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Merge pull request #84 from itsmaru/master

Definition for ActionModel and ActionAspect; Handling removing status from HUD (partial);
This commit is contained in:
SapphireMordred 2017-09-06 19:14:19 +02:00 committed by GitHub
commit e3f22108df
19 changed files with 119 additions and 58 deletions

View file

@ -545,13 +545,37 @@ namespace Core {
FcTalk = 0x001F,
};
enum ActionType : uint8_t
enum struct ActionAspect : uint8_t
{
None = 0, // Doesn't imply unaspected
Fire = 1,
Ice = 2,
Wind = 3,
Stone = 4,
Lightning = 5,
Water = 6,
Unaspected = 7 // Doesn't imply magical unaspected damage - could be unaspected physical
};
enum struct ActionType : int8_t
{
WeaponOverride = -1, // Needs more investigation (takes the damage type of the equipped weapon)?
Unknown_0 = 0,
Slashing = 1,
Piercing = 2,
Blunt = 3,
Unknown_4 = 4,
Magical = 5,
Darkness = 6,
Unknown_7 = 7,
LimitBreak = 8,
};
enum HandleActionType : uint8_t
{
Event,
Spell,
Teleport
};
enum HandleSkillType : uint8_t

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@ -324,28 +324,33 @@ bool Core::Data::ExdData::loadActionInfo()
continue;
}
std::string name = getField< std::string >( fields, 0 );
uint8_t category = getField< uint8_t >( fields, 3 );
std::string name = getField< std::string >( fields, 0 ); // 0
uint8_t category = getField< uint8_t >( fields, 3 ); // 3
int8_t class_job = getField< int8_t >( fields, 10 );//9
uint8_t unlock_level = getField< uint8_t >( fields, 11 );//10
int8_t range = getField< int8_t >( fields, 13 );//11
bool can_target_self = getField< bool >( fields, 14 );//12
bool can_target_party = getField< bool>( fields, 15 );//13
bool can_target_friendly = getField< bool >( fields, 16 );//14
bool can_target_enemy = getField< bool >( fields, 17 );//15
int8_t class_job = getField< int8_t >( fields, 10 ); // 10
uint8_t unlock_level = getField< uint8_t >( fields, 11 ); // 11
int8_t range = getField< int8_t >( fields, 13 ); // 13
bool can_target_self = getField< bool >( fields, 14 ); // 14
bool can_target_party = getField< bool>( fields, 15 ); // 15
bool can_target_friendly = getField< bool >( fields, 16 ); // 16
bool can_target_enemy = getField< bool >( fields, 17 ); // 17
bool is_aoe = getField< bool >( fields, 20 );//18
bool is_aoe = getField< bool >( fields, 20 ); // 20
// Column 23: Seems to be related to raising skills (Raise, Resurrection, Reanimate)
bool can_target_ko = getField< bool >( fields, 24 ); // 24
bool can_target_ko = getField< bool >( fields, 24 );//22
uint8_t aoe_type = getField< uint8_t >( fields, 26 ); // 26
uint8_t radius = getField< uint8_t >( fields, 27 ); // 27
uint8_t aoe_type = getField< uint8_t >( fields, 26 );//24
uint8_t radius = getField< uint8_t >( fields, 27 );//25
uint8_t points_type = getField< uint8_t >( fields, 30 ); // 30
uint16_t points_cost = getField< uint16_t >( fields, 31 ); // 31
uint8_t points_type = getField< uint8_t >( fields, 30 );//28
uint16_t points_cost = getField< uint16_t >( fields, 31 );//29
uint32_t instantval = getField< bool >( fields, 35 ); // 35
uint16_t cast_time = getField< uint16_t >( fields, 36 ); // 36
uint16_t recast_time = getField< uint16_t >( fields, 37 ); // 37
uint32_t instantval = getField< bool >( fields, 35 );
int8_t model = getField< int8_t >( fields, 39 ); // 39: Action model
uint8_t aspect = getField< uint8_t >( fields, 40 ); // 40: Action aspect
uint8_t typeshift = 0x6;
uint8_t mask = 1 << typeshift;
@ -353,8 +358,7 @@ bool Core::Data::ExdData::loadActionInfo()
bool final = ( instantval & mask ) == mask;
bool is_instant = final;
uint16_t cast_time = getField< uint16_t >( fields, 36 );
uint16_t recast_time = getField< uint16_t >( fields, 37 );
info.id = id;
info.name = name;
@ -382,6 +386,9 @@ bool Core::Data::ExdData::loadActionInfo()
info.cast_time = cast_time * 100;
info.recast_time = recast_time * 100;
info.model = model;
info.aspect = aspect;
m_actionInfoMap[id] = info;
}

