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Merge remote-tracking branch 'remotes/origin/develop' into develop_5.35u

This commit is contained in:
collett 2020-11-16 18:20:27 +09:00
commit d469227a12
3 changed files with 153 additions and 144 deletions

View file

@ -264,7 +264,7 @@ namespace Sapphire::Network::ActorControl
ToggleOrchestrionUnlock = 0x396,
EventBattleDialog = 0x39C,
EventBattleDialog = 0x39D,
/*!
* param1 = mountSpeed

View file

@ -491,7 +491,7 @@ void Sapphire::Network::GameConnection::clientTriggerHandler( const Packets::FFX
auto packet = makeActorControlSelf( player.getId(), ActorControl::EventBattleDialog, 0, param12, param2 );
player.queuePacket( packet );
player.sendDebug( "event battle level sync: {0}, ilevel sync?: {1}", param12, param2 );
player.sendDebug( "event battle p1: {0}, p11: {1}, p12: {2}, p2: {3}, p3: {4}, p4: {5}, p5: {6}", param1, param11, param12, param2, param3, param4, param5 );
break;
}
case ClientTriggerType::CameraMode:

View file

@ -768,170 +768,179 @@ void Sapphire::Network::GameConnection::worldInteractionhandler( const Packets::
const auto packet = ZoneChannelPacket< Client::FFXIVIpcWorldInteractionHandler >( inPacket );
auto action = packet.data().action;
player.sendDebug( "WorldInteraction {}", action );
if( action == 0x1F5 )
switch( action )
{
auto emote = packet.data().param1;
if( emote == 0x32 || emote == 0x33 ) // "/sit"
case 0xD4: // enter dwarf house
{
auto param4 = packet.data().param4;
auto& exdData = Common::Service< Data::ExdDataGenerated >::ref();
auto emoteData = exdData.get< Data::Emote >( emote );
if( !emoteData )
return;
player.setPos( packet.data().position );
if( emote == 0x32 && player.hasInRangeActor() )
if( player.getRace() != 3 ) // lalafell
break;
// looks like shit but IT WORKS.
auto x = packet.data().position.x;
auto z = packet.data().position.z;
if( x < -448 && x > -453 )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = param4;
setpos->data().waitForLoad = 18;
setpos->data().unknown1 = 1;
setpos->data().x = packet.data().position.x;
setpos->data().y = packet.data().position.y;
setpos->data().z = packet.data().position.z;
player.sendToInRangeSet( setpos, false );
}
player.sendToInRangeSet( makeActorControlTarget( player.getId(), ActorControl::ActorControlType::Emote, emote, 0, 0, param4, 0xE0000000 ), true );
if( emote == 0x32 && emoteData->emoteMode != 0 )
{
player.setStance( Common::Stance::Passive );
player.setAutoattack( false );
player.setPersistentEmote( emoteData->emoteMode );
player.setStatus( Common::ActorStatus::EmoteMode );
}
}
}
else if( action == 0x1F8 )
{
if( player.getPersistentEmote() > 0 )
{
auto param2 = packet.data().param2;
player.setPos( packet.data().position );
if( player.hasInRangeActor() )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = param2;
setpos->data().waitForLoad = 18;
setpos->data().unknown1 = 2;
setpos->data().x = packet.data().position.x;
setpos->data().y = packet.data().position.y;
setpos->data().z = packet.data().position.z;
player.sendToInRangeSet( setpos, false );
}
player.setPersistentEmote( 0 );
player.emoteInterrupt();
player.setStatus( Common::ActorStatus::Idle );
auto pSetStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
player.sendToInRangeSet( pSetStatusPacket );
}
}
else if ( action == 0x25E || // coming out from water
action == 0xD1 ) // underwater town portal
{
auto p = makeZonePacket< FFXIVIpcPrepareZoning >( player.getId() );
p->data().targetZone = player.getCurrentTerritory()->getTerritoryTypeId();
p->data().param4 = action == 0xD1 ? 14 : 227;
p->data().hideChar = action == 0xD1 ? 2 : 1;
p->data().fadeOut = action == 0xD1 ? 24 : 25;
p->data().fadeOutTime = 1;
p->data().unknown = action == 0xD1 ? 4 : 6;
auto x = packet.data().position.x;
