mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-21 12:17:46 +00:00
Added 0x6c to the actorIdChanger. Mount appearance is now broadcast to show Goobbue. Equipment packets implemented as well as Equipment object.
This commit is contained in:
parent
a47d5f96a5
commit
b7fd3e442c
9 changed files with 194 additions and 290 deletions
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@ -65,6 +65,7 @@
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<Compile Include="actors\area\Zone.cs" />
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<Compile Include="actors\chara\npc\NpcWork.cs" />
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<Compile Include="actors\chara\AetheryteWork.cs" />
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<Compile Include="actors\chara\player\Equipment.cs" />
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<Compile Include="actors\chara\player\Inventory.cs" />
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<Compile Include="actors\chara\Work.cs" />
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<Compile Include="actors\debug\Debug.cs" />
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113
FFXIVClassic Map Server/actors/chara/player/Equipment.cs
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113
FFXIVClassic Map Server/actors/chara/player/Equipment.cs
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@ -0,0 +1,113 @@
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.packets.send.Actor.inventory;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.actors.chara.player
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{
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class Equipment
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{
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public const int SLOT_MAINHAND = 0x00;
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public const int SLOT_OFFHAND = 0x01;
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public const int SLOT_THROWINGWEAPON = 0x04;
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public const int SLOT_PACK = 0x05;
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public const int SLOT_POUCH = 0x06;
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public const int SLOT_HEAD = 0x08;
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public const int SLOT_UNDERSHIRT = 0x09;
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public const int SLOT_BODY = 0x0A;
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public const int SLOT_UNDERGARMENT = 0x0B;
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public const int SLOT_LEGS = 0x0C;
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public const int SLOT_HANDS = 0x0D;
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public const int SLOT_BOOTS = 0x0E;
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public const int SLOT_WAIST = 0x0F;
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public const int SLOT_NECK = 0x10;
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public const int SLOT_EARS = 0x11;
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public const int SLOT_WRISTS = 0x13;
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public const int SLOT_RIGHTFINGER = 0x15;
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public const int SLOT_LEFTFINGER = 0x16;
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private Player owner;
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private ushort inventoryCapacity;
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private ushort inventoryCode;
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private Item[] list;
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public Equipment(Player ownerPlayer, ushort capacity, ushort code)
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{
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owner = ownerPlayer;
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inventoryCapacity = capacity;
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inventoryCode = code;
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}
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public Item GetItemAtSlot(ushort slot)
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{
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if (slot < list.Length)
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return list[slot];
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else
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return null;
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}
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public void SetEquipment(List<Tuple<ushort, Item>> toEquip)
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{
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List<ushort> slotsToUpdate = new List<ushort>();
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for (int i = 0; i < toEquip.Count; i++)
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{
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slotsToUpdate.Add(toEquip[i].Item1);
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list[toEquip[i].Item1] = toEquip[i].Item2;
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}
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SendEquipmentPackets(slotsToUpdate);
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}
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public void Equip(ushort slot, Item item)
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{
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if (slot < list.Length)
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list[slot] = item;
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SendEquipmentPackets(slot, item);
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}
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public void Unequip(ushort slot)
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{
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if (slot < list.Length)
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list[slot] = null;
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SendEquipmentPackets(slot, null);
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}
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private void SendEquipmentPackets(ushort equipSlot, Item item)
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{
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if (item == null)
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owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, equipSlot, 0));
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else
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owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, equipSlot, item.slot));
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}
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private void SendEquipmentPackets(List<ushort> slotsToUpdate)
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{
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int currentIndex = 0;
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while (true)
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{
