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

172 lines
6.8 KiB
C#

using FFXIVClassic_Lobby_Server;
using FFXIVClassic_Lobby_Server.common;
using FFXIVClassic_Lobby_Server.dataobjects;
using FFXIVClassic_Lobby_Server.packets;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.Actor;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
namespace FFXIVClassic_Map_Server.dataobjects
{
class Actor
{
public const int SIZE = 0;
public const int COLORINFO = 1;
public const int FACEINFO = 2;
public const int HIGHLIGHT_HAIR = 3;
public const int VOICE = 4;
public const int WEAPON1 = 5;
public const int WEAPON2 = 6;
public const int WEAPON3 = 7;
public const int UNKNOWN1 = 8;
public const int UNKNOWN2 = 9;
public const int UNKNOWN3 = 10;
public const int UNKNOWN4 = 11;
public const int HEADGEAR = 12;
public const int BODYGEAR = 13;
public const int LEGSGEAR = 14;
public const int HANDSGEAR = 15;
public const int FEETGEAR = 16;
public const int WAISTGEAR = 17;
public const int UNKNOWN5 = 18;
public const int R_EAR = 19;
public const int L_EAR = 20;
public const int UNKNOWN6 = 21;
public const int UNKNOWN7 = 22;
public const int R_FINGER = 23;
public const int L_FINGER = 24;
public uint actorID;
public bool isNameplateVisible;
public bool isTargetable;
public uint displayNameID = 0xFFFFFFFF;
public string customDisplayName;
public uint nameplateIcon;
public uint modelID;
public uint[] appearanceIDs = new uint[0x1D];
public uint currentTarget = 0xC0000000;
public uint currentLockedTarget = 0xC0000000;
public float positionX, positionY, positionZ, rotation;
public float oldPositionX, oldPositionY, oldPositionZ, oldRotation;
public ushort moveState, oldMoveState;
public uint currentState = SetActorStatePacket.STATE_PASSIVE;
public uint currentZoneID;
//Properties
public ushort curHP, curMP, curTP;
public ushort maxHP, maxMP, maxTP;
public byte currentJob;
public ushort currentLevel;
public ushort statSTR, statVIT, statDEX, statINT, statMIN, statPIE;
public ushort statAttack, statDefense, statAccuracy, statAttackMgkPotency, statHealingMgkPotency, statEnchancementMgkPotency, statEnfeeblingMgkPotency, statMgkAccuracy, statMgkEvasion;
public ushort resistFire, resistIce, resistWind, resistEarth, resistLightning, resistWater;
public uint currentEXP;
public ushort linkshellcrest;
public Actor(uint id)
{
actorID = id;
}
public void setPlayerAppearance()
{
Appearance appearance = Database.getAppearance(actorID);
modelID = Appearance.getTribeModel(appearance.tribe);
appearanceIDs[SIZE] = appearance.size;
appearanceIDs[COLORINFO] = (uint)(appearance.skinColor | (appearance.hairColor << 10) | (appearance.eyeColor << 20));
appearanceIDs[FACEINFO] = PrimitiveConversion.ToUInt32(appearance.getFaceInfo());
appearanceIDs[HIGHLIGHT_HAIR] = (uint)(appearance.hairHighlightColor | appearance.hairStyle << 10);
appearanceIDs[VOICE] = appearance.voice;
appearanceIDs[WEAPON1] = appearance.mainHand;
appearanceIDs[WEAPON2] = appearance.offHand;
appearanceIDs[HEADGEAR] = appearance.head;
appearanceIDs[BODYGEAR] = appearance.body;
appearanceIDs[LEGSGEAR] = appearance.legs;
appearanceIDs[HANDSGEAR] = appearance.hands;
appearanceIDs[FEETGEAR] = appearance.feet;
appearanceIDs[WAISTGEAR] = appearance.waist;
appearanceIDs[R_EAR] = appearance.rightEar;
appearanceIDs[L_EAR] = appearance.leftEar;
appearanceIDs[R_FINGER] = appearance.rightFinger;
appearanceIDs[L_FINGER] = appearance.leftFinger;
}
public SubPacket createNamePacket(uint playerActorID)
{
return SetActorNamePacket.buildPacket(actorID, playerActorID, displayNameID, displayNameID == 0xFFFFFFFF ? customDisplayName : "");
}
public SubPacket createAppearancePacket(uint playerActorID)
{
SetActorAppearancePacket setappearance = new SetActorAppearancePacket(modelID, appearanceIDs);
return setappearance.buildPacket(actorID, playerActorID);
}
public SubPacket createStatePacket(uint playerActorID)
{
return SetActorStatePacket.buildPacket(actorID, playerActorID, currentState);
}
public SubPacket createSpeedPacket(uint playerActorID)
{
return SetActorSpeedPacket.buildPacket(actorID, playerActorID);
}
public SubPacket createSpawnPositonPacket(uint playerActorID, uint spawnType)
{
return SetActorPositionPacket.buildPacket(actorID, playerActorID, positionX, positionY, positionZ, rotation, spawnType);
}
public SubPacket createPositionUpdatePacket(uint playerActorID)
{
return MoveActorToPositionPacket.buildPacket(actorID, playerActorID, positionX, positionY, positionZ, rotation, moveState);
}
public SubPacket createScriptBindPacket(uint playerActorID)
{
return null;
}
public BasePacket createActorSpawnPackets(uint playerActorID)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(AddActorPacket.buildPacket(actorID, playerActorID, 8));
subpackets.Add(createSpeedPacket(playerActorID));
subpackets.Add(createSpawnPositonPacket(playerActorID, 0));
subpackets.Add(createAppearancePacket(playerActorID));
subpackets.Add(createNamePacket(playerActorID));
subpackets.Add(createStatePacket(playerActorID));
//subpackets.Add(createScriptBindPacket(playerActorID));
subpackets.Add(new SubPacket(0xCC, actorID, playerActorID, File.ReadAllBytes("./packets/playerscript")));
subpackets.Add(new SubPacket(0x137, actorID, playerActorID, File.ReadAllBytes("./packets/playerscript2")));
subpackets.Add(new SubPacket(0x137, actorID, playerActorID, File.ReadAllBytes("./packets/playerscript3")));
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;
}
}
}