( attr = FirstChildNamed(node,"Mission"); attr!=NULL; attr = NextSiblingNamed(attr,"Mission") ){
		Mission *mission = Mission::FromXMLNode(doc,attr);
		if( mission != NULL ) {
			LogMsg(INFO, "Successfully loaded the %s mission of player '%s'", mission->GetName().c_str(), this->GetName().c_str() );
			missions.push_back( mission );
		} else {
			LogMsg(INFO, "Aborted loading mission of player '%s'", this->GetName().c_str() );
		}
	}

	for( attr = FirstChildNamed(node,"favor"); attr!=NULL; attr = NextSiblingNamed(attr,"favor") ){
		xmlNodePtr alliance = FirstChildNamed(attr,"alliance");
		xmlNodePtr value = FirstChildNamed(attr,"value");
		if(!alliance || !value)
			return false;
		if( NodeToInt(doc,value) > 0 )
		{
			UpdateFavor( NodeToString(doc,alliance), NodeToInt(doc,value) );
		}
	}

	for( attr = FirstChildNamed(node,"hiredEscort"); attr!=NULL; attr = NextSiblingNamed(attr,"hiredEscort") ){
		xmlNodePtr typePtr = FirstChildNamed(attr, "type");
		xmlNodePtr payPtr = FirstChildNamed(attr, "pay");
		assert(typePtr && payPtr);
		if(!typePtr || !payPtr) return false;
		string type = NodeToString(doc, typePtr);
		int pay = atoi( NodeToString(doc, payPtr).c_str() );
		// Adding it with sprite ID -1 means it's up to player.lua to go ahead and create the correct sprite.
		this->AddHiredEscort(type, pay, -1);
	}

	if(this->ConfigureWeaponSlots(doc, node)){
		// great - it worked
		LogMsg( INFO, "Successfully loaded weapon slots");
	}
	else {
		LogMsg( ERR, "Weapon slot XML helper failed to configure weapon slots");
	}

	if( (attr = FirstChildNamed(node,"lastLoadTime")) ){
		lastLoadTime = NodeToInt(doc,attr);
	} else {
		lastLoadTime = (time_t)0;
	}

	RemoveLuaControlFunc();

	return true;
}
Beispiel #3
0
void ProtocolGameBase::AddCreature(NetworkMessage& msg, const Creature* creature, bool known, uint32_t remove)
{
	CreatureType_t creatureType = creature->getType();

	const Player* otherPlayer = creature->getPlayer();

	if (known) {
		msg.add<uint16_t>(0x62);
		msg.add<uint32_t>(creature->getID());
	} else {
		msg.add<uint16_t>(0x61);
		msg.add<uint32_t>(remove);
		msg.add<uint32_t>(creature->getID());
		msg.addByte(creatureType);
		msg.addString(creature->getName());
	}

	if (creature->isHealthHidden()) {
		msg.addByte(0x00);
	} else {
		msg.addByte(std::ceil((static_cast<double>(creature->getHealth()) / std::max<int32_t>(creature->getMaxHealth(), 1)) * 100));
	}

	msg.addByte(creature->getDirection());

	if (!creature->isInGhostMode() && !creature->isInvisible()) {
		AddOutfit(msg, creature->getCurrentOutfit());
	} else {
		static Outfit_t outfit;
		AddOutfit(msg, outfit);
	}

	LightInfo lightInfo;
	creature->getCreatureLight(lightInfo);
	msg.addByte(player->isAccessPlayer() ? 0xFF : lightInfo.level);
	msg.addByte(lightInfo.color);

	msg.add<uint16_t>(creature->getStepSpeed() / 2);

	msg.addByte(player->getSkullClient(creature));
	msg.addByte(player->getPartyShield(otherPlayer));

	if (!known) {
		msg.addByte(player->getGuildEmblem(otherPlayer));
	}

	if (creatureType == CREATURETYPE_MONSTER) {
		const Creature* master = creature->getMaster();
		if (master) {
			const Player* masterPlayer = master->getPlayer();
			if (masterPlayer) {
				if (masterPlayer == player) {
					creatureType = CREATURETYPE_SUMMON_OWN;
				} else {
					creatureType = CREATURETYPE_SUMMON_OTHERS;
				}
			}
		}
	}

	msg.addByte(creatureType); // Type (for summons)
	msg.addByte(creature->getSpeechBubble());
	msg.addByte(0xFF); // MARK_UNMARKED

	if (otherPlayer) {
		msg.add<uint16_t>(otherPlayer->getHelpers());
	} else {
		msg.add<uint16_t>(0x00);
	}

	msg.addByte(player->canWalkthroughEx(creature) ? 0x00 : 0x01);
}