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334 lines
11 KiB
334 lines
11 KiB
// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ . |
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌· |
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀ |
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌ |
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀ |
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// Magicbane Emulator Project © 2013 - 2022 |
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// www.magicbane.com |
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package engine.net.client.msg; |
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import engine.net.AbstractConnection; |
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import engine.net.ByteBufferReader; |
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import engine.net.ByteBufferWriter; |
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import engine.net.client.Protocol; |
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import engine.objects.AbstractCharacter; |
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import engine.objects.AbstractWorldObject; |
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import engine.objects.PlayerCharacter; |
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public class TargetedActionMsg extends ClientNetMsg { |
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public static int un2cnt = 65; |
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//attack animations |
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//64: overhead RH swing 1h RH axe? |
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//65: overhead LH swing |
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//66: underhand RH uppercut |
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//67: shoulder high RH swing |
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//68: underhand RH swing |
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//69: sweeping LH swing |
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//70: overhead circle RH swing |
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//71: RH across body and back swing |
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//72: RH 1h overhead to 2h swing |
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//73: RH overhead to cross body swing (bm?) |
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//74: 2h low stab to cross body slash |
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//75: unarmed punch unarmed RH |
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//76: unarmed RH punch LH punch |
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//77: unarmed LH jab |
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//78: unarmed LH jab, RH uppercut |
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//79: kick |
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//80: roundhouse kick |
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//81: dagger RH stab dagger RH |
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//82: dagger LH stab |
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//83: dagger slash |
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//84: dagger hard stab |
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//85: Polearm/staff overhead swing Polearm, Staff |
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//86: Polearm/staff side swing |
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//87: Polearm/staff step into overhead swing |
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//88: swinging RH stab |
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//89: swinging LF stab |
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//90: swinging RH stab (faster) |
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//91: 1H slash across body and back (sword?) |
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//92: spear stab spear |
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//93: spear low stab step into |
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//94: spear swing leg stab |
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//95: unarmed overhead swing RH, underhand swing LH |
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//96: inverted weapon across body followed by roundhouse LH swing |
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//97: step back followed by overhead roundhouse swing 2H |
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//98: underhand slash (1h sword) 1H RH Sword |
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//99: fast LH swing (dagger or sword?) |
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//100: 1h swing RH (sword) 1h axe? |
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//101: 1h overhead swing (club or sword) |
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//102: fast 1h underhand swing (club or sword) |
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//103: step into RH slash 1h |
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//104: 1h overhead to cross body slash RH |
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//105: 2h overhead swing (axe, hammer, sword) 2H Axe, Hammer, Sword |
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//106: step into 2h swing |
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//107: step int 2h overhead swing |
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//108: step into 2h swing |
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//109: bow draw and fire bow |
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//110: crossbow draw and fire crossbow |
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//115: throwing axe/hammer? |
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//116: overhand throwing dagger? |
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//117: throwing dagger |
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private int sourceType; |
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private int sourceID; |
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private int targetType; |
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private int targetID; |
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private float locX; |
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private float locZ; |
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private int unknown01 = 14; |
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private int unknown02 = 100; //source animation |
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private float unknown03 = 1f; |
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private float sourceStamina = 1f; // attackers stamina after attack |
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private int unknown05 = 6; //signify passive defense |
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private int unknown06 = 10; //target animation |
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private float newHealth = 10f; // health after damage |
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private float damage = 0f; // damage, 0 for miss |
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/** |
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* This is the general purpose constructor. |
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*/ |
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public TargetedActionMsg(int sourceType, int sourceID, int targetType, int targetID, float locX, float locZ, float sourceStamina, |
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float newHealth, float damage) { |
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super(Protocol.TARGETEDACTION); |
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this.sourceType = sourceType; |
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this.sourceID = sourceID; |
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this.targetType = targetType; |
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this.targetID = targetID; |
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this.sourceStamina = sourceStamina; |
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this.locX = locX; |
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this.locZ = locZ; |
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this.newHealth = newHealth; |
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this.damage = damage; |
