Added support for actor property changed. Removed a lot of hard coded packets. Added a bunch of Support Desk packets.

This commit is contained in:
Filip Maj 2015-12-04 02:00:05 -05:00
parent c8d6326ecd
commit 1f7c876461
33 changed files with 783 additions and 754 deletions

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@ -2,12 +2,15 @@
using FFXIVClassic_Lobby_Server.common;
using FFXIVClassic_Lobby_Server.dataobjects;
using FFXIVClassic_Lobby_Server.packets;
using FFXIVClassic_Map_Server.dataobjects.chara;
using FFXIVClassic_Map_Server.packets.send.actor;
using FFXIVClassic_Map_Server.packets.send.Actor;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Reflection;
using System.Text;
namespace FFXIVClassic_Map_Server.dataobjects
@ -42,12 +45,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
public uint actorID;
public bool isNameplateVisible;
public bool isTargetable;
public CharaWork charaWork = new CharaWork();
public PlayerWork playerWork = new PlayerWork();
public uint displayNameID = 0xFFFFFFFF;
public string customDisplayName;
public uint nameplateIcon;
public uint modelID;
public uint[] appearanceIDs = new uint[0x1D];
@ -61,52 +63,13 @@ namespace FFXIVClassic_Map_Server.dataobjects
public uint currentState = SetActorStatePacket.STATE_PASSIVE;
public uint currentZoneID;
//Properties
public ushort curHP, curMP, curTP;
public ushort maxHP, maxMP, maxTP;
public byte currentJob;
public ushort currentLevel;
public ushort statSTR, statVIT, statDEX, statINT, statMIN, statPIE;
public ushort statAttack, statDefense, statAccuracy, statAttackMgkPotency, statHealingMgkPotency, statEnchancementMgkPotency, statEnfeeblingMgkPotency, statMgkAccuracy, statMgkEvasion;
public ushort resistFire, resistIce, resistWind, resistEarth, resistLightning, resistWater;
public uint currentEXP;
public ushort linkshellcrest;
public uint currentZoneID;
public Actor(uint id)
{
actorID = id;
}
public void setPlayerAppearance()
{
Appearance appearance = Database.getAppearance(actorID);
modelID = Appearance.getTribeModel(appearance.tribe);
appearanceIDs[SIZE] = appearance.size;
appearanceIDs[COLORINFO] = (uint)(appearance.skinColor | (appearance.hairColor << 10) | (appearance.eyeColor << 20));
appearanceIDs[FACEINFO] = PrimitiveConversion.ToUInt32(appearance.getFaceInfo());
appearanceIDs[HIGHLIGHT_HAIR] = (uint)(appearance.hairHighlightColor | appearance.hairStyle << 10);
appearanceIDs[VOICE] = appearance.voice;
appearanceIDs[WEAPON1] = appearance.mainHand;
appearanceIDs[WEAPON2] = appearance.offHand;
appearanceIDs[HEADGEAR] = appearance.head;
appearanceIDs[BODYGEAR] = appearance.body;
appearanceIDs[LEGSGEAR] = appearance.legs;
appearanceIDs[HANDSGEAR] = appearance.hands;
appearanceIDs[FEETGEAR] = appearance.feet;
appearanceIDs[WAISTGEAR] = appearance.waist;
appearanceIDs[R_EAR] = appearance.rightEar;
appearanceIDs[L_EAR] = appearance.leftEar;
appearanceIDs[R_FINGER] = appearance.rightFinger;
appearanceIDs[L_FINGER] = appearance.leftFinger;
}
public SubPacket createNamePacket(uint playerActorID)
{
return SetActorNamePacket.buildPacket(actorID, playerActorID, displayNameID, displayNameID == 0xFFFFFFFF ? customDisplayName : "");
@ -130,7 +93,7 @@ namespace FFXIVClassic_Map_Server.dataobjects
public SubPacket createSpawnPositonPacket(uint playerActorID, uint spawnType)
{
return SetActorPositionPacket.buildPacket(actorID, playerActorID, positionX, positionY, positionZ, rotation, spawnType);
return SetActorPositionPacket.buildPacket(actorID, playerActorID, SetActorPositionPacket.INNPOS_X, SetActorPositionPacket.INNPOS_Y, SetActorPositionPacket.INNPOS_Z, SetActorPositionPacket.INNPOS_ROT, SetActorPositionPacket.SPAWNTYPE_PLAYERWAKE);
}
public SubPacket createPositionUpdatePacket(uint playerActorID)
@ -146,19 +109,44 @@ namespace FFXIVClassic_Map_Server.dataobjects
public BasePacket createActorSpawnPackets(uint playerActorID)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(AddActorPacket.buildPacket(actorID, playerActorID, 8));
subpackets.Add(createSpeedPacket(playerActorID));
subpackets.Add(createSpawnPositonPacket(playerActorID, 0));
subpackets.Add(createSpawnPositonPacket(playerActorID, 0xFF));
subpackets.Add(createAppearancePacket(playerActorID));
subpackets.Add(createNamePacket(playerActorID));
subpackets.Add(createStatePacket(playerActorID));
//subpackets.Add(createScriptBindPacket(playerActorID));
subpackets.Add(new SubPacket(0xCC, actorID, playerActorID, File.ReadAllBytes("./packets/playerscript")));
subpackets.Add(new SubPacket(0x137, actorID, playerActorID, File.ReadAllBytes("./packets/playerscript2")));
subpackets.Add(new SubPacket(0x137, actorID, playerActorID, File.ReadAllBytes("./packets/playerscript3")));
//subpackets.Add(createScriptBindPacket(playerActorID));
return BasePacket.createPacket(subpackets, true, false);
}
public List<SubPacket> createInitSubpackets(uint playerActorID)
{
List<SubPacket> subpacketList = new List<SubPacket>();
SetActorPropetyPacket setProperty = new SetActorPropetyPacket();
setProperty.addByte(0x0DB5A5BF, 5);
setProperty.addProperty(this, "charaWork.battleSave.potencial");
setProperty.addProperty(this, "charaWork.property[0]");
setProperty.addProperty(this, "charaWork.property[1]");
setProperty.addProperty(this, "charaWork.property[2]");
setProperty.addProperty(this, "charaWork.property[4]");
setProperty.addProperty(this, "charaWork.parameterSave.hp[0]");
setProperty.addProperty(this, "charaWork.parameterSave.hpMax[0]");
setProperty.addProperty(this, "charaWork.parameterSave.mp");
setProperty.addProperty(this, "charaWork.parameterSave.mpMax");
setProperty.addProperty(this, "charaWork.parameterTemp.tp");
setProperty.addProperty(this, "charaWork.parameterSave.state_mainSkill[0]");
setProperty.addProperty(this, "charaWork.parameterSave.state_mainSkillLevel");
setProperty.addProperty(this, "charaWork.depictionJudge");
setProperty.addProperty(this, "charaWork.statusShownTime[0]");
setProperty.setTarget("/_init");
subpacketList.Add(setProperty.buildPacket(actorID, playerActorID));
return subpacketList;
}
public override bool Equals(Object obj)
{
Actor actorObj = obj as Actor;

