#include #include #include #include #include #include #include "Network/GameConnection.h" #include "Framework.h" #include "Manager/ActionMgr.h" using namespace Sapphire::Common; using namespace Sapphire::Network::Packets; void Sapphire::Network::GameConnection::actionHandler( FrameworkPtr pFw, const Packets::FFXIVARR_PACKET_RAW& inPacket, Entity::Player& player ) { const auto packet = ZoneChannelPacket< Client::FFXIVIpcSkillHandler >( inPacket ); const auto type = packet.data().type; const auto actionId = packet.data().actionId; const auto sequence = packet.data().sequence; const auto targetId = packet.data().targetId; player.sendDebug( "Skill type: {0}, sequence: {1}, actionId: {2}, targetId: {3}", type, sequence, actionId, targetId ); auto exdData = m_pFw->get< Data::ExdDataGenerated >(); assert( exdData ); switch( type ) { default: { player.sendDebug( "Skill type {0} not supported. Defaulting to normal action", type ); } case Common::SkillType::Normal: { auto action = exdData->get< Data::Action >( actionId ); // ignore invalid actions if( !action ) return; auto actionMgr = pFw->get< World::Manager::ActionMgr >(); actionMgr->handleTargetedPlayerAction( player, actionId, action, targetId ); break; } case Common::SkillType::ItemAction: { auto item = exdData->get< Data::Item >( actionId ); if( !item ) return; if( item->itemAction == 0 ) return; player.sendDebug( "Got itemaction for act: {0}", item->itemAction ); break; } case Common::SkillType::MountSkill: { break; } } } void Sapphire::Network::GameConnection::aoeActionHandler( FrameworkPtr pFw, const Packets::FFXIVARR_PACKET_RAW& inPacket, Entity::Player& player ) { const auto packet = ZoneChannelPacket< Client::FFXIVIpcAoESkillHandler >( inPacket ); const auto type = packet.data().type; const auto actionId = packet.data().actionId; const auto sequence = packet.data().sequence; const auto pos = packet.data().pos; // todo: find out if there are any other action types which actually use this handler if( type != Common::SkillType::Normal ) { player.sendDebug( "Skill type {0} not supported by aoe action handler!", type ); return; } player.sendDebug( "Skill type: {0}, sequence: {1}, actionId: {2}, x:{3}, y:{4}, z:{5}", type, sequence, actionId, pos.x, pos.y, pos.z ); auto exdData = m_pFw->get< Data::ExdDataGenerated >(); assert( exdData ); auto action = exdData->get< Data::Action >( actionId ); // ignore invalid actions if( !action ) return; auto actionMgr = pFw->get< World::Manager::ActionMgr >(); actionMgr->handleAoEPlayerAction( player, actionId, action, pos ); }