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//this.unknown02 = TargetedActionMsg.un2cnt; |
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} |
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/** |
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* This is a helper constructor. Designed to send an UPDATE only. Damage for |
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* this constructor is hard coded to ZERO. |
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*/ |
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public TargetedActionMsg(PlayerCharacter pc) { |
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super(Protocol.TARGETEDACTION); |
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this.sourceType = pc.getObjectType().ordinal(); |
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this.sourceID = pc.getObjectUUID(); |
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this.targetType = pc.getObjectType().ordinal(); |
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this.targetID = pc.getObjectUUID(); |
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this.sourceStamina = pc.getStamina(); |
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this.locX = pc.getLoc().x; |
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this.locZ = pc.getLoc().z; |
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this.newHealth = pc.getCurrentHitpoints(); |
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this.damage = 0.0f; |
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} |
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public TargetedActionMsg(PlayerCharacter pc, int unknown06) { |
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super(Protocol.TARGETEDACTION); |
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this.sourceType = pc.getObjectType().ordinal(); |
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this.sourceID = pc.getObjectUUID(); |
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this.targetType = pc.getObjectType().ordinal(); |
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this.targetID = pc.getObjectUUID(); |
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this.sourceStamina = pc.getStamina(); |
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this.locX = pc.getLoc().x; |
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this.locZ = pc.getLoc().z; |
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this.newHealth = pc.getCurrentHitpoints(); |
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this.damage = 0.0f; |
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} |
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public TargetedActionMsg(AbstractCharacter source, AbstractWorldObject target, Float damage, int swingAnimation) { |
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super(Protocol.TARGETEDACTION); |
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if (source != null) { |
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this.sourceType = source.getObjectType().ordinal(); |
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this.sourceID = source.getObjectUUID(); |
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this.sourceStamina = source.getStamina(); |
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} else { |
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this.sourceType = 0; |
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this.sourceID = 0; |
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this.sourceStamina = 0; |
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} |
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if (target != null) { |
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this.targetType = target.getObjectType().ordinal(); |
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this.targetID = target.getObjectUUID(); |
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this.locX = target.getLoc().x; |
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this.locZ = target.getLoc().z; |
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this.newHealth = target.getHealth(); |
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this.damage = damage; |
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} else { |
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this.targetType = 0; |
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this.targetID = 0; |
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this.locX = 50000f; |
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this.locZ = -50000f; |
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this.newHealth = 1f; |
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this.damage = damage; |
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} |
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this.unknown02 = swingAnimation; |
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//this.unknown02 = TargetedActionMsg.un2cnt; |
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} |
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public TargetedActionMsg(AbstractCharacter source, AbstractWorldObject target, Float damage, int swingAnimation, int dead) { |
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super(Protocol.TARGETEDACTION); |
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if (source != null) { |
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this.sourceType = source.getObjectType().ordinal(); |
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this.sourceID = source.getObjectUUID(); |
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this.sourceStamina = source.getStamina(); |
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} else { |
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this.sourceType = 0; |
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this.sourceID = 0; |
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this.sourceStamina = 0; |
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} |
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if (target != null) { |
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this.targetType = target.getObjectType().ordinal(); |
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this.targetID = target.getObjectUUID(); |
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this.locX = target.getLoc().x; |
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this.locZ = target.getLoc().z; |
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this.newHealth = target.getCurrentHitpoints(); |
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this.damage = damage; |
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this.unknown06 = dead; |
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} else { |
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this.targetType = 0; |
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this.targetID = 0; |
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this.locX = 50000f; |
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this.locZ = -50000f; |
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this.newHealth = 1f; |
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this.damage = damage; |
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} |
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this.unknown02 = swingAnimation; |
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//this.unknown02 = TargetedActionMsg.un2cnt; |
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} |
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/** |
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* Added in an attempt to have mobs fall over after death. |
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*/ |
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public TargetedActionMsg(AbstractWorldObject target, boolean kill) { |
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this(null, target, 0f, 75); |
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if (kill) { |
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this.newHealth = -1f; |
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this.sourceType = 0x101; |
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this.sourceID = 0x101; |
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} |
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} |
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/** |
