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ChangeObjectWorldState's state is optional on the wire (a flag, then the state when it isn't INWORLD): live sent 80 80 00 00 00 for ATTACHED. DLU wrote the bare u32, so the client read the rocket's ATTACHED as INWORLD. UnEquipInventory gets its optional replacementObjectID (the client always sends the flag; the server-sent copies in the captures have it too), so it can be sent server -> client. New UncastSkill (1206, server -> client: the client ends its running instance of the skill, LWOSkillComponent::msgUncastSkill 0x00bd86d0). Tests: all three against live capture bytes. Check in game: launch a rocket; the rocket is shown in the player's hands during the launch animation (for the launcher and players nearby). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
163 lines
6.2 KiB
C++
163 lines
6.2 KiB
C++
#ifndef SKILLMESSAGES_H
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#define SKILLMESSAGES_H
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#include "GameMessages.h"
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#include "NiPoint3.h"
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#include "NiQuaternion.h"
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#include <string>
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enum class BehaviorSlot : int32_t;
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// Game messages for skills: casting (StartSkill / SyncSkill and their echoes), projectile impacts and the
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// player's skill bar. Field names follow the client (legouniverse.exe 1.10.64); fields are listed in wire order.
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// sBitStream is a skill's behavior data (its own bit stream), sent as a u32 byte count and the bytes.
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namespace GameMessages {
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// Server -> client, to the player only.
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struct AddSkill : public NetGameMsg {
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AddSkill() : NetGameMsg(MessageType::Game::ADD_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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int32_t AICombatWeight{ 0 }; // optional
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bool bFromSkillSet{ false };
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int32_t castType{ 0 }; // optional
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float fTimeSecs{ -1.0f }; // optional
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int32_t iTimesCanCast{ -1 }; // optional
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TSkillID skillID{};
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BehaviorSlot slotID{ static_cast<BehaviorSlot>(-1) }; // optional, BehaviorSlot::Invalid when unset
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bool temporary{ true };
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};
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// Server -> client, to the player only.
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struct RemoveSkill : public NetGameMsg {
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RemoveSkill() : NetGameMsg(MessageType::Game::REMOVE_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bFromSkillSet{ false };
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TSkillID skillID{};
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};
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// Server -> client, to the player only. The client's SkillComponent ends its running instance of the skill
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// (LWOSkillComponent::msgUncastSkill, 0x00bd86d0): live sent it for an unequipped item's equip skills.
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struct UncastSkill : public NetGameMsg {
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UncastSkill() : NetGameMsg(MessageType::Game::UNCAST_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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int32_t skillID{};
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};
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// Client -> server. The player picked a skill; DLU only uses it to fix invisible items on first load.
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struct SelectSkill : public NetGameMsg {
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SelectSkill() : NetGameMsg(MessageType::Game::SELECT_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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// Not read by DLU: the old handler ignored the payload, so a message without it is still accepted.
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bool bFromSkillSet{ false };
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int32_t skillID{};
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};
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// Client -> server. The player cast a skill.
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struct StartSkill : public NetGameMsg {
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StartSkill() : NetGameMsg(MessageType::Game::START_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool bUsedMouse{ false };
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LWOOBJID consumableItemID{ LWOOBJID_EMPTY }; // optional
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float fCasterLatency{ 0.0f }; // optional
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int32_t iCastType{ 0 }; // optional
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NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
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LWOOBJID optionalOriginatorID{};
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LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
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NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
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std::string sBitStream{};
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TSkillID skillID{ 0 };
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uint32_t uiSkillHandle{ 0 }; // optional
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};
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// Server -> clients. A skill cast echoed to the other clients so they play it too.
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struct EchoStartSkill : public NetGameMsg {
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EchoStartSkill() : NetGameMsg(MessageType::Game::ECHO_START_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bUsedMouse{ false };
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float fCasterLatency{ 0.0f }; // optional
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int32_t iCastType{ 0 }; // optional
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NiPoint3 lastClickedPosit{ NiPoint3Constant::ZERO }; // optional
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LWOOBJID optionalOriginatorID{};
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LWOOBJID optionalTargetID{ LWOOBJID_EMPTY }; // optional
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NiQuaternion originatorRot{ QuatUtils::IDENTITY }; // optional
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std::string sBitStream{};
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TSkillID skillID{ 0 };
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uint32_t uiSkillHandle{ 0 }; // optional
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};
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// Client -> server. More behavior data for a skill that is being cast.
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struct SyncSkill : public NetGameMsg {
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SyncSkill() : NetGameMsg(MessageType::Game::SYNC_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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bool bDone{};
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std::string sBitStream{};
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uint32_t uiBehaviorHandle{};
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uint32_t uiSkillHandle{};
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};
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// Server -> clients.
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struct EchoSyncSkill : public NetGameMsg {
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EchoSyncSkill() : NetGameMsg(MessageType::Game::ECHO_SYNC_SKILL) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bDone{};
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std::string sBitStream{};
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uint32_t uiBehaviorHandle{};
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uint32_t uiSkillHandle{};
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};
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// Client -> server. A player's projectile hit something.
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struct RequestServerProjectileImpact : public NetGameMsg {
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RequestServerProjectileImpact() : NetGameMsg(MessageType::Game::REQUEST_SERVER_PROJECTILE_IMPACT) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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void Handle(Entity& entity, const SystemAddress& sysAddr) override;
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LWOOBJID i64LocalID{ LWOOBJID_EMPTY }; // optional
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LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
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std::string sBitStream{};
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};
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// Server -> clients. A server side projectile hit something.
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struct DoClientProjectileImpact : public NetGameMsg {
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DoClientProjectileImpact() : NetGameMsg(MessageType::Game::DO_CLIENT_PROJECTILE_IMPACT) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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LWOOBJID i64OrgID{ LWOOBJID_EMPTY }; // optional
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LWOOBJID i64OwnerID{ LWOOBJID_EMPTY }; // optional
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LWOOBJID i64TargetID{ LWOOBJID_EMPTY }; // optional
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std::string sBitStream{};
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};
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struct UseSkillSet : public NetGameMsg {
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UseSkillSet() : NetGameMsg(MessageType::Game::USE_SKILL_SET) {}
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void Serialize(RakNet::BitStream& bitStream) const override;
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bool Deserialize(RakNet::BitStream& bitStream) override;
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bool bRemove{};
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LWOOBJID possessedId{ LWOOBJID_EMPTY };
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int32_t setId{ -1 };
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};
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};
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#endif // SKILLMESSAGES_H
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