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@ -222,30 +222,33 @@ namespace Core {
struct ActionInfo
{
uint32_t id;
std::string name; //0
uint16_t category;//3
std::string name; // 0
uint16_t category; // 3
int8_t class_job;//9
uint8_t unlock_level;//10
int8_t range;//11
bool can_target_self;//12
bool can_target_party;//13
bool can_target_friendly;//14
bool can_target_enemy;//15
int8_t class_job; // 10
uint8_t unlock_level; // 11
int8_t range; // 13
bool can_target_self; // 14
bool can_target_party; // 15
bool can_target_friendly; // 16
bool can_target_enemy; // 17
bool is_aoe;//18
bool is_aoe; // 20
bool can_target_ko;//22
bool can_target_ko; // 24
uint8_t aoe_type;//24
uint8_t radius;//25
uint8_t aoe_type; // 26
uint8_t radius; // 27
uint8_t points_type;//28
uint16_t points_cost;//29
uint8_t points_type; // 30
uint16_t points_cost; // 31
bool is_instant;//33
uint32_t cast_time;//34
uint32_t recast_time;//35
bool is_instant; // 35
uint32_t cast_time; // 36
uint32_t recast_time; // 37
int8_t model; // 39
uint8_t aspect; // 40
};
struct EventItemInfo

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@ -17,9 +17,9 @@ uint32_t Core::Action::Action::getId() const
return m_id;
}
Core::Common::ActionType Core::Action::Action::getActionType() const
Core::Common::HandleActionType Core::Action::Action::getHandleActionType() const
{
return m_actionType;
return m_handleActionType;
}
Core::Entity::ActorPtr Core::Action::Action::getTargetActor() const

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@ -15,7 +15,7 @@ namespace Core { namespace Action {
uint32_t getId() const;
Common::ActionType getActionType() const;
Common::HandleActionType getHandleActionType() const;
Entity::ActorPtr getTargetActor() const;
@ -42,7 +42,7 @@ namespace Core { namespace Action {
protected:
uint32_t m_id;
Common::ActionType m_actionType;
Common::HandleActionType m_handleActionType;
uint64_t m_startTime;
uint32_t m_castTime;

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@ -22,14 +22,14 @@ extern Core::Scripting::ScriptManager g_scriptMgr;
Core::Action::ActionCast::ActionCast()
{
m_actionType = Common::ActionType::Event;
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::ActionCast::ActionCast( Entity::ActorPtr pActor, Entity::ActorPtr pTarget, uint32_t actionId )
{
m_startTime = 0;
m_id = actionId;
m_actionType = ActionType::Spell;
m_handleActionType = HandleActionType::Spell;
m_castTime = g_exdData.m_actionInfoMap[actionId].cast_time; // TODO: Add security checks.
m_pSource = pActor;
m_pTarget = pTarget;

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@ -18,14 +18,14 @@ extern Core::Logger g_log;
Core::Action::ActionTeleport::ActionTeleport()
{
m_actionType = Common::ActionType::Event;
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::ActionTeleport::ActionTeleport( Entity::ActorPtr pActor, uint16_t targetZone, uint16_t cost )
{
m_startTime = 0;
m_id = 5;
m_actionType = ActionType::Teleport;
m_handleActionType = HandleActionType::Teleport;
m_castTime = g_exdData.m_actionInfoMap[5].cast_time; // TODO: Add security checks.
m_pSource = pActor;
m_bInterrupt = false;

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@ -18,14 +18,14 @@ using namespace Core::Network::Packets::Server;
Core::Action::EventAction::EventAction()
{
m_actionType = Common::ActionType::Event;
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::EventAction::EventAction( Entity::ActorPtr pActor, uint32_t eventId, uint16_t action,
ActionCallback finishRef, ActionCallback interruptRef, uint64_t additional )
{
m_additional = additional;
m_actionType = ActionType::Event;
m_handleActionType = HandleActionType::Event;
m_eventId = eventId;
m_id = action;
m_castTime = g_exdData.m_EventActionInfoMap[action].castTime; // TODO: Add security checks.

