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project-meteor-server/FFXIVClassic Map Server/actors/Actor.cs

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using FFXIVClassic_Lobby_Server;
using FFXIVClassic_Lobby_Server.common;
using FFXIVClassic_Lobby_Server.dataobjects;
using FFXIVClassic_Lobby_Server.packets;
using FFXIVClassic_Map_Server.dataobjects.chara;
using FFXIVClassic_Map_Server.lua;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.Actor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
namespace FFXIVClassic_Map_Server.dataobjects
{
class Actor
{
public uint actorId;
public string actorName;
public uint displayNameId = 0xFFFFFFFF;
public string customDisplayName;
public ushort currentMainState = SetActorStatePacket.MAIN_STATE_PASSIVE;
public ushort currentSubState = SetActorStatePacket.SUB_STATE_NONE;
public float positionX = SetActorPositionPacket.INNPOS_X, positionY = SetActorPositionPacket.INNPOS_Y, positionZ = SetActorPositionPacket.INNPOS_Z, rotation = SetActorPositionPacket.INNPOS_ROT;
public float oldPositionX, oldPositionY, oldPositionZ, oldRotation;
public ushort moveState, oldMoveState;
public uint currentZoneId;
public bool isZoning = false;
public bool spawnedFirstTime = false;
public string className;
public List<LuaParam> classParams;
public Actor(uint Id)
{
actorId = Id;
}
public SubPacket createAddActorPacket(uint playerActorId)
{
return AddActorPacket.buildPacket(actorId, playerActorId, 0);
}
public SubPacket createNamePacket(uint playerActorId)
{
return SetActorNamePacket.buildPacket(actorId, playerActorId, displayNameId, displayNameId == 0xFFFFFFFF ? customDisplayName : "");
}
public SubPacket createSpeedPacket(uint playerActorId)
{
return SetActorSpeedPacket.buildPacket(actorId, playerActorId);
}
public SubPacket createSpawnPositonPacket(uint playerActorId, uint spawnType)
{
SubPacket spawnPacket;
if (!spawnedFirstTime && playerActorId == actorId)
spawnPacket = SetActorPositionPacket.buildPacket(actorId, playerActorId, 0, positionX, positionY, positionZ, rotation, spawnType, false);
else if (playerActorId == actorId)
spawnPacket = SetActorPositionPacket.buildPacket(actorId, playerActorId, 0xFFFFFFFF, positionX, positionY, positionZ, rotation, spawnType, true);
else
spawnPacket = SetActorPositionPacket.buildPacket(actorId, playerActorId, actorId, positionX, positionY, positionZ, rotation, spawnType, false);
//return SetActorPositionPacket.buildPacket(actorId, playerActorId, -211.895477f, 190.000000f, 29.651011f, 2.674819f, SetActorPositionPacket.SPAWNTYPE_PLAYERWAKE);
spawnedFirstTime = true;
return spawnPacket;
}
public SubPacket createPositionUpdatePacket(uint playerActorId)
{
return MoveActorToPositionPacket.buildPacket(actorId, playerActorId, positionX, positionY, positionZ, rotation, moveState);
}
public SubPacket createStatePacket(uint playerActorID)
{
return SetActorStatePacket.buildPacket(actorId, playerActorID, currentMainState, currentSubState);
}
public SubPacket createIsZoneingPacket(uint playerActorId)
{
return SetActorIsZoningPacket.buildPacket(actorId, playerActorId, false);
}
public virtual SubPacket createScriptBindPacket(uint playerActorId)
{
return null;
}
public virtual BasePacket getInitPackets(uint playerActorId)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(createAddActorPacket(playerActorId));
subpackets.Add(createSpeedPacket(playerActorId));
subpackets.Add(createSpawnPositonPacket(playerActorId, 0x1));
subpackets.Add(createNamePacket(playerActorId));
subpackets.Add(createStatePacket(playerActorId));
subpackets.Add(createIsZoneingPacket(playerActorId));
return BasePacket.createPacket(subpackets, true, false);
}
public override bool Equals(Object obj)
{
Actor actorObj = obj as Actor;
if (actorObj == null)
return false;
else
return actorId == actorObj.actorId;
}
public string getName()
{
return actorName;
}
public string getClassName()
{
return className;
}
public List<LuaParam> getLuaParams()
{
return classParams;
}
}
}