auto y = packet.data().position.y;
auto z = packet.data().position.z;
auto rot = player.getRot();
if( action == 0xD1 )
{
auto exitRange = packet.data().param1;
auto& instanceObjectCache = Common::Service< InstanceObjectCache >::ref();
auto exit = instanceObjectCache.getExitRange( p->data().targetZone, exitRange );
if( exit )
{
player.sendDebug( "exitRange {0} found!", exitRange );
auto destZone = exit->data.destTerritoryType;
if( destZone == 0 )
destZone = p->data().targetZone;
else
p->data().targetZone = destZone;
auto pop = instanceObjectCache.getPopRange( destZone, exit->data.destInstanceObjectId );
if( pop )
// west
if( x > -451 )
{
player.sendDebug( "popRange {0} found!", exit->data.destInstanceObjectId );
x = pop->header.transform.translation.x;
y = pop->header.transform.translation.y;
z = pop->header.transform.translation.z;
//rot = pop->header.transform.rotation.y; all x/y/z not correct, maybe we don't need it since we have to be facing the portal anyway?
// enter
auto p = makeActorControl( player.getId(), 242, 1174189454, 817758208, 67, 0 );
queueOutPacket( p );
player.addStatusEffectById( 1945, 0, player, 0, true );
}
else
{
player.sendUrgent( "popRange {0} not found in {1}!", exit->data.destInstanceObjectId, destZone );
// exit
auto p = makeActorControl( player.getId(), 242, 1182315916, 827392000, 68, 0 );
queueOutPacket( p );
player.removeSingleStatusEffectById( 1945 );
}
}
else if ( x > 637 && x < 641 )
{
// east
if( z > -188 )
{
// enter
auto p = makeActorControl( player.getId(), 242, 3521816124, 1737687040, 69, 0 );
queueOutPacket( p );
player.addStatusEffectById( 1945, 0, player, 0, true );
}
else
{
// exit
auto p = makeActorControl( player.getId(), 242, 3517228601, 1749483520, 70, 0 );
queueOutPacket( p );
player.removeSingleStatusEffectById( 1945 );
}
}
else
{
player.sendUrgent( "exitRange {0} not found in {1}!", exitRange, p->data().targetZone );
player.sendDebug( "Unknown dwarf house." );
}
break;
}
player.queuePacket( p );
player.setPos( x, y, z, true );
player.setRot( rot );
auto setPos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setPos->data().r16 = Common::Util::floatToUInt16Rot( player.getRot() );
setPos->data().x = x;
setPos->data().y = y;
setPos->data().z = z;
setPos->data().waitForLoad = action == 0xD1 ? 24 : 25;
setPos->data().unknown1 = 0;
player.queuePacket( setPos ); // this packet needs a delay of 0.8 second to wait for the client finishing its water animation otherwise it looks odd.
}
else if( action == 0xD4 && player.getRace() == 3 ) // enter dwarf house lalafell only of course
{
// looks like shit but IT WORKS.
auto x = packet.data().position.x;
auto z = packet.data().position.z;
if( x < -448 && x > -453 )
case 0x1F5: // emote
{
// west
if( x > -451 )
auto emote = packet.data().param1;
if( emote == 0x32 || emote == 0x33 ) // "/sit"
{
// enter
auto p = makeActorControl( player.getId(), 242, 1174189454, 817758208, 67, 0 );
queueOutPacket( p );
player.addStatusEffectById( 1945, 0, player, 0, true );
}
else
{
// exit
auto p = makeActorControl( player.getId(), 242, 1182315916, 827392000, 68, 0 );
queueOutPacket( p );
player.removeSingleStatusEffectById( 1945 );
auto param4 = packet.data().param4;
auto& exdData = Common::Service< Data::ExdDataGenerated >::ref();
auto emoteData = exdData.get< Data::Emote >( emote );
if( !emoteData )
break;
player.setPos( packet.data().position );
if( emote == 0x32 && player.hasInRangeActor() )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = param4;
setpos->data().waitForLoad = 18;
setpos->data().unknown1 = 1;
setpos->data().x = packet.data().position.x;
setpos->data().y = packet.data().position.y;
setpos->data().z = packet.data().position.z;
player.sendToInRangeSet( setpos, false );
}
