Exemple #1
0
void send_paperdoll( Network::Client* client, Mobile::Character* chr )
{
  Network::PktHelper::PacketOut<Network::PktOut_88> msg;
  msg->Write<u32>( chr->serial_ext );

  if ( ( !settingsManager.ssopt.privacy_paperdoll ) || ( client->chr == chr ) )
  {
    std::string name = ( !chr->has_title_prefix() ? "" : chr->title_prefix() + " " ) + chr->name() +
                       ( !chr->has_title_suffix() ? "" : " " + chr->title_suffix() );
    if ( chr->has_title_race() )
      name += " (" + chr->title_race() + ")";
    msg->Write( name.c_str(), 60 );
  }
  else
    msg->Write( chr->name().c_str(), 60 );


  // MuadDib changed to reflect true status for 0x20 packet. 1/4/2007
  // Paperdoll Appears different type Status byte than other walk/update
  // packets. Using poison/hidden here will break peace/war button.
  u8 flag1 = chr->warmode() ? 1 : 0;
  if ( client->UOExpansionFlag & Network::AOS && client->chr->serial_ext == chr->serial_ext )
    flag1 |= CHAR_FLAG1_CANALTER;
  msg->Write<u8>( flag1 );

  msg.Send( client );
}
Exemple #2
0
void send_prompt( Network::Client* client, u32 serial )
{
  Network::PktHelper::PacketOut<Network::PktOut_9A> msg;
  msg->WriteFlipped<u16>( sizeof msg->buffer );
  msg->Write<u32>( serial );
  msg->WriteFlipped<u32>( 0x15u );
  msg->offset += 5;  // u32 type u8 text[0]
  msg.Send( client );
}
Exemple #3
0
void MultiPlacementCursor::send_placemulti( Network::Client* client, unsigned int objtype, int flags, s16 xoffset, s16 yoffset, u32 hue )
{
  Network::PktHelper::PacketOut<Network::PktOut_99> msg;
  msg->Write<u8>( 0x1u );
  msg->WriteFlipped<u32>( cursorid_ );
  msg->offset += 12; // 12x u8 unk
  u16 multiid = Items::find_multidesc( objtype ).multiid;
  multiid += static_cast<u16>( ( flags & Multi::CRMULTI_FACING_MASK ) >> Multi::CRMULTI_FACING_SHIFT );
  msg->WriteFlipped<u16>( multiid );
  msg->WriteFlipped<s16>( xoffset );
  msg->WriteFlipped<s16>( yoffset );
  msg->offset += 2; // u16 maybe_zoffset
  if ( client->ClientType & Network::CLIENTTYPE_7090 )
    msg->WriteFlipped<u32>( hue );
  msg.Send( client );
  client->chr->tcursor2 = this;
}
Exemple #4
0
void send_skillmsg( Network::Client* client, const Mobile::Character* chr )
{
  Network::PktHelper::PacketOut<Network::PktOut_3A> msg;
  msg->offset += 2;
  if ( settingsManager.ssopt.core_sends_caps )
    msg->Write<u8>( PKTBI_3A_VALUES::FULL_LIST_CAP );
  else
    msg->Write<u8>( PKTBI_3A_VALUES::FULL_LIST );

  for ( unsigned short i = 0; i <= networkManager.uoclient_general.maxskills; ++i )
  {
    const UOSkill& uoskill = GetUOSkill( i );
    msg->WriteFlipped<u16>( static_cast<u16>( i + 1 ) );  // for some reason, we send this 1-based
    if ( uoskill.pAttr )
    {
      const Mobile::AttributeValue& av = chr->attribute( uoskill.pAttr->attrid );
      int value;
      value = av.effective_tenths();
      if ( value > 0xFFFF )
        value = 0xFFFF;
      msg->WriteFlipped<u16>( static_cast<u16>( value ) );

      value = av.base();
      if ( value > 0xFFFF )
        value = 0xFFFF;
      msg->WriteFlipped<u16>( static_cast<u16>( value ) );
      msg->Write<u8>( av.lock() );
      if ( settingsManager.ssopt.core_sends_caps )
        msg->WriteFlipped<u16>( av.cap() );
    }
    else
    {
      msg->offset += 4;  // u16 value/value_unmod
      msg->Write<u8>( PKTBI_3A_VALUES::LOCK_DOWN );
      if ( settingsManager.ssopt.core_sends_caps )
        msg->WriteFlipped<u16>( settingsManager.ssopt.default_attribute_cap );
    }
  }
  if ( !settingsManager.ssopt.core_sends_caps )
    msg->offset += 2;  // u16 nullterm
  u16 len = msg->offset;
  msg->offset = 1;
  msg->WriteFlipped<u16>( len );
  msg.Send( client, len );
}
Exemple #5
0
bool LosCheckedCoordCursor::send_coord_cursor( Network::Client* client )
{
  if ( !client->chr->target_cursor_busy() )
  {
    Network::PktHelper::PacketOut<Network::PktOut_6C> msg;
    msg->Write<u8>( PKTBI_6C::UNK1_01 );
    msg->WriteFlipped<u32>( cursorid_ );
    msg->Write<u8>( PKTBI_6C::CURSOR_TYPE_NEUTRAL );
    // rest 0
    msg.Send( client, sizeof msg->buffer );
    client->chr->tcursor2 = this;
    return true;
  }
  else
  {
    return false;
  }

