#ifndef _PLAYERSPAWN_H #define _PLAYERSPAWN_H #include #include #include #include "Actor/Player.h" #include "Actor/BNpc.h" #include "Forwards.h" #include "Inventory/Item.h" #include "StatusEffect/StatusEffect.h" namespace Core { namespace Network { namespace Packets { namespace Server { /** * @brief The packet sent to spawn a player. */ class NpcSpawnPacket : public ZoneChannelPacket< FFXIVIpcNpcSpawn > { public: NpcSpawnPacket( Entity::BNpc& bnpc, Entity::Player& target ) : ZoneChannelPacket< FFXIVIpcPlayerSpawn >( bnpc.getId(), target.getId() ) { initialize( bnpc, target ); }; private: void initialize( Entity::BNpc& bnpc, Entity::Player& target ) { // todo: figure out unkown offsets m_data.classJob = static_cast< uint8_t >( bnpc.getClass() ); //m_data.status = static_cast< uint8_t >( pPlayer->getStatus() ); m_data.hPCurr = bnpc.getHp(); m_data.mPCurr = bnpc.getMp(); m_data.tPCurr = bnpc.getTp(); m_data.hPMax = bnpc.getMaxHp(); m_data.mPMax = bnpc.getMaxMp(); //m_data.tPMax = 3000; m_data.level = bnpc.getLevel(); m_data.pose = bnpc.getPose(); memcpy( m_data.look, bnpc.getLookArray(), sizeof( m_data.look ) ); //auto item = bnpc.getItemAt( Common::GearSet0, Common::GearSetSlot::MainHand ); //if( item ) // m_data.mainWeaponModel = item->getModelId1(); //m_data.secWeaponModel = player.getModelSubWeapon(); memcpy( m_data.models, bnpc.getModels(), sizeof( m_data.models ) ); m_data.models[ 0 ] = bnpc.getModelForSlot( Common::GearSetSlot::Head ); m_data.models[ 1 ] = bnpc.getModelForSlot( Common::GearSetSlot::Body ); m_data.models[ 2 ] = bnpc.getModelForSlot( Common::GearSetSlot::Hands ); m_data.models[ 3 ] = bnpc.getModelForSlot( Common::GearSetSlot::Legs ); m_data.models[ 4 ] = bnpc.getModelForSlot( Common::GearSetSlot::Feet ); //strcpy( m_data.name, player.getName().c_str() ); m_data.pos.x = bnpc.getPos().x; m_data.pos.y = bnpc.getPos().y; m_data.pos.z = bnpc.getPos().z; m_data.rotation = Math::Util::floatToUInt16Rot( bnpc.getRot() ); m_data.voice = bnpc.getVoiceId(); m_data.currentMount = bnpc.getCurrentMount(); m_data.onlineStatus = static_cast< uint8_t >( bnpc.getOnlineStatus() ); //m_data.u23 = 0x04; //m_data.u24 = 256; m_data.state = static_cast< uint8_t >( bnpc.getStatus() ); m_data.modelType = bnpc.getObjKind(); if( target.getId() == bnpc.getId() ) { m_data.spawnIndex = 0x00; } else { m_data.spawnIndex = target.getSpawnIdForActorId( bnpc.getId() ); if( !target.isActorSpawnIdValid( m_data.spawnIndex ) ) return; } // 0x20 == spawn hidden to be displayed by the spawneffect control m_data.displayFlags = bnpc.getStance(); if( bnpc.getZoningType() != Common::ZoneingType::None ) { m_data.displayFlags |= static_cast< uint16_t >( Common::DisplayFlags::Invisible ); } if( bnpc.getEquipDisplayFlags() & Core::Common::EquipDisplayFlags::Visor ) { m_data.displayFlags |= static_cast< uint16_t >( Common::DisplayFlags::Visor ); } m_data.currentMount = bnpc.getCurrentMount(); m_data.persistentEmote = bnpc.getPersistentEmote(); m_data.targetId = bnpc.getTargetId(); //m_data.type = 1; //m_data.unknown_33 = 4; //m_data.unknown_38 = 0x70; //m_data.unknown_60 = 3; //m_data.unknown_61 = 7; uint64_t currentTimeMs = Core::Util::getTimeMs(); for( auto const& effect : bnpc.getStatusEffectMap() ) { m_data.effect[ effect.first ].effect_id = effect.second->getId(); m_data.effect[ effect.first ].duration = static_cast< float >( effect.second->getDuration() - ( currentTimeMs - effect.second->getStartTimeMs() ) ) / 1000; m_data.effect[ effect.first ].sourceActorId = effect.second->getSrcActorId(); m_data.effect[ effect.first ].unknown1 = effect.second->getParam(); } }; }; } } } } #endif /*_PlayerSpawn_H*/