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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:
Filip Maj 2016-02-20 16:51:35 -05:00
parent a47d5f96a5
commit b7fd3e442c
9 changed files with 194 additions and 290 deletions

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@ -65,6 +65,7 @@
<Compile Include="actors\area\Zone.cs" />
<Compile Include="actors\chara\npc\NpcWork.cs" />
<Compile Include="actors\chara\AetheryteWork.cs" />
<Compile Include="actors\chara\player\Equipment.cs" />
<Compile Include="actors\chara\player\Inventory.cs" />
<Compile Include="actors\chara\Work.cs" />
<Compile Include="actors\debug\Debug.cs" />

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@ -0,0 +1,113 @@
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.send.Actor.inventory;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.actors.chara.player
{
class Equipment
{
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 Player owner;
private ushort inventoryCapacity;
private ushort inventoryCode;
private Item[] list;
public Equipment(Player ownerPlayer, ushort capacity, ushort code)
{
owner = ownerPlayer;
inventoryCapacity = capacity;
inventoryCode = code;
}
public Item GetItemAtSlot(ushort slot)
{
if (slot < list.Length)
return list[slot];
else
return null;
}
public void SetEquipment(List<Tuple<ushort, Item>> toEquip)
{
List<ushort> slotsToUpdate = new List<ushort>();
for (int i = 0; i < toEquip.Count; i++)
{
slotsToUpdate.Add(toEquip[i].Item1);
list[toEquip[i].Item1] = toEquip[i].Item2;
}
SendEquipmentPackets(slotsToUpdate);
}
public void Equip(ushort slot, Item item)
{
if (slot < list.Length)
list[slot] = item;
SendEquipmentPackets(slot, item);
}
public void Unequip(ushort slot)
{
if (slot < list.Length)
list[slot] = null;
SendEquipmentPackets(slot, null);
}
private void SendEquipmentPackets(ushort equipSlot, Item item)
{
if (item == null)
owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, equipSlot, 0));
else
owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, equipSlot, item.slot));
}
private void SendEquipmentPackets(List<ushort> slotsToUpdate)
{
int currentIndex = 0;
while (true)
{
if (list.Length - currentIndex >= 64)
owner.queuePacket(EquipmentListX64Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
else if (list.Length - currentIndex >= 32)
owner.queuePacket(EquipmentListX32Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
else if (list.Length - currentIndex >= 16)
owner.queuePacket(EquipmentListX16Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
else if (list.Length - currentIndex > 1)
owner.queuePacket(EquipmentListX08Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
else if (list.Length - currentIndex == 1)
{
owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, slotsToUpdate[currentIndex], list[currentIndex].slot));
currentIndex++;
}
else
break;
}
}
}
}

View file

@ -581,12 +581,12 @@ namespace FFXIVClassic_Map_Server.Actors
public void sendChocoboAppearance()
{
queuePacket(SetCurrentMountChocoboPacket.buildPacket(actorId, chocoboAppearance));
broadcastPacket(SetCurrentMountChocoboPacket.buildPacket(actorId, chocoboAppearance), true);
}
public void sendGoobbueAppearance()
{
queuePacket(SetCurrentMountGoobbuePacket.buildPacket(actorId, 1));
broadcastPacket(SetCurrentMountGoobbuePacket.buildPacket(actorId, 1), true);
}
public void setMountState(byte mountState)

View file

@ -163,7 +163,7 @@ namespace FFXIVClassic_Lobby_Server.packets
while (binreader.BaseStream.Position + 4 < data.Length)
{
uint read = binreader.ReadUInt32();
if (read == 0x029B2941 || read == 0x02977DC7 || read == 0x0297D2C8 || read == 0x0230d573 || read == 0x23317df || read == 0x23344a3 || read == 0x1730bdb) //Original ID
if (read == 0x029B2941 || read == 0x02977DC7 || read == 0x0297D2C8 || read == 0x0230d573 || read == 0x23317df || read == 0x23344a3 || read == 0x1730bdb || read == 0x6c) //Original ID
{
binWriter.BaseStream.Seek(binreader.BaseStream.Position - 0x4, SeekOrigin.Begin);
binWriter.Write(actorID);

View file

@ -13,7 +13,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
public const ushort OPCODE = 0x014D;
public const uint PACKET_SIZE = 0x28;
public static SubPacket buildPacket(uint playerActorID, ushort slot, uint itemSlot)
public static SubPacket buildPacket(uint playerActorID, ushort equipSlot, uint itemSlot)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
@ -21,7 +21,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((UInt16)slot);
binWriter.Write((UInt16)equipSlot);
binWriter.Write((UInt32)itemSlot);
}
}

View file

@ -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 +14,33 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
public const ushort OPCODE = 0x14E;
public const uint PACKET_SIZE = 0x58;
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 EquipmentListX08Packet()
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 >= 8)
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 <= 8)
max = slotsToUpdate.Count - listOffset;
else
max = 8;
for (int i = 0; i < max; i++)
{
binWriter.Write((UInt16)slotsToUpdate[i]);
binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot);
listOffset++;
}
binWriter.Seek(0x30, SeekOrigin.Begin);
binWriter.Write((UInt32)max);
}
}
//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);
}
}

View file

@ -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 = 0x14F;
public const uint PACKET_SIZE = 0x80;
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 EquipmentListX16Packet()
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 >= 16)
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 <= 16)
max = slotsToUpdate.Count - listOffset;
else
max = 16;
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);
}
}

View file

@ -1,4 +1,5 @@
using FFXIVClassic_Lobby_Server.packets;
using FFXIVClassic_Map_Server.dataobjects;
using System;
using System.Collections.Generic;
using System.IO;
@ -13,86 +14,32 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
public const ushort OPCODE = 0x150;
public const uint PACKET_SIZE = 0xE0;
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 EquipmentListX32Packet()
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 >= 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);
}
}
}

View file

@ -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);
}
}