player.sendToInRangeSet( makeActorControlTarget( player.getId(), ActorControl::ActorControlType::Emote, emote, 0, 0, param4, 0xE0000000 ), true );
if( emote == 0x32 && emoteData->emoteMode != 0 )
{
player.setStance( Common::Stance::Passive );
player.setAutoattack( false );
player.setPersistentEmote( emoteData->emoteMode );
player.setStatus( Common::ActorStatus::EmoteMode );
}
}
break;
}
else if ( x > 637 && x < 641 )
case 0x1F8:
{
// east
if( z > -188 )
if( player.getPersistentEmote() > 0 )
{
// enter
auto p = makeActorControl( player.getId(), 242, 3521816124, 1737687040, 69, 0 );
queueOutPacket( p );
player.addStatusEffectById( 1945, 0, player, 0, true );
}
else
{
// exit
auto p = makeActorControl( player.getId(), 242, 3517228601, 1749483520, 70, 0 );
queueOutPacket( p );
player.removeSingleStatusEffectById( 1945 );
auto param2 = packet.data().param2;
player.setPos( packet.data().position );
if( player.hasInRangeActor() )
{
auto setpos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setpos->data().r16 = param2;
setpos->data().waitForLoad = 18;
setpos->data().unknown1 = 2;
setpos->data().x = packet.data().position.x;
setpos->data().y = packet.data().position.y;
setpos->data().z = packet.data().position.z;
player.sendToInRangeSet( setpos, false );
}
player.setPersistentEmote( 0 );
player.emoteInterrupt();
player.setStatus( Common::ActorStatus::Idle );
auto pSetStatusPacket = makeActorControl( player.getId(), SetStatus, static_cast< uint8_t >( Common::ActorStatus::Idle ) );
player.sendToInRangeSet( pSetStatusPacket );
}
break;
}
else
case 0x25E: // coming out from water
case 0xD1: // underwater town portal
{
player.sendDebug( "Unknown dwarf house." );
auto p = makeZonePacket< FFXIVIpcPrepareZoning >( player.getId() );
p->data().targetZone = player.getCurrentTerritory()->getTerritoryTypeId();
p->data().param4 = action == 0xD1 ? 14 : 227;
p->data().hideChar = action == 0xD1 ? 2 : 1;
p->data().fadeOut = action == 0xD1 ? 24 : 25;
p->data().fadeOutTime = 1;
p->data().unknown = action == 0xD1 ? 4 : 6;
auto x = packet.data().position.x;
auto y = packet.data().position.y;
auto z = packet.data().position.z;
auto rot = player.getRot();
if( action == 0xD1 )
{
auto exitRange = packet.data().param1;
auto& instanceObjectCache = Common::Service< InstanceObjectCache >::ref();
auto exit = instanceObjectCache.getExitRange( p->data().targetZone, exitRange );
if( exit )
{
player.sendDebug( "exitRange {0} found!", exitRange );
auto destZone = exit->data.destTerritoryType;
if( destZone == 0 )
destZone = p->data().targetZone;
else
p->data().targetZone = destZone;
auto pop = instanceObjectCache.getPopRange( destZone, exit->data.destInstanceObjectId );
if( pop )
{
player.sendDebug( "popRange {0} found!", exit->data.destInstanceObjectId );
x = pop->header.transform.translation.x;
y = pop->header.transform.translation.y;
z = pop->header.transform.translation.z;
//rot = pop->header.transform.rotation.y; all x/y/z not correct, maybe we don't need it since we have to be facing the portal anyway?
}
else
{
player.sendUrgent( "popRange {0} not found in {1}!", exit->data.destInstanceObjectId, destZone );
}
}
else
{
player.sendUrgent( "exitRange {0} not found in {1}!", exitRange, p->data().targetZone );
}
}
player.queuePacket( p );
player.setPos( x, y, z, true );
player.setRot( rot );
auto setPos = makeZonePacket< FFXIVIpcActorSetPos >( player.getId() );
setPos->data().r16 = Common::Util::floatToUInt16Rot( player.getRot() );
setPos->data().x = x;
setPos->data().y = y;
setPos->data().z = z;
setPos->data().waitForLoad = action == 0xD1 ? 24 : 25;
setPos->data().unknown1 = 0;
player.queuePacket( setPos ); // this packet needs a delay of 0.8 second to wait for the client finishing its water animation otherwise it looks odd.
break;
}
}
}