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sapphire/src/world/Network/PacketWrappers/NpcSpawnPacket.h

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#ifndef _PLAYERSPAWN_H
#define _PLAYERSPAWN_H
#include <Network/PacketDef/Zone/ServerZoneDef.h>
#include <Network/GamePacketNew.h>
#include <Util/Util.h>
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#include <Common.h>
#include "Actor/Player.h"
#include "Actor/BNpc.h"
#include "Forwards.h"
#include "Inventory/Item.h"
#include "StatusEffect/StatusEffect.h"
namespace Sapphire::Network::Packets::Server
{
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/**
* @brief The packet sent to spawn a player.
*/
class NpcSpawnPacket : public ZoneChannelPacket< FFXIVIpcNpcSpawn >
{
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public:
NpcSpawnPacket( Entity::BNpc& bnpc, Entity::Player& target ) :
ZoneChannelPacket< FFXIVIpcNpcSpawn >( bnpc.getId(), target.getId() )
{
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initialize( bnpc, target );
};
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private:
void initialize( Entity::BNpc& bnpc, Entity::Player& target )
{
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// todo: figure out unkown offsets
m_data.classJob = static_cast< uint8_t >( bnpc.getClass() );
//m_data.status = static_cast< uint8_t >( pPlayer->getStatus() );
m_data.hPCurr = bnpc.getHp();
m_data.mPCurr = bnpc.getMp();
m_data.tPCurr = bnpc.getTp();
m_data.hPMax = bnpc.getMaxHp();
m_data.mPMax = bnpc.getMaxMp();
m_data.subtype = 5;
m_data.level = bnpc.getLevel();
m_data.pose = bnpc.getPose();
memcpy( m_data.look, bnpc.getLookArray(), sizeof( m_data.look ) );
memcpy( m_data.models, bnpc.getModelArray(), sizeof( m_data.models ) );
m_data.pos.x = bnpc.getPos().x;
m_data.pos.y = bnpc.getPos().y;
m_data.pos.z = bnpc.getPos().z;
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m_data.rotation = Util::floatToUInt16Rot( bnpc.getRot() );
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m_data.enemyType = bnpc.getEnemyType();
m_data.mainWeaponModel = bnpc.getWeaponMain();
m_data.secWeaponModel = bnpc.getWeaponSub();
m_data.aggressionMode = bnpc.getAggressionMode();
m_data.classJob = 0;
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m_data.targetId = bnpc.getTargetId();
m_data.spawnerId = Common::INVALID_GAME_OBJECT_ID64;
m_data.parentActorId = Common::INVALID_GAME_OBJECT_ID64;
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//m_data.u23 = 0x04;
//m_data.u24 = 256;
m_data.state = static_cast< uint8_t >( bnpc.getStatus() );
m_data.modelType = bnpc.getObjKind();
m_data.modelChara = bnpc.getModelChara();
m_data.bNPCBase = bnpc.getBNpcBaseId();
m_data.bNPCName = bnpc.getBNpcNameId();
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assert( target.getId() != bnpc.getId() );
m_data.spawnIndex = target.getSpawnIdForActorId( bnpc.getId() );
if( !target.isActorSpawnIdValid( m_data.spawnIndex ) )
return;
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// 0x20 == spawn hidden to be displayed by the spawneffect control
//m_data.displayFlags = bnpc.getDisplayFlags();
//m_data.currentMount = bnpc.getCurrentMount();
//m_data.persistentEmote = bnpc.getPersistentEmote();
m_data.targetId = static_cast< uint64_t >( bnpc.getTargetId() );
uint64_t currentTimeMs = Sapphire::Util::getTimeMs();
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for( auto const& effect : bnpc.getStatusEffectMap() )
{
m_data.effect[ effect.first ].effect_id = effect.second->getId();
m_data.effect[ effect.first ].duration = static_cast< float >( effect.second->getDuration() -
( currentTimeMs -
effect.second->getStartTimeMs() ) ) / 1000;
m_data.effect[ effect.first ].sourceActorId = effect.second->getSrcActorId();
m_data.effect[ effect.first ].unknown1 = effect.second->getParam();
}
};
};
}
#endif /*_PlayerSpawn_H*/