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https://github.com/DarkflameUniverse/DarkflameServer
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d3f954bdac
I am unsure if this is what gets serialized here so I am reverting this back to a zero.
114 lines
3.2 KiB
C++
114 lines
3.2 KiB
C++
#include "PropertyDataMessage.h"
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#include "GeneralUtils.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "CDClientManager.h"
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void GameMessages::PropertyDataMessage::Serialize(RakNet::BitStream& stream) const
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{
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stream.Write<int64_t>(0); // - property id
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stream.Write<int32_t>(TemplateID); // - template id
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stream.Write<uint16_t>(ZoneId); // - map id
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stream.Write<uint16_t>(VendorMapId); // - vendor map id
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stream.Write<uint32_t>(cloneId); // clone id
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const auto& name = GeneralUtils::ASCIIToUTF16(Name);
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stream.Write(uint32_t(name.size()));
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for (uint32_t i = 0; i < name.size(); ++i) {
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stream.Write(uint16_t(name[i]));
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}
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const auto& description = GeneralUtils::ASCIIToUTF16(Description);
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stream.Write(uint32_t(description.size()));
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for (uint32_t i = 0; i < description.size(); ++i) {
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stream.Write(uint16_t(description[i]));
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}
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const auto& owner = GeneralUtils::ASCIIToUTF16(OwnerName);
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stream.Write(uint32_t(owner.size()));
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for (uint32_t i = 0; i < owner.size(); ++i) {
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stream.Write(uint16_t(owner[i]));
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}
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stream.Write<LWOOBJID>(OwnerId);
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stream.Write<uint32_t>(0); // - type
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stream.Write<uint32_t>(0); // - zone code
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stream.Write<uint32_t>(0); // - minimum price
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stream.Write<uint32_t>(1); // - rent duration
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stream.Write<uint64_t>(LastUpdatedTime); // - timestamp
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stream.Write<uint32_t>(1);
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stream.Write<uint32_t>(reputation); // Reputation
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stream.Write<uint32_t>(0);
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const auto& spawn = GeneralUtils::ASCIIToUTF16(SpawnName);
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stream.Write(uint32_t(spawn.size()));
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for (uint32_t i = 0; i < spawn.size(); ++i) {
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stream.Write(uint16_t(spawn[i]));
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}
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stream.Write<uint32_t>(0); // String length
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stream.Write<uint32_t>(0); // String length
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stream.Write<uint32_t>(0); // - duration type
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stream.Write<uint32_t>(1);
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stream.Write<uint32_t>(1);
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stream.Write<char>(PrivacyOption);
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stream.Write<uint64_t>(0);
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if (rejectionReason != "") stream.Write<uint32_t>(REJECTION_STATUS_REJECTED);
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else if (moderatorRequested == true && rejectionReason == "") stream.Write<uint32_t>(REJECTION_STATUS_APPROVED);
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else stream.Write<uint32_t>(REJECTION_STATUS_PENDING);
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// Does this go here???
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// const auto& rejectionReasonConverted = GeneralUtils::ASCIIToUTF16(rejectionReason);
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// stream.Write(uint32_t(rejectionReasonConverted.size()));
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// for (uint32_t i = 0; i < rejectionReasonConverted.size(); ++i) {
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// stream.Write(uint16_t(rejectionReasonConverted[i]));
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// }
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stream.Write<uint32_t>(0);
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stream.Write<uint64_t>(0);
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stream.Write<uint32_t>(1);
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stream.Write<uint32_t>(1);
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stream.Write<float>(ZonePosition.x);
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stream.Write<float>(ZonePosition.y);
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stream.Write<float>(ZonePosition.z);
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stream.Write<float>(MaxBuildHeight);
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stream.Write(ClaimedTime); // - timestamp
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stream.Write<char>(PrivacyOption);
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stream.Write(uint32_t(Paths.size()));
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for (const auto& path : Paths)
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{
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stream.Write(path.x);
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stream.Write(path.y);
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stream.Write(path.z);
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}
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}
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GameMessages::PropertyDataMessage::PropertyDataMessage(uint32_t mapID) {
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const auto propertyTemplate = CDClientManager::Instance()->
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GetTable<CDPropertyTemplateTable>("PropertyTemplate")->GetByMapID(mapID);
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TemplateID = propertyTemplate.id;
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ZoneId = propertyTemplate.mapID;
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VendorMapId = propertyTemplate.vendorMapID;
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SpawnName = propertyTemplate.spawnName;
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}
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