}
Exemple #6
0
void select_server( Network::Client* client, PKTIN_A0* msg )  // Relay player to a certain IP
{
  unsigned servernum = cfBEu16( msg->servernum ) - 1;

  if ( servernum >= networkManager.servers.size() )
  {
    client->forceDisconnect();
    return;
  }

  ServerDescription* svr = networkManager.servers[servernum];

  Network::PktHelper::PacketOut<Network::PktOut_8C> rsp;
  rsp->Write<u8>( svr->ip[3] );
  rsp->Write<u8>( svr->ip[2] );
  rsp->Write<u8>( svr->ip[1] );
  rsp->Write<u8>( svr->ip[0] );

  if ( client->listen_port != 0 )
    rsp->WriteFlipped<u16>( client->listen_port );
  else
    rsp->WriteFlipped<u16>( svr->port );
  // MuadDib Added new seed system. This is for transferring KR/6017/Normal client detection from
  // loginserver
  // to the gameserver. Allows keeping client flags from remote loginserver to gameserver for 6017
  // and kr
  // packets.

  unsigned int nseed = 0xFEFE0000 | client->ClientType;
  rsp->WriteFlipped<u32>( nseed );  // This was set to 0xffffffff in the past but this will conflict
                                    // with UO:KR detection

  rsp.Send( client );

  client->cryptengine->Init( &nseed, Crypt::CCryptBase::typeGame );
}
Exemple #7
0
void send_login_error( Network::Client* client, unsigned char reason )
{
  Network::PktHelper::PacketOut<Network::PktOut_82> msg;
  msg->Write<u8>( reason );
  msg.Send( client );
}
Exemple #8
0
void send_start( Network::Client* client )
{
  send_feature_enable(
      client );  // Shinigami: moved from start_client_char() to send before char selection

  unsigned i;
  u32 clientflag;            // sets client flags
  unsigned char char_slots;  // number of slots according to expansion, avoids crashing people
  unsigned char char_count;  // number of chars to send: Max(char_slots, 5)

  char_slots = static_cast<u8>(
      Plib::systemstate.config
          .character_slots );  // sets it first to be the number defined in the config
  // TODO: Per account character slots? (With the actual character_slots defining maximum)

  // If more than 6 chars and no AOS, only send 5. Client is so boring sometimes...
  if ( char_slots >= 6 && !( client->UOExpansionFlag & Network::AOS ) )
    char_slots = 5;

  char_count = 5;                 // UO always expects a minimum of 5? What a kludge...
  if ( char_slots > char_count )  // Max(char_slots, 5)
    char_count = char_slots;

  Network::PktHelper::PacketOut<Network::PktOut_A9> msg;
  msg->offset += 2;
  msg->Write<u8>( char_count );

  for ( i = 0; i < char_count; i++ )
  {
    if ( i < char_slots )  // Small kludge to have a minimum of 5 chars in the packet
    {
      // name only 30 long rest is password seems to fix the password promt problem
      Mobile::Character* chr = client->acct->get_character( i );
      if ( chr )
      {
        msg->Write( chr->name().c_str(), 30, false );
        msg->offset += 30;  // password
      }
      else
        msg->offset += 60;
    }
    else
      msg->offset += 60;
  }

  msg->Write<u8>( gamestate.startlocations.size() );

  for ( i = 0; i < gamestate.startlocations.size(); i++ )
  {
    msg->Write<u8>( i );
    if ( client->ClientType & Network::CLIENTTYPE_70130 )
    {
      msg->Write( gamestate.startlocations[i]->city.c_str(), 32, false );
      msg->Write( gamestate.startlocations[i]->desc.c_str(), 32, false );

      Coordinate coord = gamestate.startlocations[i]->coords[0];

      msg->WriteFlipped<u32>( coord.x );
      msg->WriteFlipped<u32>( coord.y );
      msg->WriteFlipped<s32>( coord.z );
      msg->WriteFlipped<u32>( gamestate.startlocations[i]->mapid );        // MapID
      msg->WriteFlipped<u32>( gamestate.startlocations[i]->cliloc_desc );  // Cliloc Description
      msg->offset += 4;
    }
    else
    {
      msg->Write( gamestate.startlocations[i]->city.c_str(), 31, false );
      msg->Write( gamestate.startlocations[i]->desc.c_str(), 31, false );
    }
  }

  clientflag = settingsManager.ssopt.uo_feature_enable;  // 'default' flags. Maybe auto-enable them
                                                         // according to the expansion?

  clientflag |= PKTOUT_A9::FLAG_SEND_UO3D_TYPE;  // Let UO3D (KR,SA) send 0xE1 packet

  // Change this to a function for clarity? -- Nando
  if ( char_slots == 7 )
    clientflag |= PKTOUT_A9::FLAG_UPTO_SEVEN_CHARACTERS;  // 7th Character flag
  else if ( char_slots == 6 )
    clientflag |= PKTOUT_A9::FLAG_UPTO_SIX_CHARACTERS;  // 6th Character Flag
  else if ( char_slots == 1 )
    clientflag |= 0x14;  // Only one character (SIEGE (0x04) + LIMIT_CHAR (0x10))

  msg->WriteFlipped<u32>( clientflag );
  u16 len = msg->offset;
  msg->offset = 1;
  msg->WriteFlipped<u16>( len );
  msg.Send( client, len );
}