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Merge remote-tracking branch 'origin/develop' into boost_scrap

This commit is contained in:
mordred 2018-10-24 14:00:56 +02:00
commit e2598afe6d
7 changed files with 63 additions and 24 deletions

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@ -1000,8 +1000,8 @@ struct FFXIVIpcPlayerClassInfo :
uint16_t classId;
uint8_t unknown;
uint8_t isSpecialist;
uint16_t level; // Locks actions, equipment, prob more
uint16_t level1; // Locks roles, prob more
uint16_t syncedLevel; // Locks actions, equipment, prob more. Player's current level (synced).
uint16_t classLevel; // Locks roles, prob more. Player's actual unsynced level.
uint32_t roleActions[10];
};
@ -1014,7 +1014,10 @@ struct FFXIVIpcModelEquip :
{
/* 0000 */ uint64_t mainWeapon;
/* 0008 */ uint64_t offWeapon;
/* 0010 */ uint32_t padding1;
/* 0010 */ uint8_t unk1;
/* 0011 */ uint8_t classJobId;
/* 0012 */ uint8_t level;
/* 0013 */ uint8_t unk2;
/* 0014 */ uint32_t models[10];
/* 003C */ uint32_t padding2;
};

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@ -319,6 +319,7 @@ void PlayerMinimal::saveAsNew()
createInvDbContainer( InventoryType::ArmoryWrist );
createInvDbContainer( InventoryType::ArmoryRing );
createInvDbContainer( InventoryType::ArmoryMain );
createInvDbContainer( InventoryType::ArmorySoulCrystal );
createInvDbContainer( InventoryType::Currency );
createInvDbContainer( InventoryType::Crystal );

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@ -746,7 +746,8 @@ void Core::Entity::Player::setClassJob( Common::ClassJob classJob )
auto classInfoPacket = makeZonePacket< FFXIVIpcPlayerClassInfo >( getId() );
classInfoPacket->data().classId = static_cast< uint8_t >( getClass() );
classInfoPacket->data().level = getLevel();
classInfoPacket->data().classLevel = getLevel();
classInfoPacket->data().syncedLevel = getLevel();
queuePacket( classInfoPacket );
sendToInRangeSet( makeActorControl142( getId(), ClassJobChange, 0x04 ), true );
@ -1550,8 +1551,8 @@ void Core::Entity::Player::sendZonePackets()
auto classInfoPacket = makeZonePacket< FFXIVIpcPlayerClassInfo >( getId() );
classInfoPacket->data().classId = static_cast< uint8_t >( getClass() );
classInfoPacket->data().unknown = 1;
classInfoPacket->data().level = getLevel();
classInfoPacket->data().level1 = getLevel();
classInfoPacket->data().syncedLevel = getLevel();
classInfoPacket->data().classLevel = getLevel();
queuePacket( classInfoPacket );
m_itemLevel = calculateEquippedGearItemLevel();
@ -1733,4 +1734,3 @@ bool Core::Entity::Player::isOnEnterEventDone() const
{
return m_onEnterEventDone;
}

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@ -324,7 +324,13 @@ public:
void unequipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem );
/*! equip a weapon, possibly forcing a job change */
void equipWeapon( ItemPtr pItem );
void equipWeapon( ItemPtr pItem, bool updateClass );
/*! equip a soul crystal, possibly forcing a job change*/
void equipSoulCrystal( ItemPtr pItem, bool updateClass );
/*! unequip a soul crystal, returning to the base class*/
void unequipSoulCrystal( ItemPtr pItem );
/*! get player ilvl */
uint16_t getItemLevel() const;
@ -356,7 +362,7 @@ public:
/*! return the current amount of crystals of type */
uint32_t getCrystal( uint8_t type ) const;
void updateModels( Common::GearSetSlot equipSlotId, const Core::ItemPtr& pItem );
void updateModels( Common::GearSetSlot equipSlotId, const Core::ItemPtr& pItem, bool updateClass );
Common::GearModelSlot equipSlotToModelSlot( Common::GearSetSlot slot );

