Пример #1
0
bool PUdpHeldItemAimedAction::DoAction()
{
  u16 maxBroadcastDistance = 0; // parameter.
  PClient* nClient = mDecodeData->mClient;
  //PChar* tChar = nClient->GetChar();
//  PCharCoordinates& nCharCoords = nClient->GetChar()->Coords;
  PMessage* tmpMsg;

  // IF APU SPELL
  //10: 03:be:00:1f:[02:00]:25:1a:[68:11:96:43]:[78:de:12:00:] = ????
  //tmpMsg = MsgBuilder->BuildHeldItemUse3Msg( nClient, 0x1168, 0x4369, 0xde78, 0x0012 ); // unknwon use, unknown data (spells duration/delays ?)
  //nClient->SendUDPMessage(tmpMsg);

  //tmpMsg = MsgBuilder->BuildHeldItemUse2Msg( nClient->GetLocalID(), mTargetRawItemID ); // start spell invocation
  //ClientManager->UDPBroadcast( tmpMsg, nClient, maxBroadcastDistance );

  // END IF APU SPELL

  tmpMsg = MsgBuilder->BuildHeldItemUseMsg( nClient->GetLocalID(), mWeaponId, mTargetRawItemID, mAiming, mTargetedHeight, 0 ); // 'score' is not broadcasted, but set to 0
  ClientManager->UDPBroadcast( tmpMsg, nClient, maxBroadcastDistance, true );

  // IF APU SPELL
  // After spell invocation delay
  // 03:8b:00:1f:[02:00]:2c:01:?[ae:bf]?:?[f5:45]?:[00:20:01:00]:[0e]:
  tmpMsg = MsgBuilder->BuildHeldItemUse4Msg( nClient->GetLocalID(), mTargetRawItemID, 0xaebf, 0x45f5, mTargetedHeight );
  ClientManager->UDPBroadcast( tmpMsg, nClient, maxBroadcastDistance );
  // END IF APUI SPELL

  //if ( gDevDebug )
  Console->Print( "%s Handled item action toward target %d (0x%08x) weaponId=%d aiming=%d 'height'=%d 'score'=%d", Console->ColorText( CYAN, BLACK, "[DEBUG]" ), mTargetRawItemID, mTargetRawItemID, mWeaponId, mAiming, mTargetedHeight, mScore );
  //mDecodeData->mMessage->Dump();

  mDecodeData->mState = DECODE_ACTION_DONE | DECODE_FINISHED;
  return true;
}
Пример #2
0
bool PUdpSync2::DoAction()
{
  if (( mDecodeData->mState & DECODE_ACTION_READY ) && ( mDecodeData->mClientState->UDP.mState == PGameState::UDP::GUS_SYNC2 ) )
  {
    PClient* nClient = mDecodeData->mClient;

    // Baseline message chunking & sending
    PMessage* BaselineMsg = MsgBuilder->BuildBaselineMsg( nClient );
    nClient->FragmentAndSendUDPMessage( BaselineMsg, 0x19 );

    // Sending "CharInfo3/Zoning2Msg" message
    // Removed because same as Zoning2Msg
    PMessage* Zoning2Msg = MsgBuilder->BuildZoning2Msg( nClient, mClientTime );
    nClient->SendUDPMessage( Zoning2Msg );

    mDecodeData->mClientState->UDP.mState = PGameState::UDP::GUS_SYNC3;
    nClient->SetZoning( false );

    // If char is sitting (vhz zoning), send it now to client
    u32 nSeatableObjectId;
    u8 nSeatId;
    if( nClient->GetChar()->GetSeatInUse(&nSeatableObjectId, &nSeatId) )
    {
      if( gDevDebug )
        Console->Print( YELLOW, BLACK, "[DEBUG] PUdpSync2::DoAction : Char %d sitting on vhc id %d, seat %d", nClient->GetLocalID(), nSeatableObjectId, nSeatId  );
      PMessage* SittingMsg = MsgBuilder->BuildCharUseSeatMsg( nClient, nSeatableObjectId, nSeatId );
      nClient->FillInUDP_ID(SittingMsg);
      nClient->SendUDPMessage( SittingMsg );
    }

    //Temp: send Subway to client if in subway
    if ( nClient->GetChar()->GetLocation() == PWorlds::mNcSubwayWorldId )
    {
      PMessage* SubwayMsg = MsgBuilder->BuildSubwaySpawnMsg( nClient, false );
      nClient->SendUDPMessage( SubwayMsg );
      SubwayMsg = MsgBuilder->BuildSubwaySpawnMsg( nClient, true );
      nClient->SendUDPMessage( SubwayMsg );
    }

    // Send spawned vehicles
    PWorld* CurrentWorld = Worlds->GetWorld( nClient->GetChar()->GetLocation() );
    if ( CurrentWorld )
    {
      PSpawnedVhcList* VhcList = CurrentWorld->GetSpawnedVehicules()->GetSpawnedVehicles();
      PSpawnedVehicle* VhcEntry;
      PMessage* VhcMsg;

      while ( ! VhcList->empty() )
      {
        VhcEntry = VhcList->front();
        VhcList->pop();
        if( gDevDebug )
          Console->Print( YELLOW, BLACK, "[DEBUG] PUdpSync2::DoAction : Send info for vhc id %d", VhcEntry->GetLocalId() );
        VhcMsg = MsgBuilder->BuildVhcPosUpdateMsg( VhcEntry );
        nClient->FillInUDP_ID( VhcMsg );
        nClient->SendUDPMessage( VhcMsg );
        VhcMsg = MsgBuilder->BuildVhcInfoMsg( nClient, VhcEntry );
        nClient->SendUDPMessage( VhcMsg );
      }
    }

    // Dispatching info to & from other chars in zone
    int nbSent;
    nbSent = ClientManager->SendUDPZoneWelcomeToClient( nClient );
//Console->Print(GREEN, BLACK, " %d Welcome message were sent to client %d", nbSent, Client->GetIndex());

    PMessage* HelloMsg = MsgBuilder->BuildCharHelloMsg( nClient );
    nbSent = ClientManager->UDPBroadcast( HelloMsg, nClient );
//Console->Print(GREEN, BLACK, "Client %d: Hello message sent to %d chars", Client->GetIndex(), nbSent);

    // Send worldactors to client
    WorldActors->InitWorld( nClient );

    // Send NPC information to client
    NPCManager->InitPlayer( nClient );

    //Console->Print("OP Data inc");
    Outposts->SendOPAreaData( nClient );

    mDecodeData->mState = DECODE_ACTION_DONE | DECODE_FINISHED;
    return true;
  }
  else
    return false;
}