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* This constructor can be used to create CombatMessages that indicate a block or parry has occurred.<br> |
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* <br> |
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* Set passiveAnimation to 21 for block.<br> |
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* Set passiveAnimation to 22 for parry.<br> |
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*/ |
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public TargetedActionMsg(AbstractCharacter source, int swingAnimation, AbstractWorldObject target, int passiveAnimation) { |
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this(source, target, 0.0f, swingAnimation); |
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this.unknown05 = passiveAnimation; |
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this.unknown06 = 0; |
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} |
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/** |
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* This constructor is used by NetMsgFactory. It attempts to deserialize the |
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* ByteBuffer into a message. If a BufferUnderflow occurs (based on reading |
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* past the limit) then this constructor Throws that Exception to the |
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* caller. |
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*/ |
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public TargetedActionMsg(AbstractConnection origin, ByteBufferReader reader) { |
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super(Protocol.TARGETEDACTION, origin, reader); |
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} |
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/** |
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* Serializes the subclass specific items to the supplied NetMsgWriter. |
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*/ |
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@Override |
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protected void _serialize(ByteBufferWriter writer) { |
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writer.putInt(this.sourceType); |
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writer.putInt(this.sourceID); |
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writer.putInt(this.targetType); |
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writer.putInt(this.targetID); |
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writer.putFloat(this.locX); |
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writer.putFloat(this.locZ); |
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writer.putInt(this.unknown01); |
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writer.putInt(this.unknown02); |
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writer.putFloat(this.unknown03); |
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writer.putFloat(this.sourceStamina); |
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writer.putInt(this.unknown05); |
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// writer.putInt(this.unknown06); |
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if (this.newHealth < 0) |
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writer.putInt(55); |
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else if (damage != 0 && this.unknown05 < 20) |
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writer.putInt(60); |
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else |
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writer.putInt(this.unknown06); |
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writer.putFloat(this.newHealth); |
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writer.putFloat(this.damage); |
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} |
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/** |
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* Deserializes the subclass specific items from the supplied NetMsgReader. |
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*/ |
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@Override |
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protected void _deserialize(ByteBufferReader reader) { |
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this.sourceType = reader.getInt(); |
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this.sourceID = reader.getInt(); |
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this.targetType = reader.getInt(); |
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this.targetID = reader.getInt(); |
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this.locX = reader.getFloat(); |
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this.locZ = reader.getFloat(); |
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this.unknown01 = reader.getInt(); |
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this.unknown02 = reader.getInt(); |
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this.unknown03 = reader.getFloat(); |
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this.sourceStamina = reader.getFloat(); |
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this.unknown05 = reader.getInt(); |
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this.unknown06 = reader.getInt(); |
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this.newHealth = reader.getFloat(); |
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this.damage = reader.getFloat(); |
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} |
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/** |
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* @return the sourceType |
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*/ |
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public int getSourceType() { |
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return sourceType; |
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} |
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public void setSourceType(int value) { |
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this.sourceType = value; |
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} |
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/** |
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* @return the sourceID |
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*/ |
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public int getSourceID() { |
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return sourceID; |
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} |
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public void setSourceID(int value) { |
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this.sourceID = value; |
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} |
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/** |
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* @return the targetType |
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*/ |
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public int getTargetType() { |
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return targetType; |
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} |
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public void setTargetType(int value) { |
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this.targetType = value; |
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} |
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/** |
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* @return the targetID |
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*/ |
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public int getTargetID() { |
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return targetID; |
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} |
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public void setTargetID(int value) { |
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this.targetID = value; |
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} |
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public float getDamage() { |
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return damage; |
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} |
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}
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