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if (list.Length - currentIndex >= 64)
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owner.queuePacket(EquipmentListX64Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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else if (list.Length - currentIndex >= 32)
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owner.queuePacket(EquipmentListX32Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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else if (list.Length - currentIndex >= 16)
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owner.queuePacket(EquipmentListX16Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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else if (list.Length - currentIndex > 1)
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owner.queuePacket(EquipmentListX08Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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else if (list.Length - currentIndex == 1)
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{
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owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, slotsToUpdate[currentIndex], list[currentIndex].slot));
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currentIndex++;
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}
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else
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break;
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}
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}
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}
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}
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@ -581,12 +581,12 @@ namespace FFXIVClassic_Map_Server.Actors
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public void sendChocoboAppearance()
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{
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queuePacket(SetCurrentMountChocoboPacket.buildPacket(actorId, chocoboAppearance));
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broadcastPacket(SetCurrentMountChocoboPacket.buildPacket(actorId, chocoboAppearance), true);
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}
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public void sendGoobbueAppearance()
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{
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queuePacket(SetCurrentMountGoobbuePacket.buildPacket(actorId, 1));
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broadcastPacket(SetCurrentMountGoobbuePacket.buildPacket(actorId, 1), true);
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}
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public void setMountState(byte mountState)
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@ -163,7 +163,7 @@ namespace FFXIVClassic_Lobby_Server.packets
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while (binreader.BaseStream.Position + 4 < data.Length)
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{
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uint read = binreader.ReadUInt32();
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if (read == 0x029B2941 || read == 0x02977DC7 || read == 0x0297D2C8 || read == 0x0230d573 || read == 0x23317df || read == 0x23344a3 || read == 0x1730bdb) //Original ID
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if (read == 0x029B2941 || read == 0x02977DC7 || read == 0x0297D2C8 || read == 0x0230d573 || read == 0x23317df || read == 0x23344a3 || read == 0x1730bdb || read == 0x6c) //Original ID
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{
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binWriter.BaseStream.Seek(binreader.BaseStream.Position - 0x4, SeekOrigin.Begin);
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binWriter.Write(actorID);
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@ -13,7 +13,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
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public const ushort OPCODE = 0x014D;
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public const uint PACKET_SIZE = 0x28;
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public static SubPacket buildPacket(uint playerActorID, ushort slot, uint itemSlot)
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public static SubPacket buildPacket(uint playerActorID, ushort equipSlot, uint itemSlot)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -21,7 +21,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
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{
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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binWriter.Write((UInt16)slot);
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binWriter.Write((UInt16)equipSlot);
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binWriter.Write((UInt32)itemSlot);
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}
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}
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@ -1,4 +1,5 @@
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects;
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using System;
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using System.Collections.Generic;
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using System.IO;
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public const ushort OPCODE = 0x14E;
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public const uint PACKET_SIZE = 0x58;
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public const uint UNEQUIPPED = 0xFFFFFFFF;
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public const int SLOT_MAINHAND = 0x00;
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public const int SLOT_OFFHAND = 0x01;
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public const int SLOT_THROWINGWEAPON = 0x04;
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public const int SLOT_PACK = 0x05;
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public const int SLOT_POUCH = 0x06;
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public const int SLOT_HEAD = 0x08;
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public const int SLOT_UNDERSHIRT = 0x09;
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public const int SLOT_BODY = 0x0A;
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public const int SLOT_UNDERGARMENT = 0x0B;
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public const int SLOT_LEGS = 0x0C;
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public const int SLOT_HANDS = 0x0D;
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public const int SLOT_BOOTS = 0x0E;
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public const int SLOT_WAIST = 0x0F;
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public const int SLOT_NECK = 0x10;
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public const int SLOT_EARS = 0x11;
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public const int SLOT_WRISTS = 0x13;
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public const int SLOT_RIGHTFINGER = 0x15;
