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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-20 11:47:48 +00:00
Added substate modifications to characters.
This commit is contained in:
parent
42aa3d7512
commit
c55145d715
4 changed files with 110 additions and 24 deletions
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@ -11,6 +11,7 @@ using System.Reflection;
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using System.ComponentModel;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.actors.chara;
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namespace FFXIVClassic_Map_Server.Actors
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{
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@ -21,17 +22,18 @@ namespace FFXIVClassic_Map_Server.Actors
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Position = 0x01,
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HpTpMp = 0x02,
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State = 0x04,
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Combat = 0x07,
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Name = 0x08,
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Appearance = 0x10,
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Speed = 0x20,
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Work = 0x40,
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Stats = 0x80,
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Status = 0x100,
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StatusTime = 0x200,
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SubState = 0x08,
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Combat = 0x0F,
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Name = 0x10,
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Appearance = 0x20,
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Speed = 0x40,
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Work = 0x80,
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Stats = 0x100,
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Status = 0x200,
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StatusTime = 0x400,
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AllNpc = 0x6F,
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AllPlayer = 0x9F
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AllNpc = 0xDF,
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AllPlayer = 0x13F
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}
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class Actor
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@ -44,7 +46,9 @@ namespace FFXIVClassic_Map_Server.Actors
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public string customDisplayName;
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public ushort currentMainState = SetActorStatePacket.MAIN_STATE_PASSIVE;
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public ushort currentSubState = SetActorStatePacket.SUB_STATE_NONE;
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public SubState currentSubState = new SubState();
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public float positionX, positionY, positionZ, rotation;
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public float oldPositionX, oldPositionY, oldPositionZ, oldRotation;
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public ushort moveState, oldMoveState;
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@ -378,6 +382,16 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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}
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public SubState GetSubState()
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{
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return currentSubState;
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}
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public void SubstateModified()
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{
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updateFlags |= (ActorUpdateFlags.SubState);
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}
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public void ModifySpeed(float mod)
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{
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for (int i = 0; i < 4; i++)
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@ -450,7 +464,12 @@ namespace FFXIVClassic_Map_Server.Actors
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if ((updateFlags & ActorUpdateFlags.State) != 0)
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{
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packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, currentSubState));
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packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, 0x3B));
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}
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if ((updateFlags & ActorUpdateFlags.SubState) != 0)
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{
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packets.Add(SetActorSubStatePacket.BuildPacket(actorId, currentSubState));
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}
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updateFlags = ActorUpdateFlags.None;
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@ -169,7 +169,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public SubPacket CreateIdleAnimationPacket()
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{
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return SetActorSubStatPacket.BuildPacket(actorId, 0, 0, 0, 0, 0, 0, animationId);
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return SetActorSubStatePacket.BuildPacket(actorId, 0, 0, 0, 0, 0, 0, animationId);
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}
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public void SetQuestGraphic(Player player, int graphicNum)
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@ -221,8 +221,8 @@ namespace FFXIVClassic_Map_Server.Actors
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public void SendChant(int left, int right)
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{
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SetActorSubStatPacket.BuildPacket(actorId, 0, left, right, 0, 0, 0, 0).DebugPrintSubPacket();
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zone.BroadcastPacketAroundActor(this, SetActorSubStatPacket.BuildPacket(actorId, 0, left, right, 0, 0, 0, 0));
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SetActorSubStatePacket.BuildPacket(actorId, 0, left, right, 0, 0, 0, 0).DebugPrintSubPacket();
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zone.BroadcastPacketAroundActor(this, SetActorSubStatePacket.BuildPacket(actorId, 0, left, right, 0, 0, 0, 0));
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}
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public void DoBattleAction(ushort commandId, uint animationId)
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@ -370,7 +370,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if ((updateFlags & ActorUpdateFlags.State) != 0)
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{
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packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, currentSubState));
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packets.Add(SetActorStatePacket.BuildPacket(actorId, currentMainState, 0x0));
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packets.Add(BattleActionX00Packet.BuildPacket(actorId, 0x72000062, 0));
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packets.Add(BattleActionX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new BattleAction(actorId, 0, 1)));
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@ -378,6 +378,16 @@ namespace FFXIVClassic_Map_Server.Actors
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//DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
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}
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if ((updateFlags & ActorUpdateFlags.SubState) != 0)
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{
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packets.Add(SetActorSubStatePacket.BuildPacket(actorId, currentSubState));
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packets.Add(BattleActionX00Packet.BuildPacket(actorId, 0x72000062, 0));
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packets.Add(BattleActionX01Packet.BuildPacket(actorId, 0x7C000062, 21001, new BattleAction(actorId, 0, 1)));
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updateFlags &= ~ActorUpdateFlags.SubState;
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//DoBattleAction(21001, 0x7C000062, new BattleAction(this.actorId, 0, 1, 0, 0, 1)); //Attack Mode
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}
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if ((updateFlags & ActorUpdateFlags.Status) != 0)
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{
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List<SubPacket> statusPackets = statusEffects.GetStatusPackets();
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56
FFXIVClassic Map Server/actors/chara/SubState.cs
Normal file
56
FFXIVClassic Map Server/actors/chara/SubState.cs
Normal file
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@ -0,0 +1,56 @@
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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
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{
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class SubState
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{
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public byte breakage = 0;
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public byte chantId = 0;
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public byte guard = 0;
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public byte waste = 0;
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public byte mode = 0;
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public ushort motionPack = 0;
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public void toggleBreak(int index, bool toggle)
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{
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if (index > 7 || index < 0)
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return;
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if (toggle)
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breakage = (byte)(breakage | (1 << index));
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else
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breakage = (byte)(breakage & ~(1 << index));
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}
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public void setChant(byte chant) {
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chantId = chant;
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}
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public void setGuard(byte guard)
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{
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if (guard >= 0 && guard <= 3)
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this.guard = guard;
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}
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public void setWaste(byte waste)
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{
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if (waste >= 0 && waste <= 3)
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this.waste = waste;
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}
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public void setMode(byte bitfield)
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{
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mode = bitfield;
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}
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public void setMotionPack(ushort mp)
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{
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motionPack = mp;
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}
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}
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}
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@ -2,10 +2,11 @@
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using System.IO;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.chara;
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namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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class SetActorSubStatPacket
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class SetActorSubStatePacket
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{
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public const ushort OPCODE = 0x144;
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public const uint PACKET_SIZE = 0x28;
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@ -21,7 +22,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
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SubStatMotionPack = 0x06,
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Unknown2 = 0x07,
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}
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public static SubPacket BuildPacket(uint sourceActorId, byte breakage, int leftChant, int rightChant, int guard, int wasteStat, int statMode, uint idleAnimationId)
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public static SubPacket BuildPacket(uint sourceActorId, SubState substate)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -29,13 +30,13 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
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{
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using (BinaryWriter binWriter = new BinaryWriter(mem))
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{
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binWriter.Write((byte)breakage);
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binWriter.Write((byte)(((leftChant & 0xF) << 4) | (rightChant & 0xF)));
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binWriter.Write((byte)(guard & 0xF));
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binWriter.Write((byte)(wasteStat));
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binWriter.Write((byte)(statMode));
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binWriter.Write((byte)substate.breakage);
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binWriter.Write((byte)substate.chantId);
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binWriter.Write((byte)(substate.guard & 0xF));
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binWriter.Write((byte)(substate.waste));
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binWriter.Write((byte)(substate.mode));
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binWriter.Write((byte)0);
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binWriter.Write((UInt16)(idleAnimationId&0xFFFF));
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binWriter.Write((ushort)substate.motionPack);
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}
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}
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