d11c6ad090
Restore and add the remaining 7.2 opcodes
...
Now Kawari is back to it's full functionality, save for tests being
broken and out of date and PlayerSetup has the wrong padding. Success!
2025-03-26 19:23:14 -04:00
3a66e4466c
More various 7.2 packet fixes, attempt to check recieved packet size
2025-03-26 19:23:14 -04:00
99deca8ab1
Update initial batch of opcodes from FFXIVOpcodes
2025-03-26 19:23:14 -04:00
a36c6dff90
Send a (currently hardcoded) list of equipped items to the client
2025-03-23 17:10:47 -04:00
48b1b9cdc2
Add ContainerType enum
2025-03-23 16:49:48 -04:00
264fac4b4e
Start writing tests for ItemInfo and ContainerInfo IPC
2025-03-23 16:45:52 -04:00
90a78fcaa8
ActorControl and ActorMove packet fixes, add support for //gm invis
...
I don't think this is the right kind of invisibility, but it's more of a test of
ActorControlSelf really. I have also been trying (and failing) to make the
client show another player.
2025-03-23 15:28:53 -04:00
d47779c8d6
Add display flags
...
This is based off of the display flags from Sapphire, and the weird UNK one that
I see in game.
2025-03-23 13:03:58 -04:00
37dbef99db
More CommonSpawn, PlayerSpawn and NPCSpawn struct improvements
...
This is just a barrage of random stuff I needed to fix, along with finally
figuring out what subkinds are.
2025-03-23 12:16:15 -04:00
45f92e9e54
Add OnlineStatus and GameMasterRank enums
2025-03-23 11:37:00 -04:00
9111ef6a82
Add debug command to spawn a monster (Tiny Mandragora), various fixes
...
This fixes various problems in CommonSpawn, adds a test for an enemy NPC spawn,
and an unkwon packet I get when entering some zones.
2025-03-23 10:33:49 -04:00
1acf73c484
Move Position struct to common module
2025-03-22 22:01:32 -04:00
f4536f2cb7
Implement basic support for actions
...
This only works for sprint, and it adds 30 sprint buffs. It also regularly
crashes the server afterwards usually.
2025-03-19 00:28:47 -04:00
788cbf114a
Add support for the GM command to change the weather
...
You can now change the weather with `//gm weather <id>`.
2025-03-18 23:48:00 -04:00
4927fa9119
Send ActorControl and StatusEffectList packets in vain
...
This was hopefully supposed to show the player spawned by !spawnactor, but it
still doesn't work...
2025-03-18 23:30:59 -04:00
da0860cdd7
Move CharacterMode enum to common_spawn module
2025-03-18 22:17:06 -04:00
cfb9aad6e6
Move ObjectKind enum to common_spawn module
2025-03-18 22:15:27 -04:00
bd67eb0127
Add support for spawning NPCs, and a debug command to do it
...
Since the structs are so similar, I created a CommonSpawn struct to hold most of
the interesting fields.
2025-03-18 22:13:28 -04:00
dae20a1e0c
Rename IpcSegmentTrait to ReadWriteIpcSegment, add docs
...
This also adds a default calc_size() implementation so client packets don't have
to implement it.
2025-03-17 17:12:40 -04:00
3140dad378
Remove leftover bits of debugging logging
2025-03-16 18:35:11 -04:00
f5d75301b2
Re-organize the IPC structures so they live in their own server-specific module
...
My old setup of throwing *all* of the IPC types and opcodes into *one* enum was
becoming unbearable. Now that we have multiple things using the same opcodes
(because they can overlap) I think it's time to repay this technical debt.
This overhauls the structure of the project to move IPC structs into their own
modules, and separate the opcode data/lists into separate ones depending on if
it's clientbound and serverbound.
Nothing has changed functionall, but this is going to make it way easier to add
more IPC in the future.
2025-03-16 17:43:29 -04:00