Public Repository for the Magicbane Shadowbane Emulator
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

149 lines
5.1 KiB

// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
// Magicbane Emulator Project © 2013 - 2022
// www.magicbane.com
package engine.net.client.msg;
import engine.Enum.GameObjectType;
import engine.net.AbstractConnection;
import engine.net.AbstractNetMsg;
import engine.net.ByteBufferReader;
import engine.net.ByteBufferWriter;
import engine.net.client.Protocol;
import engine.objects.*;
import java.util.HashSet;
public class TrackWindowMsg extends ClientNetMsg {
private int powerToken;
private PlayerCharacter source = null;
private HashSet<AbstractCharacter> characters = new HashSet<>();
/**
* This is the general purpose constructor.
*/
public TrackWindowMsg(int powerToken, HashSet<AbstractCharacter> characters) {
super(Protocol.ARCTRACKINGLIST);
this.powerToken = powerToken;
this.characters = characters;
}
public TrackWindowMsg(TrackWindowMsg trackWindowMsg) {
super(Protocol.ARCTRACKINGLIST);
this.powerToken = trackWindowMsg.powerToken;
this.source = trackWindowMsg.source;
this.characters = trackWindowMsg.characters;
}
/**
* This constructor is used by NetMsgFactory. It attempts to deserialize the
* ByteBuffer into a message. If a BufferUnderflow occurs (based on reading
* past the limit) then this constructor Throws that Exception to the
* caller.
*/
public TrackWindowMsg(AbstractConnection origin, ByteBufferReader reader) {
super(Protocol.ARCTRACKINGLIST, origin, reader);
}
/**
* @see AbstractNetMsg#getPowerOfTwoBufferSize()
*/
@Override
protected int getPowerOfTwoBufferSize() {
// Larger size for historically larger opcodes
return (13);
}
/**
* Serializes the subclass specific items to the supplied NetMsgWriter.
*/
@Override
protected void _serialize(ByteBufferWriter writer) {
writer.putInt(this.powerToken);
writer.putInt(characters.size());
for (AbstractCharacter ac : characters) {
boolean isGroup = false;
if (this.source != null && ac.getObjectType().equals(GameObjectType.PlayerCharacter)) {
if (Group.sameGroup((PlayerCharacter) ac, this.source))
isGroup = true;
}
AbstractCharacter.serializeForTrack(ac, writer, isGroup);
}
}
/**
* Deserializes the subclass specific items from the supplied NetMsgReader.
*/
@Override
protected void _deserialize(ByteBufferReader reader) {
this.powerToken = reader.getInt();
int size = reader.getInt();
for (int i = 0; i < size; i++) {
int objectType = reader.getInt();
int objectID = reader.getInt();
this.source = PlayerCharacter.getFromCache(objectID);
reader.getString(); //name
reader.get(); //always 00?
reader.getInt(); //guildObjectType
reader.getInt(); //guildID
reader.get(); //always 01?
for (int j = 0; j < 5; j++)
reader.getInt(); //guild tags
reader.getInt(); //nation ObjectType
reader.getInt(); //nation ID
reader.get(); //always 01?
for (int j = 0; j < 5; j++)
reader.getInt(); //nation tags
//Get the Character from it's Object Type and ID
AbstractCharacter ac = null;
if (objectType == GameObjectType.PlayerCharacter.ordinal())
ac = PlayerCharacter.getFromCache(objectID);
else if (objectType == GameObjectType.NPC.ordinal())
ac = NPC.getFromCache(objectID);
else if (objectType == GameObjectType.Mob.ordinal())
ac = Mob.getFromCache(objectID);
//If found, add to message list
if (ac != null)
characters.add(ac);
}
}
public int getPowerToken() {
return this.powerToken;
}
public void setPowerToken(int value) {
this.powerToken = value;
}
public HashSet<AbstractCharacter> getCharacters() {
return this.characters;
}
public void setCharacters(HashSet<AbstractCharacter> value) {
this.characters = value;
}
public void addCharacter(PlayerCharacter value) {
if (value != null)
this.characters.add(value);
}
public void clearChracters() {
this.characters.clear();
}
public void setSource(PlayerCharacter value) {
this.source = value;
}
}