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moved examine packet to its own class

- fixed accessory display in examine packet
- fixed accessory display in playerspawn packet
This commit is contained in:
Tahir Akhlaq 2018-09-13 11:08:24 +01:00
parent 0796644a21
commit 5ca9b8f90b
3 changed files with 86 additions and 47 deletions

View file

@ -13,6 +13,8 @@
#include "Zone/ZonePosition.h"
#include "Network/GameConnection.h"
#include "Network/PacketWrappers/ExaminePacket.h"
#include "Network/PacketWrappers/InitUIPacket.h"
#include "Network/PacketWrappers/PingPacket.h"
#include "Network/PacketWrappers/MoveActorPacket.h"
@ -27,7 +29,6 @@
#include "Action/Action.h"
#include "Action/ActionTeleport.h"
#include "Inventory/Item.h"
#include "Session.h"
#include "ServerZone.h"
@ -46,54 +47,16 @@ void examineHandler( Core::Entity::Player& player, uint32_t targetId )
{
using namespace Core;
auto packet = makeZonePacket< FFXIVIpcExamine >( targetId, player.getId() );
auto pSession = g_fw.get< Core::ServerZone >()->getSession( targetId );
if( pSession )
{
auto pPlayer = pSession->getPlayer();
if( pPlayer )
auto pTarget = pSession->getPlayer();
if( pTarget )
{
// todo: this packet needs mapping out
strcpy( packet->data().name, pPlayer->getName().c_str() );
packet->data().classJob = static_cast< uint8_t >( pPlayer->getClass() );
packet->data().level = pPlayer->getLevel();
packet->data().unkFlag1 = 4;
packet->data().unkFlag2 = 1;
packet->data().titleId = pPlayer->getTitle();
packet->data().grandCompany = 1;
packet->data().grandCompanyRank = 10;
packet->data().mainWeaponModel = pPlayer->getModelMainWeapon();
packet->data().secWeaponModel = pPlayer->getModelSubWeapon();
memcpy( packet->data().look, pPlayer->getLookArray(), sizeof( packet->data().look ) );
packet->data().models[ 0 ] = pPlayer->getModelForSlot( Common::GearSetSlot::Head );
packet->data().models[ 1 ] = pPlayer->getModelForSlot( Common::GearSetSlot::Body );
packet->data().models[ 2 ] = pPlayer->getModelForSlot( Common::GearSetSlot::Hands );
packet->data().models[ 3 ] = pPlayer->getModelForSlot( Common::GearSetSlot::Legs );
packet->data().models[ 4 ] = pPlayer->getModelForSlot( Common::GearSetSlot::Feet );
// todo: main/sub/other stuff too
for( auto i = 0; i < Common::GearSetSlot::SoulCrystal + 1; ++i)
{
auto pItem = pPlayer->getItemAt( Common::InventoryType::GearSet0, i );
if( pItem )
{
auto slot = static_cast< Common::GearSetSlot >( i );
auto& entry = packet->data().entries[i];
entry.catalogId = pItem->getId();
entry.quality = pItem->isHq();
//entry.appearanceCatalogId = pItem->getGlamourId()
// todo: glamour/materia etc.
player.queuePacket( boost::make_shared< ExaminePacket >( player, pTarget ) );
}
}
}
}
player.queuePacket( packet );
}
void Core::Network::GameConnection::clientTriggerHandler( const Packets::FFXIVARR_PACKET_RAW& inPacket,
Entity::Player& player )

View file

@ -0,0 +1,78 @@
#ifndef _CORE_NETWORK_PACKETS_EXAMINEPACKET_H
#define _CORE_NETWORK_PACKETS_EXAMINEPACKET_H
#include <Network/PacketDef/Zone/ServerZoneDef.h>
#include <Network/GamePacketNew.h>
#include <Util/Util.h>
#include "Actor/Player.h"
#include "Forwards.h"
#include "Inventory/Item.h"
#include "StatusEffect/StatusEffect.h"
namespace Core {
namespace Network {
namespace Packets {
namespace Server {
/**
* @brief The Examine response packet.
*/
class ExaminePacket :
public ZoneChannelPacket< FFXIVIpcExamine >
{
public:
ExaminePacket( Entity::Player& player, Entity::PlayerPtr pTarget ) :
ZoneChannelPacket< FFXIVIpcExamine >( pTarget->getId(), player.getId() )
{
initialize( player, pTarget );
};
private:
void initialize( Entity::Player& player, Entity::PlayerPtr pTarget )
{
assert( pTarget );
{
// todo: this packet needs mapping out
strcpy( m_data.name, pTarget->getName().c_str() );
m_data.classJob = static_cast< uint8_t >( pTarget->getClass() );
m_data.level = pTarget->getLevel();
m_data.unkFlag1 = 4;
m_data.unkFlag2 = 1;
m_data.titleId = pTarget->getTitle();
m_data.grandCompany = pTarget->getGc();
m_data.grandCompanyRank = pTarget->getGcRankArray()[m_data.grandCompany];
m_data.mainWeaponModel = pTarget->getModelMainWeapon();
m_data.secWeaponModel = pTarget->getModelSubWeapon();
memcpy( m_data.look, pTarget->getLookArray(), sizeof( m_data.look ) );
for( auto i = 2; i < Common::GearSetSlot::SoulCrystal; ++i )
m_data.models[ i - 2 ] = pTarget->getModelForSlot( static_cast< Common::GearSetSlot >( i ) );
// todo: main/sub/other stuff too
for( auto i = 0; i < Common::GearSetSlot::SoulCrystal + 1; ++i )
{
auto pItem = pTarget->getItemAt( Common::InventoryType::GearSet0, i );
if( pItem )
{
auto& entry = m_data.entries[i];
entry.catalogId = pItem->getId();
entry.quality = pItem->isHq();
//entry.appearanceCatalogId = pItem->getGlamourId()
// todo: glamour/materia etc.
}
}
}
};
};
}
}
}
}
#endif /*_CORE_NETWORK_PACKETS_EXAMINEPACKET_H*/

View file

@ -53,11 +53,9 @@ private:
m_data.mainWeaponModel = item->getModelId1();
m_data.secWeaponModel = player.getModelSubWeapon();
m_data.models[ 0 ] = player.getModelForSlot( Common::GearSetSlot::Head );
m_data.models[ 1 ] = player.getModelForSlot( Common::GearSetSlot::Body );
m_data.models[ 2 ] = player.getModelForSlot( Common::GearSetSlot::Hands );
m_data.models[ 3 ] = player.getModelForSlot( Common::GearSetSlot::Legs );
m_data.models[ 4 ] = player.getModelForSlot( Common::GearSetSlot::Feet );
for( auto i = 2; i < Common::GearSetSlot::SoulCrystal; ++i )
m_data.models[ i - 2 ] = player.getModelForSlot( static_cast< Common::GearSetSlot >( i ) );
strcpy( m_data.name, player.getName().c_str() );
m_data.pos.x = player.getPos().x;