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public const int SLOT_LEFTFINGER = 0x16;
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private uint[] equipment = new uint[0x17];
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public EquipmentListX08Packet()
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public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset)
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{
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for (int i = 0; i < equipment.Length; i++)
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equipment[i] = UNEQUIPPED; //We will use this as "Unequipped"
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}
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public void setItem(int slot, uint itemSlot)
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{
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if (slot >= equipment.Length)
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return;
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equipment[slot] = itemSlot;
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}
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public List<SubPacket> buildPackets(uint playerActorID)
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{
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List<SubPacket> packets = new List<SubPacket>();
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int packetCount = 0;
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int runningCount = 0;
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byte[] data = new byte[PACKET_SIZE - 0x20];
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MemoryStream mem = new MemoryStream(data);
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BinaryWriter binWriter = new BinaryWriter(mem);
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for (int i = 0; i < equipment.Length; i++)
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using (MemoryStream mem = new MemoryStream(data))
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{
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if (equipment[i] == UNEQUIPPED)
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continue;
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binWriter.Write((UInt16)i);
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binWriter.Write((UInt32)equipment[i]);
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packetCount++;
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runningCount++;
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//Create another packet
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if (runningCount >= 8)
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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packetCount = 0;
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binWriter.Write((UInt32)8);
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binWriter.Dispose();
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mem.Dispose();
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packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
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data = new byte[PACKET_SIZE - 0x20];
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mem = new MemoryStream(data);
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binWriter = new BinaryWriter(mem);
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int max;
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if (slotsToUpdate.Count - listOffset <= 8)
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max = slotsToUpdate.Count - listOffset;
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else
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max = 8;
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for (int i = 0; i < max; i++)
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{
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binWriter.Write((UInt16)slotsToUpdate[i]);
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binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot);
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listOffset++;
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}
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binWriter.Seek(0x30, SeekOrigin.Begin);
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binWriter.Write((UInt32)max);
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}
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}
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//Create any leftover subpacket
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binWriter.BaseStream.Seek(0x30, SeekOrigin.Begin);
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binWriter.Write((UInt32)packetCount);
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binWriter.Dispose();
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mem.Dispose();
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packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
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return packets;
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return new SubPacket(OPCODE, playerActorId, playerActorId, data);
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}
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}
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@ -1,4 +1,5 @@
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects;
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using System;
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using System.Collections.Generic;
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using System.IO;
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public const ushort OPCODE = 0x14F;
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public const uint PACKET_SIZE = 0x80;
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public const uint UNEQUIPPED = 0xFFFFFFFF;
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public const int SLOT_MAINHAND = 0x00;
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public const int SLOT_OFFHAND = 0x01;
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public const int SLOT_THROWINGWEAPON = 0x04;
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public const int SLOT_PACK = 0x05;
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public const int SLOT_POUCH = 0x06;
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public const int SLOT_HEAD = 0x08;
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public const int SLOT_UNDERSHIRT = 0x09;
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public const int SLOT_BODY = 0x0A;
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public const int SLOT_UNDERGARMENT = 0x0B;
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public const int SLOT_LEGS = 0x0C;
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public const int SLOT_HANDS = 0x0D;
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public const int SLOT_BOOTS = 0x0E;
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public const int SLOT_WAIST = 0x0F;
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public const int SLOT_NECK = 0x10;
