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https://github.com/SapphireServer/Sapphire.git
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Split of content finder handlers
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parent
140b457a2a
commit
99b86c63a2
2 changed files with 104 additions and 82 deletions
102
src/servers/Server_Zone/CFHandlers.cpp
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102
src/servers/Server_Zone/CFHandlers.cpp
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#include <Server_Common/Common.h>
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#include <Server_Common/CommonNetwork.h>
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#include <Server_Common/Database.h>
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#include <Server_Common/GamePacketNew.h>
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#include <Server_Common/Logger.h>
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#include <Server_Common/ExdData.h>
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#include <Server_Common/PacketContainer.h>
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#include <boost/format.hpp>
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#include "GameConnection.h"
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#include "Session.h"
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#include "Zone.h"
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#include "ZonePosition.h"
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#include "ServerZone.h"
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#include "ZoneMgr.h"
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#include "InitUIPacket.h"
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#include "PingPacket.h"
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#include "MoveActorPacket.h"
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#include "ChatPacket.h"
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#include "ServerNoticePacket.h"
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#include "ActorControlPacket142.h"
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#include "ActorControlPacket143.h"
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#include "ActorControlPacket144.h"
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#include "EventStartPacket.h"
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#include "EventFinishPacket.h"
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#include "PlayerStateFlagsPacket.h"
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#include "GameCommandHandler.h"
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#include "Player.h"
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#include "Inventory.h"
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#include "Forwards.h"
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#include "EventHelper.h"
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#include "Action.h"
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#include "ActionTeleport.h"
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extern Core::Logger g_log;
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extern Core::Db::Database g_database;
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extern Core::ServerZone g_serverZone;
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extern Core::ZoneMgr g_zoneMgr;
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extern Core::Data::ExdData g_exdData;
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extern Core::GameCommandHandler g_gameCommandMgr;
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using namespace Core::Common;
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using namespace Core::Network::Packets;
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using namespace Core::Network::Packets::Server;
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void Core::Network::GameConnection::cfDutyInfoRequest(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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GamePacketNew< FFXIVIpcCFDutyInfo > dutyInfoPacket( pPlayer->getId() );
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queueOutPacket( dutyInfoPacket );
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GamePacketNew< FFXIVIpcCFPlayerInNeed > inNeedsPacket( pPlayer->getId() );
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queueOutPacket( inNeedsPacket );
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}
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void Core::Network::GameConnection::cfRegisterDuty(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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// TODO use for loop for this
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auto contentId1 = pInPacket->getValAt< uint16_t >( 46 );
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auto contentId2 = pInPacket->getValAt< uint16_t >( 48 );
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auto contentId3 = pInPacket->getValAt< uint16_t >( 50 );
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auto contentId4 = pInPacket->getValAt< uint16_t >( 52 );
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auto contentId5 = pInPacket->getValAt< uint16_t >( 54 );
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pPlayer->sendDebug("Duty register request");
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pPlayer->sendDebug("ContentId1" + std::to_string(contentId1));
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pPlayer->sendDebug("ContentId2" + std::to_string(contentId2));
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pPlayer->sendDebug("ContentId3" + std::to_string(contentId3));
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pPlayer->sendDebug("ContentId4" + std::to_string(contentId4));
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pPlayer->sendDebug("ContentId5" + std::to_string(contentId5));
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// let's cancel it because otherwise you can't register it again
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GamePacketNew< FFXIVIpcCFNotify > cfCancelPacket( pPlayer->getId() );
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cfCancelPacket.data().state1 = 3;
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cfCancelPacket.data().state2 = 1; // Your registration is withdrawn.