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@ -137,7 +137,7 @@ namespace FFXIVClassic_Lobby_Server.dataobjects
return info;
}
public String buildForCharaList(Character chara)
public String buildForCharaList(DBCharacter chara)
{
byte[] data;

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@ -1,6 +1,7 @@
using FFXIVClassic_Lobby_Server;
using FFXIVClassic_Lobby_Server.dataobjects;
using FFXIVClassic_Lobby_Server.packets;
using FFXIVClassic_Map_Server.dataobjects.chara;
using FFXIVClassic_Map_Server.packets.send.actor;
using System;
using System.Collections.Generic;
@ -10,25 +11,21 @@ using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects
{
class Player
{
Actor playerActor;
class ConnectedPlayer
{
public uint actorID = 0;
PlayerActor playerActor;
List<Actor> actorInstanceList = new List<Actor>();
ClientConnection conn1;
ClientConnection conn2;
public uint actorID = 0;
private uint currentZoneID = 0;
List<Actor> actorInstanceList = new List<Actor>();
bool isDisconnected;
public Player(uint actorId)
public ConnectedPlayer(uint actorId)
{
this.actorID = actorId;
Character chara = Database.getCharacter(actorId);
DBCharacter chara = Database.getCharacter(actorId);
createPlayerActor(actorId, chara);
}
@ -79,14 +76,13 @@ namespace FFXIVClassic_Map_Server.dataobjects
return playerActor;
}
public void createPlayerActor(uint actorId, Character chara)
public void createPlayerActor(uint actorId, DBCharacter chara)
{
playerActor = new Actor(actorId);
playerActor = new PlayerActor(actorId);
playerActor.displayNameID = 0xFFFFFFFF;
playerActor.customDisplayName = chara.name;
playerActor.setPlayerAppearance();
actorInstanceList.Add(playerActor);
}
@ -101,11 +97,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
public void sendMotd()
{
World world = Database.getServer(ConfigConstants.DATABASE_WORLDID);
DBWorld world = Database.getServer(ConfigConstants.DATABASE_WORLDID);
//sendChat(world.motd);
}
public void sendChat(Player sender, string message, int mode)
public void sendChat(ConnectedPlayer sender, string message, int mode)
{
}

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@ -0,0 +1,20 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class BattleSave
{
public float potencial;
public int skillLevel;
public int skillLevelCap;
public int[] skillPoint;
public int physicalExp;
public bool[] negotiationFlag= new bool[2];
}
}