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public const int SLOT_EARS = 0x11;
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public const int SLOT_WRISTS = 0x13;
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public const int SLOT_RIGHTFINGER = 0x15;
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public const int SLOT_LEFTFINGER = 0x16;
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private uint[] equipment = new uint[0x17];
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public EquipmentListX16Packet()
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public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset)
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{
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for (int i = 0; i < equipment.Length; i++)
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equipment[i] = UNEQUIPPED; //We will use this as "Unequipped"
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}
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public void setItem(int slot, uint itemSlot)
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{
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if (slot >= equipment.Length)
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return;
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equipment[slot] = itemSlot;
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}
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public List<SubPacket> buildPackets(uint playerActorID)
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{
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List<SubPacket> packets = new List<SubPacket>();
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int packetCount = 0;
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int runningCount = 0;
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byte[] data = new byte[PACKET_SIZE - 0x20];
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MemoryStream mem = new MemoryStream(data);
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BinaryWriter binWriter = new BinaryWriter(mem);
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for (int i = 0; i < equipment.Length; i++)
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using (MemoryStream mem = new MemoryStream(data))
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{
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if (equipment[i] == UNEQUIPPED)
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continue;
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binWriter.Write((UInt16)i);
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binWriter.Write((UInt32)equipment[i]);
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packetCount++;
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runningCount++;
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//Create another packet
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if (runningCount >= 16)
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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packetCount = 0;
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binWriter.Write((UInt32)8);
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binWriter.Dispose();
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mem.Dispose();
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packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
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data = new byte[PACKET_SIZE - 0x20];
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mem = new MemoryStream(data);
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binWriter = new BinaryWriter(mem);
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int max;
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if (slotsToUpdate.Count - listOffset <= 16)
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max = slotsToUpdate.Count - listOffset;
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else
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max = 16;
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for (int i = 0; i < max; i++)
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{
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binWriter.Write((UInt16)slotsToUpdate[i]);
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binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot);
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listOffset++;
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}
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}
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}
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//Create any leftover subpacket
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binWriter.BaseStream.Seek(0x30, SeekOrigin.Begin);
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binWriter.Write((UInt32)packetCount);
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binWriter.Dispose();
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mem.Dispose();
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packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
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return packets;
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return new SubPacket(OPCODE, playerActorId, playerActorId, data);
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}
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}
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@ -1,4 +1,5 @@
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using FFXIVClassic_Lobby_Server.packets;
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using FFXIVClassic_Map_Server.dataobjects;
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using System;
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using System.Collections.Generic;
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using System.IO;
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@ -13,86 +14,32 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
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public const ushort OPCODE = 0x150;
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public const uint PACKET_SIZE = 0xE0;
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public const uint UNEQUIPPED = 0xFFFFFFFF;
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public const int SLOT_MAINHAND = 0x00;
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public const int SLOT_OFFHAND = 0x01;
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public const int SLOT_THROWINGWEAPON = 0x04;
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public const int SLOT_PACK = 0x05;
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public const int SLOT_POUCH = 0x06;
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public const int SLOT_HEAD = 0x08;
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public const int SLOT_UNDERSHIRT = 0x09;
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public const int SLOT_BODY = 0x0A;
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public const int SLOT_UNDERGARMENT = 0x0B;
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public const int SLOT_LEGS = 0x0C;
