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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-07-24 11:28:22 +02:00
Rewrote the BattleActionPacket classes to standardize them. Added a method in Character.cs to fire off BattleActions.
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parent
6c74222b68
commit
37b8203dae
5 changed files with 39 additions and 15 deletions
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@ -2,8 +2,6 @@
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using System;
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using System.IO;
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using FFXIVClassic.Common;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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class BattleActionX00Packet
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@ -11,7 +9,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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public const ushort OPCODE = 0x013C;
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public const uint PACKET_SIZE = 0x48;
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public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint targetActorId, uint animationId, ushort commandId)
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public static SubPacket BuildPacket(uint sourceActorId, uint targetActorId, uint animationId, ushort commandId)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -98,7 +98,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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public const ushort OPCODE = 0x0139;
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public const uint PACKET_SIZE = 0x58;
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public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint targetActorId, uint animationId, uint effectId, ushort worldMasterTextId, ushort commandId, ushort amount, byte param)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, BattleAction action)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -116,14 +116,14 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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binWriter.Write((UInt16)commandId);
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binWriter.Write((UInt16)0x810); //?
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binWriter.Write((UInt32)targetActorId);
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binWriter.Write((UInt32)action.targetId);
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binWriter.Write((UInt16)amount);
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binWriter.Write((UInt16)worldMasterTextId);
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binWriter.Write((UInt16)action.amount);
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binWriter.Write((UInt16)action.worldMasterTextId);
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binWriter.Write((UInt32)effectId);
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binWriter.Write((UInt32)action.effectId);
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binWriter.Write((Byte)param);
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binWriter.Write((Byte)action.param);
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binWriter.Write((Byte)1); //?
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}
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}
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@ -2,7 +2,7 @@
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using System;
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using System.IO;
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using FFXIVClassic.Common;
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using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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@ -11,7 +11,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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public const ushort OPCODE = 0x013A;
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public const uint PACKET_SIZE = 0xD8;
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public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int currentIndex)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -25,7 +25,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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//Missing... last value is float, string in here as well?
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binWriter.Seek(0x20, SeekOrigin.Begin);
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binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
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binWriter.Write((UInt32)actionList.Count); //Num actions (always 1 for this)
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binWriter.Write((UInt16)commandId);
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binWriter.Write((UInt16)0x810); //?
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@ -2,7 +2,7 @@
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using System;
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using System.IO;
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using FFXIVClassic.Common;
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using System.Collections.Generic;
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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@ -11,7 +11,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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public const ushort OPCODE = 0x013B;
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public const uint PACKET_SIZE = 0x148;
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public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
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public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<BattleAction> actionList, ref int currentIndex)
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{
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byte[] data = new byte[PACKET_SIZE - 0x20];
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@ -25,7 +25,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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//Missing... last value is float, string in here as well?
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binWriter.Seek(0x20, SeekOrigin.Begin);
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binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
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binWriter.Write((UInt32)actionList.Count); //Num actions (always 1 for this)
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binWriter.Write((UInt16)commandId);
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binWriter.Write((UInt16)0x810); //?
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