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@ -0,0 +1,45 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class BattleTemp
{
//These are known property IDs
public const uint NAMEPLATE_SHOWN = 0xFBFBCFB1;
public const uint TARGETABLE = 0x2138FD71;
public const uint STAT_STRENGTH = 0x647A29A8;
public const uint STAT_VITALITY = 0x939E884A;
public const uint STAT_DEXTERITY = 0x416571AC;
public const uint STAT_INTELLIGENCE = 0x2DFBC13A;
public const uint STAT_MIND = 0x0E704141;
public const uint STAT_PIETY = 0x6CCAF8B3;
public const uint STAT_ACCURACY = 0x91CD44E7;
public const uint STAT_EVASION = 0x11B1B22D;
public const uint STAT_ATTACK = 0xBA51C4E1;
public const uint STAT_DEFENSE = 0x8CAE90DB;
public const uint STAT_ATTACK_MAGIC_POTENCY = 0x1F3DACC5;
public const uint STAT_HEALING_MAGIC_POTENCY = 0xA329599A;
public const uint STAT_ENCHANCEMENT_MAGIC_POTENCY = 0xBA51C4E1;
public const uint STAT_ENFEEBLING_MAGIC_POTENCY = 0xEB90BAAB;
public const uint STAT_MAGIC_ACCURACY = 0xD57DC284;
public const uint STAT_MAGIC_EVASION = 0x17AB37EF;
public const uint RESISTANCE_FIRE = 0x79C7ECFF;
public const uint RESISTANCE_ICE = 0xE17D8C7A;
public const uint RESISTANCE_WIND = 0x204CF942;
public const uint RESISTANCE_LIGHTNING = 0x1C2AEC73;
public const uint RESISTANCE_EARTH = 0x5FC56D16;
public const uint RESISTANCE_WATER = 0x64803E98;
//End of properties
public int[] castGauge_speed = new int[2];
public bool[] timingCommandFlag = new bool[4];
public ushort[] generalParameter = new ushort[32];
}
}

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@ -0,0 +1,30 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class CharaWork
{
public ParameterSave parameterSave = new ParameterSave();
public ParameterTemp parameterTemp = new ParameterTemp();
public BattleSave battleSave = new BattleSave();
public BattleTemp battleTemp = new BattleTemp();
public EventSave eventSave = new EventSave();
public EventTemp eventTemp = new EventTemp();
public byte[] property = new byte[32];
public uint[] statusShownTime = new uint[20];
public int[] command = new int[64];
public int[] commandCategory = new int[64];
public int commandBorder = 0x20;
public bool commandAcquired = false;
public bool[] additionalCommandAcquired = new bool[1];
public uint depictionJudge = 0xa0f50911;
}
}

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@ -0,0 +1,15 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class EventSave
{
public bool bazaar;
public float bazaarTax;
public int repairType;
}
}

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@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class EventTemp
{
public bool bazaarRetail = false;
public bool bazaarRepair = false;
public bool bazaarMateria = false;
public ushort[] linshellIcon = new ushort[4];
}
}

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@ -0,0 +1,26 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class ParameterSave
{
public int[] hp = new int[1];
public int[] hpMax = new int[1];
public int mp;
public int mpMax;
public int[] state_mainSkill = new int[4];
public int state_mainSkillLevel;
public int[] state_boostPointForSkill;
public int[] commandSlot_compatibility;
public int[] commandSlot_recastTime;
public int[] giftCommandSlot_commandId;
}
}

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@ -0,0 +1,23 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class ParameterTemp
{
public int tp = 0;
public int targetInformation = 0;
public int[] maxCommandRecastTime = new int[40];
public float[] forceControl_float_forClientSelf = new float[4];
public short[] forceControl_int16_forClientSelf = new short[2];
public int[] otherClassAbilityCount = new int[2];
public int[] giftCount = new int[2];
}
}

