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sapphire/src/servers/sapphire_zone/Network/PacketWrappers/PlayerSpawnPacket.h
2018-06-28 00:07:07 +02:00

148 lines
5 KiB
C++

#ifndef _PLAYERSPAWN_H
#define _PLAYERSPAWN_H
#include <Network/PacketDef/Zone/ServerZoneDef.h>
#include <Network/GamePacketNew.h>
#include <Util/Util.h>
#include "Actor/Player.h"
#include "Forwards.h"
#include "Inventory/Inventory.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 PlayerSpawnPacket :
public ZoneChannelPacket< FFXIVIpcPlayerSpawn >
{
public:
PlayerSpawnPacket( Entity::Player& player, Entity::Player& target ) :
ZoneChannelPacket< FFXIVIpcPlayerSpawn >( player.getId(), target.getId() )
{
initialize( player, target );
};
private:
void initialize( Entity::Player& player, Entity::Player& target )
{
// todo: figure out unkown offsets
m_data.classJob = static_cast< uint8_t >( player.getClass() );
//m_data.status = static_cast< uint8_t >( pPlayer->getStatus() );
m_data.hPCurr = player.getHp();
m_data.mPCurr = player.getMp();
m_data.tPCurr = player.getTp();
m_data.hPMax = player.getMaxHp();
m_data.mPMax = player.getMaxMp();
//m_data.tPMax = 3000;
m_data.level = player.getLevel();
m_data.gmRank = player.getGmRank();
m_data.pose = 0;
memcpy( m_data.look, player.getLookArray(), 26 );
auto item = player.getInventory()->getItemAt( Inventory::GearSet0, Inventory::EquipSlot::MainHand );
if( item )
m_data.mainWeaponModel = item->getModelId1();
m_data.secWeaponModel = player.getModelSubWeapon();
m_data.models[0] = player.getModelForSlot( Inventory::EquipSlot::Head );
m_data.models[1] = player.getModelForSlot( Inventory::EquipSlot::Body );
m_data.models[2] = player.getModelForSlot( Inventory::EquipSlot::Hands );
m_data.models[3] = player.getModelForSlot( Inventory::EquipSlot::Legs );
m_data.models[4] = player.getModelForSlot( Inventory::EquipSlot::Feet );
strcpy( m_data.name, player.getName().c_str() );
m_data.pos.x = player.getPos().x;
m_data.pos.y = player.getPos().y;
m_data.pos.z = player.getPos().z;
m_data.rotation = Math::Util::floatToUInt16Rot( player.getRot() );
m_data.title = player.getTitle();
m_data.voice = player.getVoiceId();
m_data.currentMount = player.getCurrentMount();
m_data.onlineStatus = static_cast< uint8_t >( player.getOnlineStatus() );
//m_data.u23 = 0x04;
//m_data.u24 = 256;
m_data.state = static_cast< uint8_t >( player.getStatus() );
m_data.modelType = player.getModelType();
if( target.getId() == player.getId() )
{
m_data.spawnIndex = 0x00;
}
else
{
m_data.spawnIndex = target.getSpawnIdForActorId( player.getId() );
if( !target.isActorSpawnIdValid( m_data.spawnIndex ) )
return;
}
// 0x20 == spawn hidden to be displayed by the spawneffect control
m_data.displayFlags = player.getStance();
if( player.getZoningType() != Common::ZoneingType::None || player.getGmInvis() == true )
{
m_data.displayFlags |= Entity::Chara::DisplayFlags::Invisible;
}
if( player.getEquipDisplayFlags() & Core::Common::EquipDisplayFlags::HideHead )
{
m_data.displayFlags |= Entity::Chara::DisplayFlags::HideHead;
}
if( player.getEquipDisplayFlags() & Core::Common::EquipDisplayFlags::HideWeapon )
{
m_data.displayFlags |= Entity::Chara::DisplayFlags::HideWeapon;
}
if( player.getEquipDisplayFlags() & Core::Common::EquipDisplayFlags::Visor )
{
m_data.displayFlags |= Entity::Chara::DisplayFlags::Visor;
}
if( !( player.getEquipDisplayFlags() & Core::Common::EquipDisplayFlags::HideLegacyMark ) )
{
m_data.look[0xC] = m_data.look[0xC] | 1 << 7;
}
m_data.currentMount = player.getCurrentMount();
m_data.targetId = player.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 : player.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*/