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@ -114,7 +114,7 @@ void Core::Entity::Player::sendItemLevel()
queuePacket( makeActorControl142( getId(), SetItemLevel, getItemLevel(), 0 ) );
}
void Core::Entity::Player::equipWeapon( ItemPtr pItem )
void Core::Entity::Player::equipWeapon( ItemPtr pItem, bool updateClass )
{
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if( !exdData )
@ -122,16 +122,31 @@ void Core::Entity::Player::equipWeapon( ItemPtr pItem )
auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
auto itemClassJob = itemInfo->classJobUse;
auto currentClass = getClass();
auto classJobInfo = exdData->get< Core::Data::ClassJob >( static_cast< uint32_t >( getClass() ) );
auto currentParentClass = static_cast< ClassJob >( classJobInfo->classJobParent );
auto newClassJob = static_cast< ClassJob >( itemClassJob );
if( isClassJobUnlocked( newClassJob ) )
if( ( isClassJobUnlocked( newClassJob ) ) && ( currentParentClass != newClassJob ) )
{
if ( updateClass )
setClassJob( newClassJob );
else
return;
}
}
void Core::Entity::Player::equipSoulCrystal( ItemPtr pItem, bool updateJob )
{
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if ( !exdData )
return;
// todo: check if soul crystal is equipped and use job instead
auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
auto itemClassJob = itemInfo->classJobUse;
auto newClassJob = static_cast< ClassJob >( itemClassJob );
setClassJob( newClassJob );
if ( isClassJobUnlocked( newClassJob ) && updateJob )
setClassJob( newClassJob );
}
// equip an item
@ -139,18 +154,18 @@ void Core::Entity::Player::equipItem( Common::GearSetSlot equipSlotId, ItemPtr p
{
//g_framework.getLogger().debug( "Equipping into slot " + std::to_string( equipSlotId ) );
updateModels( equipSlotId, pItem );
if( sendUpdate )
{
updateModels( equipSlotId, pItem, true );
this->sendModel();
m_itemLevel = calculateEquippedGearItemLevel();
sendItemLevel();
}
else
updateModels( equipSlotId, pItem, false );
}
void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::ItemPtr& pItem )
void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::ItemPtr& pItem, bool updateClass )
{
uint64_t model = pItem->getModelId1();
uint64_t model2 = pItem->getModelId2();
@ -160,8 +175,7 @@ void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::It
case MainHand:
m_modelMainWeapon = model;
m_modelSubWeapon = model2;
// TODO: add job change upon changing weapon if needed
// equipWeapon( pItem );
equipWeapon( pItem, updateClass );
break;
case OffHand:
@ -169,8 +183,7 @@ void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::It
break;
case SoulCrystal:
// TODO: add Job change on equipping crystal
// change job
equipSoulCrystal( pItem, updateClass );
break;
case Waist:
@ -228,6 +241,20 @@ void Core::Entity::Player::unequipItem( Common::GearSetSlot equipSlotId, ItemPtr
m_itemLevel = calculateEquippedGearItemLevel();
sendItemLevel();
if ( equipSlotId == SoulCrystal )
unequipSoulCrystal( pItem );
}
void Core::Entity::Player::unequipSoulCrystal( ItemPtr pItem )
{
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if ( !exdData )
return;
auto currentClassJob = exdData->get< Core::Data::ClassJob >( static_cast< uint32_t >( getClass() ) );
auto parentClass = static_cast< ClassJob >( currentClassJob->classJobParent );
setClassJob( parentClass );
}
// TODO: these next functions are so similar that they could likely be simplified

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@ -608,7 +608,7 @@ bool Core::Entity::Player::loadInventory()
{
uint16_t storageId = res->getUInt16( 1 );
for( uint32_t i = 1; i <= 13; i++ )
for( uint32_t i = 1; i <= 14; i++ )
{
uint64_t uItemId = res->getUInt64( i + 1 );
if( uItemId == 0 )

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@ -28,6 +28,8 @@ private:
{
m_data.mainWeapon = player.getModelMainWeapon();
m_data.offWeapon = player.getModelSubWeapon();
m_data.classJobId = static_cast< uint8_t >( player.getClass() );
m_data.level = player.getLevel();
m_data.models[ Common::GearModelSlot::ModelHead ] = player.getModelForSlot( Common::GearModelSlot::ModelHead );
m_data.models[ Common::GearModelSlot::ModelBody ] = player.getModelForSlot( Common::GearModelSlot::ModelBody );
m_data.models[ Common::GearModelSlot::ModelHands ] = player.getModelForSlot( Common::GearModelSlot::ModelHands );