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@ -19,14 +19,14 @@ using namespace Core::Network::Packets::Server;
Core::Action::EventItemAction::EventItemAction()
{
m_actionType = Common::ActionType::Event;
m_handleActionType = Common::HandleActionType::Event;
}
Core::Action::EventItemAction::EventItemAction( Entity::ActorPtr pActor, uint32_t eventId, uint32_t action,
ActionCallback finishRef, ActionCallback interruptRef, uint64_t additional )
{
m_additional = additional;
m_actionType = ActionType::Event;
m_handleActionType = HandleActionType::Event;
m_eventId = eventId;
m_id = action;
// TODO: read the cast time from the action itself

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@ -645,3 +645,8 @@ void Core::Entity::Actor::addStatusEffectByIdIfNotExist( int32_t id, int32_t dur
}
}
/*! \param Status that should be removed, based on its ID. */
void Core::Entity::Actor::removeSingleStatusEffectFromId( int32_t id )
{
m_pStatusEffectContainer->removeSingleStatusEffectFromId( id );
}

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@ -298,6 +298,9 @@ public:
// add a status effect by id if it doesn't exist
void addStatusEffectByIdIfNotExist( int32_t id, int32_t duration, uint16_t param = 0 );
// remove a status effect by id
void removeSingleStatusEffectFromId( int32_t id );
// TODO: Why did i even declare them publicly here?!
std::set< ActorPtr > m_inRangeActors;
std::set< PlayerPtr > m_inRangePlayers;

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@ -1460,9 +1460,9 @@ void Core::Entity::Player::autoAttack( ActorPtr pTarget )
uint32_t damage = mainWeap->getAutoAttackDmg();
uint32_t variation = 0 + rand() % 3;
if (getClass() == JOB_MACHINIST ||
if ( getClass() == JOB_MACHINIST ||
getClass() == JOB_BARD ||
getClass() == CLASS_ARCHER)
getClass() == CLASS_ARCHER )
{
GamePacketNew< FFXIVIpcEffect, ServerZoneIpcType > effectPacket(getId());
effectPacket.data().targetId = pTarget->getId();

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@ -207,7 +207,7 @@ public:
/*! equip a weapon, possibly forcing a job change */
void equipWeapon( ItemPtr pItem );
/*! get a const pointer to the inventory object */
InventoryPtr getInvetory() const;
InventoryPtr getInventory() const;
/*! get the current main hand model */
uint64_t getModelMainWeapon() const;
/*! get the current off hand model */

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@ -16,7 +16,7 @@ using namespace Core::Common;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
Core::InventoryPtr Core::Entity::Player::getInvetory() const
Core::InventoryPtr Core::Entity::Player::getInventory() const
{
return m_pInventory;
}

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@ -106,6 +106,12 @@ void Core::Network::GameConnection::actionHandler( const Packets::GamePacket& in
pPlayer->changeTarget( targetId );
break;
}
case 0x68: // Remove status (clicking it off)
{
// todo: check if status can be removed by client from exd
pPlayer->removeSingleStatusEffectFromId( param1 );
break;
}
case 0x69: // Cancel cast
{
if( pPlayer->checkAction() )

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@ -63,19 +63,19 @@ void Core::Network::GameConnection::inventoryModifyHandler( const Packets::GameP
case 0x07: // discard item action
{
pPlayer->getInvetory()->discardItem( fromContainer, fromSlot );
pPlayer->getInventory()->discardItem( fromContainer, fromSlot );
}
break;
case 0x08: // move item action
{
pPlayer->getInvetory()->moveItem( fromContainer, fromSlot, toContainer, toSlot );
pPlayer->getInventory()->moveItem( fromContainer, fromSlot, toContainer, toSlot );
}
break;
case 0x09: // swap item action
{
pPlayer->getInvetory()->swapItem( fromContainer, fromSlot, toContainer, toSlot );
pPlayer->getInventory()->swapItem( fromContainer, fromSlot, toContainer, toSlot );
}
break;

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@ -47,7 +47,7 @@ namespace Server {
//m_data.tPMax = 3000;
m_data.level = pPlayer->getLevel();
memcpy( m_data.look, pPlayer->getLookArray(), 26 );
auto item = pPlayer->getInvetory()->getItemAt( Inventory::GearSet0, 0 );
auto item = pPlayer->getInventory()->getItemAt( Inventory::GearSet0, Inventory::EquipSlot::MainHand );
if( item )
m_data.mainWeaponModel = item->getModelId1();
m_data.secWeaponModel = pPlayer->getModelSubWeapon();

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@ -76,6 +76,18 @@ void Core::StatusEffect::StatusEffectContainer::addStatusEffect( StatusEffectPtr
}
void Core::StatusEffect::StatusEffectContainer::removeSingleStatusEffectFromId( uint32_t id )
{
for (auto effectIt : m_effectMap)
{
if (effectIt.second->getId() == id)
{
removeStatusEffect( effectIt.first );
break;
}
}
}
void Core::StatusEffect::StatusEffectContainer::removeStatusEffect( uint8_t effectSlotId )
{
auto pEffectIt = m_effectMap.find( effectSlotId );

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@ -21,6 +21,7 @@ public:
void addStatusEffect( StatusEffectPtr pEffect );
void removeStatusEffect( uint8_t effectSlotId );
void removeSingleStatusEffectFromId( uint32_t id );
void update();
bool hasStatusEffect( uint32_t id );