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@ -0,0 +1,70 @@
using FFXIVClassic_Lobby_Server;
using FFXIVClassic_Lobby_Server.common;
using FFXIVClassic_Lobby_Server.dataobjects;
using FFXIVClassic_Map_Server.dataobjects.database;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class PlayerActor : Actor
{
public PlayerActor(uint actorID) : base(actorID)
{
DBStats stats = Database.getCharacterStats(actorID);
charaWork.property[0] = 1;
charaWork.property[1] = 1;
charaWork.property[2] = 1;
charaWork.property[4] = 1;
charaWork.parameterSave.hp[0] = stats.hp;
charaWork.parameterSave.hpMax[0] = stats.hpMax;
charaWork.parameterSave.mp = stats.mp;
charaWork.parameterSave.mpMax = stats.mpMax;
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkillLevel = 1;
charaWork.battleSave.skillLevel = 1;
charaWork.battleSave.skillLevelCap = 2;
charaWork.battleSave.potencial = 0.5f;
charaWork.battleSave.physicalExp = 1;
charaWork.battleSave.negotiationFlag[0] = false;
charaWork.battleSave.negotiationFlag[1] = false;
for (int i = 0; i < 20; i++)
charaWork.statusShownTime[i] = 0xFFFFFFFF;
setPlayerAppearance();
}
public void setPlayerAppearance()
{
DBAppearance appearance = Database.getAppearance(actorID);
modelID = DBAppearance.getTribeModel(appearance.tribe);
appearanceIDs[SIZE] = appearance.size;
appearanceIDs[COLORINFO] = (uint)(appearance.skinColor | (appearance.hairColor << 10) | (appearance.eyeColor << 20));
appearanceIDs[FACEINFO] = PrimitiveConversion.ToUInt32(appearance.getFaceInfo());
appearanceIDs[HIGHLIGHT_HAIR] = (uint)(appearance.hairHighlightColor | appearance.hairStyle << 10);
appearanceIDs[VOICE] = appearance.voice;
appearanceIDs[WEAPON1] = appearance.mainHand;
appearanceIDs[WEAPON2] = appearance.offHand;
appearanceIDs[HEADGEAR] = appearance.head;
appearanceIDs[BODYGEAR] = appearance.body;
appearanceIDs[LEGSGEAR] = appearance.legs;
appearanceIDs[HANDSGEAR] = appearance.hands;
appearanceIDs[FEETGEAR] = appearance.feet;
appearanceIDs[WAISTGEAR] = appearance.waist;
appearanceIDs[R_EAR] = appearance.rightEar;
appearanceIDs[L_EAR] = appearance.leftEar;
appearanceIDs[R_FINGER] = appearance.rightFinger;
appearanceIDs[L_FINGER] = appearance.leftFinger;
}
}
}

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@ -0,0 +1,51 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class PlayerWork
{
public int tribe;
public int guardian;
public int birthdayMonth;
public int birthdayDay;
public int initialTown;
public int restBonusExpRate;
public int[] questScenario = new int[16];
public int[] questGuildLeve = new int[8];
public int questScenarioComplete;
public int questGuildleveComplete;
public bool isContentsCommand;
public int castCommandClient;
public int castEndClient;
public int[] comboNextCommandId = new int[2];
public int comboCostBonusRate;
public bool isRemainBonusPoint;
public int[] npcLinkshellChatCalling = new int[64];
public int[] npcLinkshellChatExtra = new int[64];
public int variableCommandConfirmWarp;
public int variableCommandConfirmWarpSender;
public int variableCommandConfirmWarpSenderByID;
public int variableCommandConfirmWarpSenderSex;
public int variableCommandConfirmWarpPlace;
public int variableCommandConfirmRaise;
public int variableCommandConfirmRaiseSender;
public int variableCommandConfirmRaiseSenderByID;
public int variableCommandConfirmRaiseSenderSex;
public int variableCommandConfirmRaisePlace;
}
}

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@ -7,7 +7,7 @@ using System.Threading.Tasks;
namespace FFXIVClassic_Lobby_Server.dataobjects
{
class Appearance
class DBAppearance
{
////////////
//Chara Info

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@ -8,7 +8,7 @@ using FFXIVClassic_Lobby_Server.dataobjects;
namespace FFXIVClassic_Lobby_Server
{
class Character
class DBCharacter
{
public uint id;
public ushort slot;
@ -18,9 +18,7 @@ namespace FFXIVClassic_Lobby_Server
public string charaInfo;
public bool isLegacy;
public bool doRename;
public uint currentZoneId;
public uint currentZoneId;
public static CharaInfo EncodedToCharacter(String charaInfo)
{

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@ -0,0 +1,16 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.database
{
class DBCommands
{
public uint classId;
public uint index;
public uint commandId;
public uint recastTime;
}
}

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@ -0,0 +1,19 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.database
{
class DBJournal
{
public uint id;
public uint characterId;
public uint index;
public uint questId;
public uint type;
public bool abandoned;
public bool completed;
}
}

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@ -0,0 +1,17 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.database
{
class DBPlayerData
{
public int tribe;
public int guardian;
public int birthdayMonth;
public int birthdayDay;
public int initialTown;
}
}

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@ -0,0 +1,18 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.database
{
class DBStats
{
public int hp;
public int hpMax;
public int mp;
public int mpMax;
public ushort[] state_mainSkill;
public int state_mainSkillLevel;
}
}

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@ -6,7 +6,7 @@ using System.Threading.Tasks;
namespace FFXIVClassic_Lobby_Server.dataobjects
{
class World
class DBWorld
{
public ushort id;
public string address;