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queueOutPacket( cfCancelPacket );
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}
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void Core::Network::GameConnection::cfRegisterRoulette(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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pPlayer->sendDebug("Roulette register");
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}
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void Core::Network::GameConnection::cfDutyAccepted(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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pPlayer->sendDebug("TODO: Duty accept");
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}
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@ -698,38 +698,6 @@ void Core::Network::GameConnection::socialListHandler( Core::Network::Packets::G
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else if( type == 0x0e )
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{ // player search result
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// TODO: implement player search
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/*CGamePacket * pPE = new CGamePacket(0xCC, 0x3A0, pPlayer->getId(), pPlayer->getId());
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pPE->setInt8At(0x2C, 0x0E);
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pPE->setInt8At(0x2D, count);
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std::set<CPlayer*> tmpSet = m_playerSearchResult;
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std::set<CPlayer*>::iterator it;
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int32_t i = 0x30;
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for(it = tmpSet.begin(); it != tmpSet.end(); it++)
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{
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if((*it)->getId() == pPlayer->getId())
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{
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continue;
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}
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pPE->setInt64At(i, (*it)->getContentId());
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pPE->setInt8At(i+0x16, 0x2);
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pPE->setInt16At(i+0x0A, (*it)->getZone()->getLayoutId());
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pPE->setInt16At(i+0x0C, (*it)->getZone()->getLayoutId());
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pPE->setInt16At(i+0x0E, 0x46);
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pPE->setInt16At(i+0x14, 0x100);
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pPE->setInt16At(i+0x1A, 0x8000);
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pPE->setInt16At(i + 0x20, static_cast<uint8_t>((*it)->getClass()));
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pPE->setInt16At(i+0x22,(*it)->getLevel());
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pPE->setStringAt(i+0x26, (*it)->getName());
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i += 0x48;
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}
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pPlayer->queuePacket(pPE);*/
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}
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}
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@ -740,8 +708,7 @@ void Core::Network::GameConnection::chatHandler( Core::Network::Packets::GamePac
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std::string chatString( pInPacket->getStringAt( 0x3a ) );
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uint32_t sourceId;
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sourceId = pInPacket->getValAt< uint32_t >( 0x24 );
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uint32_t sourceId = pInPacket->getValAt< uint32_t >( 0x24 );
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if( chatString.at( 0 ) == '@' )
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{
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@ -793,50 +760,3 @@ void Core::Network::GameConnection::logoutHandler( Core::Network::Packets::GameP
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logoutPacket.data().flags2 = 0x2000;
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queueOutPacket( logoutPacket );
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}
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void Core::Network::GameConnection::cfDutyInfoRequest(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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GamePacketNew< FFXIVIpcCFDutyInfo > dutyInfoPacket( pPlayer->getId() );
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queueOutPacket( dutyInfoPacket );
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GamePacketNew< FFXIVIpcCFPlayerInNeed > inNeedsPacket( pPlayer->getId() );
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queueOutPacket( inNeedsPacket );
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}
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void Core::Network::GameConnection::cfRegisterDuty(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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// TODO use for loop for this
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auto contentId1 = pInPacket->getValAt< uint16_t >( 46 );
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auto contentId2 = pInPacket->getValAt< uint16_t >( 48 );
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auto contentId3 = pInPacket->getValAt< uint16_t >( 50 );
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auto contentId4 = pInPacket->getValAt< uint16_t >( 52 );
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auto contentId5 = pInPacket->getValAt< uint16_t >( 54 );
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pPlayer->sendDebug("Duty register request");
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pPlayer->sendDebug("ContentId1" + std::to_string(contentId1));
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pPlayer->sendDebug("ContentId2" + std::to_string(contentId2));
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pPlayer->sendDebug("ContentId3" + std::to_string(contentId3));
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pPlayer->sendDebug("ContentId4" + std::to_string(contentId4));
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pPlayer->sendDebug("ContentId5" + std::to_string(contentId5));
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// let's cancel it because otherwise you can't register it again
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GamePacketNew< FFXIVIpcCFNotify > cfCancelPacket( pPlayer->getId() );
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cfCancelPacket.data().state1 = 3;
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cfCancelPacket.data().state2 = 1; // Your registration is withdrawn.
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queueOutPacket( cfCancelPacket );
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}
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void Core::Network::GameConnection::cfRegisterRoulette(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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pPlayer->sendDebug("Roulette register");
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}
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void Core::Network::GameConnection::cfDutyAccepted(Core::Network::Packets::GamePacketPtr pInPacket,
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Core::Entity::PlayerPtr pPlayer)
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{
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pPlayer->sendDebug("TODO: Duty accept");
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}
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