Files
CypherCore/Source/Game/Network/Packets/ScenarioPackets.cs
T
2017-11-05 22:26:25 +01:00

197 lines
6.4 KiB
C#

/*
* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
using Framework.Constants;
using Game.Scenarios;
using System.Collections.Generic;
namespace Game.Network.Packets
{
class ScenarioState : ServerPacket
{
public ScenarioState() : base(ServerOpcodes.ScenarioState, ConnectionType.Instance) { }
public override void Write()
{
_worldPacket.WriteInt32(ScenarioID);
_worldPacket.WriteInt32(CurrentStep);
_worldPacket.WriteUInt32(DifficultyID);
_worldPacket.WriteUInt32(WaveCurrent);
_worldPacket.WriteUInt32(WaveMax);
_worldPacket.WriteUInt32(TimerDuration);
_worldPacket.WriteUInt32(CriteriaProgress.Count);
_worldPacket.WriteUInt32(BonusObjectives.Count);
_worldPacket.WriteUInt32(PickedSteps.Count);
_worldPacket.WriteUInt32(Spells.Count);
for (int i = 0; i < PickedSteps.Count; ++i)
_worldPacket.WriteUInt32(PickedSteps[i]);
_worldPacket.WriteBit(ScenarioComplete);
_worldPacket.FlushBits();
foreach (CriteriaProgressPkt progress in CriteriaProgress)
progress.Write(_worldPacket);
foreach (BonusObjectiveData bonusObjective in BonusObjectives)
bonusObjective.Write(_worldPacket);
foreach (ScenarioSpellUpdate spell in Spells)
spell.Write(_worldPacket);
}
public int ScenarioID;
public int CurrentStep = -1;
public uint DifficultyID;
public uint WaveCurrent;
public uint WaveMax;
public uint TimerDuration;
public List<CriteriaProgressPkt> CriteriaProgress = new List<CriteriaProgressPkt>();
public List<BonusObjectiveData> BonusObjectives = new List<BonusObjectiveData>();
public List<uint> PickedSteps = new List<uint>();
public List<ScenarioSpellUpdate> Spells = new List<ScenarioSpellUpdate>();
public bool ScenarioComplete = false;
}
class ScenarioProgressUpdate : ServerPacket
{
public ScenarioProgressUpdate() : base(ServerOpcodes.ScenarioProgressUpdate, ConnectionType.Instance) { }
public override void Write()
{
CriteriaProgress.Write(_worldPacket);
}
public CriteriaProgressPkt CriteriaProgress;
}
class ScenarioCompleted : ServerPacket
{
public ScenarioCompleted(uint scenarioId) : base(ServerOpcodes.ScenarioCompleted, ConnectionType.Instance)
{
ScenarioID = scenarioId;
}
public override void Write()
{
_worldPacket.WriteUInt32(ScenarioID);
}
public uint ScenarioID;
}
class ScenarioBoot : ServerPacket
{
public ScenarioBoot() : base(ServerOpcodes.ScenarioBoot, ConnectionType.Instance) { }
public override void Write()
{
_worldPacket.WriteInt32(ScenarioID);
_worldPacket.WriteInt32(Unk1);
_worldPacket.WriteBits(Unk2, 2);
_worldPacket.FlushBits();
}
public int ScenarioID;
public int Unk1;
public byte Unk2;
}
class QueryScenarioPOI : ClientPacket
{
public QueryScenarioPOI(WorldPacket packet) : base(packet) { }
public override void Read()
{
var count = _worldPacket.ReadUInt32();
for (var i = 0; i < count; ++i)
MissingScenarioPOIs.Add(_worldPacket.ReadInt32());
}
public Array<int> MissingScenarioPOIs = new Array<int>(35);
}
class ScenarioPOIs : ServerPacket
{
public ScenarioPOIs() : base(ServerOpcodes.ScenarioPois) { }
public override void Write()
{
_worldPacket.WriteUInt32(ScenarioPOIDataStats.Count);
foreach (ScenarioPOIData scenarioPOIData in ScenarioPOIDataStats)
{
_worldPacket.WriteInt32(scenarioPOIData.CriteriaTreeID);
_worldPacket.WriteUInt32(scenarioPOIData.ScenarioPOIs.Count);
foreach (ScenarioPOI scenarioPOI in scenarioPOIData.ScenarioPOIs)
{
_worldPacket.WriteInt32(scenarioPOI.BlobIndex);
_worldPacket.WriteInt32(scenarioPOI.MapID);
_worldPacket.WriteInt32(scenarioPOI.WorldMapAreaID);
_worldPacket.WriteInt32(scenarioPOI.Floor);
_worldPacket.WriteInt32(scenarioPOI.Priority);
_worldPacket.WriteInt32(scenarioPOI.Flags);
_worldPacket.WriteInt32(scenarioPOI.WorldEffectID);
_worldPacket.WriteInt32(scenarioPOI.PlayerConditionID);
_worldPacket.WriteUInt32(scenarioPOI.Points.Count);
foreach (var scenarioPOIBlobPoint in scenarioPOI.Points)
{
_worldPacket.WriteInt32(scenarioPOIBlobPoint.X);
_worldPacket.WriteInt32(scenarioPOIBlobPoint.Y);
}
}
}
}
public List<ScenarioPOIData> ScenarioPOIDataStats = new List<ScenarioPOIData>();
}
struct BonusObjectiveData
{
public void Write(WorldPacket data)
{
data.WriteInt32(BonusObjectiveID);
data.WriteBit(ObjectiveComplete);
data.FlushBits();
}
public int BonusObjectiveID;
public bool ObjectiveComplete;
}
class ScenarioSpellUpdate
{
public void Write(WorldPacket data)
{
data.WriteUInt32(SpellID);
data.WriteBit(Usable);
data.FlushBits();
}
public uint SpellID;
public bool Usable = true;
}
struct ScenarioPOIData
{
public int CriteriaTreeID;
public List<ScenarioPOI> ScenarioPOIs;
}
}