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public const int SLOT_HANDS = 0x0D;
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public const int SLOT_BOOTS = 0x0E;
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public const int SLOT_WAIST = 0x0F;
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public const int SLOT_NECK = 0x10;
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public const int SLOT_EARS = 0x11;
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public const int SLOT_WRISTS = 0x13;
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public const int SLOT_RIGHTFINGER = 0x15;
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public const int SLOT_LEFTFINGER = 0x16;
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private uint[] equipment = new uint[0x17];
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public EquipmentListX32Packet()
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public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset)
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{
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for (int i = 0; i < equipment.Length; i++)
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equipment[i] = UNEQUIPPED; //We will use this as "Unequipped"
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}
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public void setItem(int slot, uint itemSlot)
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{
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if (slot >= equipment.Length)
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return;
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equipment[slot] = itemSlot;
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}
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public List<SubPacket> buildPackets(uint playerActorID)
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{
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List<SubPacket> packets = new List<SubPacket>();
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int packetCount = 0;
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int runningCount = 0;
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
MemoryStream mem = new MemoryStream(data);
|
||||
BinaryWriter binWriter = new BinaryWriter(mem);
|
||||
|
||||
for (int i = 0; i < equipment.Length; i++)
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
if (equipment[i] == UNEQUIPPED)
|
||||
continue;
|
||||
|
||||
binWriter.Write((UInt16)i);
|
||||
binWriter.Write((UInt32)equipment[i]);
|
||||
|
||||
packetCount++;
|
||||
runningCount++;
|
||||
|
||||
//Create another packet
|
||||
if (runningCount >= 32)
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
packetCount = 0;
|
||||
binWriter.Write((UInt32)8);
|
||||
binWriter.Dispose();
|
||||
mem.Dispose();
|
||||
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
|
||||
data = new byte[PACKET_SIZE - 0x20];
|
||||
mem = new MemoryStream(data);
|
||||
binWriter = new BinaryWriter(mem);
|
||||
int max;
|
||||
if (slotsToUpdate.Count - listOffset <= 32)
|
||||
max = slotsToUpdate.Count - listOffset;
|
||||
else
|
||||
max = 32;
|
||||
|
||||
for (int i = 0; i < max; i++)
|
||||
{
|
||||
binWriter.Write((UInt16)slotsToUpdate[i]);
|
||||
binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot);
|
||||
listOffset++;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//Create any leftover subpacket
|
||||
binWriter.BaseStream.Seek(0x30, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)packetCount);
|
||||
binWriter.Dispose();
|
||||
mem.Dispose();
|
||||
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
|
||||
|
||||
return packets;
|
||||
}
|
||||
return new SubPacket(OPCODE, playerActorId, playerActorId, data);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
using FFXIVClassic_Lobby_Server.packets;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
|
@ -13,85 +14,31 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
|
|||
public const ushort OPCODE = 0x151;
|
||||
public const uint PACKET_SIZE = 0x194;
|
||||
|
||||
public const uint UNEQUIPPED = 0xFFFFFFFF;
|
||||
|
||||
public const int SLOT_MAINHAND = 0x00;
|
||||
public const int SLOT_OFFHAND = 0x01;
|
||||
public const int SLOT_THROWINGWEAPON = 0x04;
|
||||
public const int SLOT_PACK = 0x05;
|
||||
public const int SLOT_POUCH = 0x06;
|
||||
public const int SLOT_HEAD = 0x08;
|
||||
public const int SLOT_UNDERSHIRT = 0x09;
|
||||
public const int SLOT_BODY = 0x0A;
|
||||
public const int SLOT_UNDERGARMENT = 0x0B;
|
||||
public const int SLOT_LEGS = 0x0C;
|
||||
public const int SLOT_HANDS = 0x0D;
|
||||
public const int SLOT_BOOTS = 0x0E;
|
||||
public const int SLOT_WAIST = 0x0F;
|
||||
public const int SLOT_NECK = 0x10;
|
||||
public const int SLOT_EARS = 0x11;
|
||||
public const int SLOT_WRISTS = 0x13;
|
||||
public const int SLOT_RIGHTFINGER = 0x15;
|
||||
public const int SLOT_LEFTFINGER = 0x16;
|
||||
|
||||
private uint[] equipment = new uint[0x17];
|
||||
|
||||
public EquipmentListX64Packet()
|
||||
public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset)
|
||||
{
|
||||
for (int i = 0; i < equipment.Length; i++)
|
||||
equipment[i] = UNEQUIPPED; //We will use this as "Unequipped"
|
||||
}
|
||||
|
||||
public void setItem(int slot, uint itemSlot)
|
||||
{
|
||||
if (slot >= equipment.Length)
|
||||
return;
|
||||
|
||||
equipment[slot] = itemSlot;
|
||||
}
|
||||
|
||||
public List<SubPacket> buildPackets(uint playerActorID)
|
||||
{
|
||||
List<SubPacket> packets = new List<SubPacket>();
|
||||
int packetCount = 0;
|
||||
int runningCount = 0;
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
MemoryStream mem = new MemoryStream(data);
|
||||
BinaryWriter binWriter = new BinaryWriter(mem);
|
||||
|
||||
for (int i = 0; i < equipment.Length; i++)
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
if (equipment[i] == UNEQUIPPED)
|
||||
continue;
|
||||
|
||||
binWriter.Write((UInt16)i);
|
||||
binWriter.Write((UInt32)equipment[i]);
|
||||
|
||||
packetCount++;
|
||||
runningCount++;
|
||||
|
||||
//Create another packet
|
||||
if (runningCount >= 64)
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
packetCount = 0;
|
||||
binWriter.Write((UInt32)8);
|
||||
binWriter.Dispose();
|
||||
mem.Dispose();
|
||||
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
|
||||
data = new byte[PACKET_SIZE - 0x20];
|
||||
mem = new MemoryStream(data);
|
||||
binWriter = new BinaryWriter(mem);
|
||||
int max;
|
||||
if (slotsToUpdate.Count - listOffset <= 64)
|
||||
max = slotsToUpdate.Count - listOffset;
|
||||
else
|
||||
max = 64;
|
||||
|
||||
for (int i = 0; i < max; i++)
|
||||
{
|
||||
binWriter.Write((UInt16)slotsToUpdate[i]);
|
||||
binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot);
|
||||
listOffset++;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
//Create any leftover subpacket
|
||||
binWriter.BaseStream.Seek(0x30, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)packetCount);
|
||||
binWriter.Dispose();
|
||||
mem.Dispose();
|
||||
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
|
||||
|
||||
return packets;
|
||||
return new SubPacket(OPCODE, playerActorId, playerActorId, data);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue