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Merge remote-tracking branch 'origin/develop' into boost_scrap
This commit is contained in:
commit
e2598afe6d
7 changed files with 63 additions and 24 deletions
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@ -1000,8 +1000,8 @@ struct FFXIVIpcPlayerClassInfo :
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uint16_t classId;
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uint16_t classId;
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uint8_t unknown;
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uint8_t unknown;
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uint8_t isSpecialist;
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uint8_t isSpecialist;
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uint16_t level; // Locks actions, equipment, prob more
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uint16_t syncedLevel; // Locks actions, equipment, prob more. Player's current level (synced).
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uint16_t level1; // Locks roles, prob more
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uint16_t classLevel; // Locks roles, prob more. Player's actual unsynced level.
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uint32_t roleActions[10];
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uint32_t roleActions[10];
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};
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};
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@ -1014,7 +1014,10 @@ struct FFXIVIpcModelEquip :
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{
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{
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/* 0000 */ uint64_t mainWeapon;
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/* 0000 */ uint64_t mainWeapon;
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/* 0008 */ uint64_t offWeapon;
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/* 0008 */ uint64_t offWeapon;
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/* 0010 */ uint32_t padding1;
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/* 0010 */ uint8_t unk1;
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/* 0011 */ uint8_t classJobId;
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/* 0012 */ uint8_t level;
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/* 0013 */ uint8_t unk2;
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/* 0014 */ uint32_t models[10];
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/* 0014 */ uint32_t models[10];
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/* 003C */ uint32_t padding2;
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/* 003C */ uint32_t padding2;
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};
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};
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@ -319,6 +319,7 @@ void PlayerMinimal::saveAsNew()
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createInvDbContainer( InventoryType::ArmoryWrist );
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createInvDbContainer( InventoryType::ArmoryWrist );
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createInvDbContainer( InventoryType::ArmoryRing );
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createInvDbContainer( InventoryType::ArmoryRing );
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createInvDbContainer( InventoryType::ArmoryMain );
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createInvDbContainer( InventoryType::ArmoryMain );
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createInvDbContainer( InventoryType::ArmorySoulCrystal );
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createInvDbContainer( InventoryType::Currency );
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createInvDbContainer( InventoryType::Currency );
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createInvDbContainer( InventoryType::Crystal );
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createInvDbContainer( InventoryType::Crystal );
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@ -746,7 +746,8 @@ void Core::Entity::Player::setClassJob( Common::ClassJob classJob )
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auto classInfoPacket = makeZonePacket< FFXIVIpcPlayerClassInfo >( getId() );
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auto classInfoPacket = makeZonePacket< FFXIVIpcPlayerClassInfo >( getId() );
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classInfoPacket->data().classId = static_cast< uint8_t >( getClass() );
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classInfoPacket->data().classId = static_cast< uint8_t >( getClass() );
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classInfoPacket->data().level = getLevel();
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classInfoPacket->data().classLevel = getLevel();
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classInfoPacket->data().syncedLevel = getLevel();
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queuePacket( classInfoPacket );
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queuePacket( classInfoPacket );
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sendToInRangeSet( makeActorControl142( getId(), ClassJobChange, 0x04 ), true );
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sendToInRangeSet( makeActorControl142( getId(), ClassJobChange, 0x04 ), true );
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@ -1550,8 +1551,8 @@ void Core::Entity::Player::sendZonePackets()
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auto classInfoPacket = makeZonePacket< FFXIVIpcPlayerClassInfo >( getId() );
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auto classInfoPacket = makeZonePacket< FFXIVIpcPlayerClassInfo >( getId() );
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classInfoPacket->data().classId = static_cast< uint8_t >( getClass() );
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classInfoPacket->data().classId = static_cast< uint8_t >( getClass() );
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classInfoPacket->data().unknown = 1;
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classInfoPacket->data().unknown = 1;
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classInfoPacket->data().level = getLevel();
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classInfoPacket->data().syncedLevel = getLevel();
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classInfoPacket->data().level1 = getLevel();
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classInfoPacket->data().classLevel = getLevel();
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queuePacket( classInfoPacket );
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queuePacket( classInfoPacket );
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m_itemLevel = calculateEquippedGearItemLevel();
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m_itemLevel = calculateEquippedGearItemLevel();
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@ -1733,4 +1734,3 @@ bool Core::Entity::Player::isOnEnterEventDone() const
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{
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{
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return m_onEnterEventDone;
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return m_onEnterEventDone;
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}
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}
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@ -324,7 +324,13 @@ public:
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void unequipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem );
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void unequipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem );
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/*! equip a weapon, possibly forcing a job change */
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/*! equip a weapon, possibly forcing a job change */
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void equipWeapon( ItemPtr pItem );
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void equipWeapon( ItemPtr pItem, bool updateClass );
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/*! equip a soul crystal, possibly forcing a job change*/
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void equipSoulCrystal( ItemPtr pItem, bool updateClass );
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/*! unequip a soul crystal, returning to the base class*/
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void unequipSoulCrystal( ItemPtr pItem );
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/*! get player ilvl */
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/*! get player ilvl */
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uint16_t getItemLevel() const;
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uint16_t getItemLevel() const;
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@ -356,7 +362,7 @@ public:
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/*! return the current amount of crystals of type */
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/*! return the current amount of crystals of type */
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uint32_t getCrystal( uint8_t type ) const;
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uint32_t getCrystal( uint8_t type ) const;
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void updateModels( Common::GearSetSlot equipSlotId, const Core::ItemPtr& pItem );
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void updateModels( Common::GearSetSlot equipSlotId, const Core::ItemPtr& pItem, bool updateClass );
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Common::GearModelSlot equipSlotToModelSlot( Common::GearSetSlot slot );
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Common::GearModelSlot equipSlotToModelSlot( Common::GearSetSlot slot );
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@ -114,7 +114,7 @@ void Core::Entity::Player::sendItemLevel()
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queuePacket( makeActorControl142( getId(), SetItemLevel, getItemLevel(), 0 ) );
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queuePacket( makeActorControl142( getId(), SetItemLevel, getItemLevel(), 0 ) );
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}
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}
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void Core::Entity::Player::equipWeapon( ItemPtr pItem )
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void Core::Entity::Player::equipWeapon( ItemPtr pItem, bool updateClass )
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{
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{
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auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
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auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
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if( !exdData )
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if( !exdData )
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@ -122,16 +122,31 @@ void Core::Entity::Player::equipWeapon( ItemPtr pItem )
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auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
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auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
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auto itemClassJob = itemInfo->classJobUse;
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auto itemClassJob = itemInfo->classJobUse;
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auto classJobInfo = exdData->get< Core::Data::ClassJob >( static_cast< uint32_t >( getClass() ) );
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auto currentClass = getClass();
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auto currentParentClass = static_cast< ClassJob >( classJobInfo->classJobParent );
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auto newClassJob = static_cast< ClassJob >( itemClassJob );
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auto newClassJob = static_cast< ClassJob >( itemClassJob );
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if( isClassJobUnlocked( newClassJob ) )
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if( ( isClassJobUnlocked( newClassJob ) ) && ( currentParentClass != newClassJob ) )
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{
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if ( updateClass )
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setClassJob( newClassJob );
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else
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return;
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}
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}
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void Core::Entity::Player::equipSoulCrystal( ItemPtr pItem, bool updateJob )
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{
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auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
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if ( !exdData )
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return;
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return;
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// todo: check if soul crystal is equipped and use job instead
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auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
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auto itemClassJob = itemInfo->classJobUse;
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auto newClassJob = static_cast< ClassJob >( itemClassJob );
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setClassJob( newClassJob );
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if ( isClassJobUnlocked( newClassJob ) && updateJob )
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setClassJob( newClassJob );
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}
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}
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// equip an item
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// equip an item
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@ -139,18 +154,18 @@ void Core::Entity::Player::equipItem( Common::GearSetSlot equipSlotId, ItemPtr p
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{
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{
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//g_framework.getLogger().debug( "Equipping into slot " + std::to_string( equipSlotId ) );
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//g_framework.getLogger().debug( "Equipping into slot " + std::to_string( equipSlotId ) );
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updateModels( equipSlotId, pItem );
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if( sendUpdate )
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if( sendUpdate )
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{
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{
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updateModels( equipSlotId, pItem, true );
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this->sendModel();
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this->sendModel();
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m_itemLevel = calculateEquippedGearItemLevel();
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m_itemLevel = calculateEquippedGearItemLevel();
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sendItemLevel();
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sendItemLevel();
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}
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}
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else
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updateModels( equipSlotId, pItem, false );
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}
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}
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void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::ItemPtr& pItem )
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void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::ItemPtr& pItem, bool updateClass )
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{
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{
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uint64_t model = pItem->getModelId1();
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uint64_t model = pItem->getModelId1();
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uint64_t model2 = pItem->getModelId2();
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uint64_t model2 = pItem->getModelId2();
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@ -160,8 +175,7 @@ void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::It
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case MainHand:
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case MainHand:
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m_modelMainWeapon = model;
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m_modelMainWeapon = model;
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m_modelSubWeapon = model2;
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m_modelSubWeapon = model2;
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// TODO: add job change upon changing weapon if needed
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equipWeapon( pItem, updateClass );
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// equipWeapon( pItem );
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break;
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break;
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case OffHand:
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case OffHand:
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@ -169,8 +183,7 @@ void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::It
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break;
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break;
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case SoulCrystal:
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case SoulCrystal:
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// TODO: add Job change on equipping crystal
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equipSoulCrystal( pItem, updateClass );
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// change job
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break;
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break;
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case Waist:
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case Waist:
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@ -228,6 +241,20 @@ void Core::Entity::Player::unequipItem( Common::GearSetSlot equipSlotId, ItemPtr
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m_itemLevel = calculateEquippedGearItemLevel();
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m_itemLevel = calculateEquippedGearItemLevel();
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sendItemLevel();
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sendItemLevel();
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if ( equipSlotId == SoulCrystal )
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unequipSoulCrystal( pItem );
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}
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void Core::Entity::Player::unequipSoulCrystal( ItemPtr pItem )
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{
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auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
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if ( !exdData )
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return;
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auto currentClassJob = exdData->get< Core::Data::ClassJob >( static_cast< uint32_t >( getClass() ) );
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auto parentClass = static_cast< ClassJob >( currentClassJob->classJobParent );
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setClassJob( parentClass );
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}
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}
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// TODO: these next functions are so similar that they could likely be simplified
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// 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()
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{
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{
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uint16_t storageId = res->getUInt16( 1 );
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uint16_t storageId = res->getUInt16( 1 );
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for( uint32_t i = 1; i <= 13; i++ )
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for( uint32_t i = 1; i <= 14; i++ )
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{
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{
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uint64_t uItemId = res->getUInt64( i + 1 );
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uint64_t uItemId = res->getUInt64( i + 1 );
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if( uItemId == 0 )
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if( uItemId == 0 )
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@ -28,6 +28,8 @@ private:
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{
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{
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m_data.mainWeapon = player.getModelMainWeapon();
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m_data.mainWeapon = player.getModelMainWeapon();
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m_data.offWeapon = player.getModelSubWeapon();
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m_data.offWeapon = player.getModelSubWeapon();
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m_data.classJobId = static_cast< uint8_t >( player.getClass() );
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m_data.level = player.getLevel();
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m_data.models[ Common::GearModelSlot::ModelHead ] = player.getModelForSlot( Common::GearModelSlot::ModelHead );
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m_data.models[ Common::GearModelSlot::ModelHead ] = player.getModelForSlot( Common::GearModelSlot::ModelHead );
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m_data.models[ Common::GearModelSlot::ModelBody ] = player.getModelForSlot( Common::GearModelSlot::ModelBody );
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m_data.models[ Common::GearModelSlot::ModelBody ] = player.getModelForSlot( Common::GearModelSlot::ModelBody );
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m_data.models[ Common::GearModelSlot::ModelHands ] = player.getModelForSlot( Common::GearModelSlot::ModelHands );
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m_data.models[ Common::GearModelSlot::ModelHands ] = player.getModelForSlot( Common::GearModelSlot::ModelHands );
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