Implemented equipment packets as well as actor name/appearance packets. Appearance and name is now retrieved for the chara id.

This commit is contained in:
Filip Maj 2015-10-06 00:39:18 -04:00
parent b0ab527550
commit a81d6bb26a
16 changed files with 862 additions and 98 deletions

View file

@ -38,14 +38,15 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
public uint modelID;
public uint[] appearanceIDs;
public SetActorAppearancePacket(uint monsterModelID)
public SetActorAppearancePacket(uint modelID)
{
modelID = monsterModelID;
appearanceIDs = new uint[22];
this.modelID = modelID;
appearanceIDs = new uint[0x1D];
}
public SetActorAppearancePacket(uint[] appearanceTable)
public SetActorAppearancePacket(uint modelID, uint[] appearanceTable)
{
this.modelID = modelID;
appearanceIDs = appearanceTable;
}
@ -58,7 +59,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((uint)modelID);
for (int i = 0; i < 0x1A; i++)
for (int i = 0; i <= 0x1A; i++)
{
binWriter.Write((uint)i);
binWriter.Write((uint)appearanceIDs[i]);
@ -68,12 +69,12 @@ namespace FFXIVClassic_Map_Server.packets.send.actor
binWriter.Write((uint) 0x1C);
binWriter.Write((uint) 0x00);
}
data = mem.GetBuffer();
}
SubPacket packet = new SubPacket(OPCODE, playerActorID, actorID, data);
return packet;
}
}
}
}

View file

@ -32,7 +32,6 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor
}
}
data = mem.GetBuffer();
}
SubPacket packet = new SubPacket(OPCODE, playerActorID, targetActorID, data);

View file

@ -0,0 +1,20 @@
using FFXIVClassic_Lobby_Server.packets;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
{
class InventoryBeginChangePacket
{
public const ushort OPCODE = 0x016D;
public const uint PACKET_SIZE = 0x28;
public static SubPacket buildPacket(uint playerActorID)
{
return new SubPacket(OPCODE, playerActorID, playerActorID, new byte[8]);
}
}
}

View file

@ -0,0 +1,20 @@
using FFXIVClassic_Lobby_Server.packets;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
{
class InventoryEndChangePacket
{
public const ushort OPCODE = 0x016E;
public const uint PACKET_SIZE = 0x28;
public static SubPacket buildPacket(uint playerActorID)
{
return new SubPacket(OPCODE, playerActorID, playerActorID, new byte[8]);
}
}
}

View file

@ -16,7 +16,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
public const ushort CODE_ITEMS = 0x0000;
public const ushort CODE_CURRANCYITEMS = 0x0063;
public const ushort CODE_KEYITEMS = 0x0064;
public const ushort CODE_EQUIPMENT = 0x00FE;
public const ushort CODE_EQUIPMENT = 0x00FE;
public static SubPacket buildPacket(uint playerActorID, ushort size, ushort code)
{

View file

@ -0,0 +1,98 @@
using FFXIVClassic_Lobby_Server.packets;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
{
class SetInitialEquipmentPacket
{
public const ushort OPCODE = 0x014E;
public const uint PACKET_SIZE = 0x58;
public const uint UNEQUIPPED = 0xFFFFFFFF;
public const int SLOT_MAINHAND = 0x00;
public const int SLOT_OFFHAND = 0x01;
public const int SLOT_THROWINGWEAPON = 0x04;
public const int SLOT_PACK = 0x05;
public const int SLOT_POUCH = 0x06;
public const int SLOT_HEAD = 0x08;
public const int SLOT_UNDERSHIRT = 0x09;
public const int SLOT_BODY = 0x0A;
public const int SLOT_UNDERGARMENT = 0x0B;
public const int SLOT_LEGS = 0x0C;
public const int SLOT_HANDS = 0x0D;
public const int SLOT_BOOTS = 0x0E;
public const int SLOT_WAIST = 0x0F;
public const int SLOT_NECK = 0x10;
public const int SLOT_EARS = 0x11;
public const int SLOT_WRISTS = 0x13;
public const int SLOT_RIGHTFINGER = 0x15;
public const int SLOT_LEFTFINGER = 0x16;
private uint[] equipment = new uint[0x17];
public SetInitialEquipmentPacket()
{
for (int i = 0; i < equipment.Length; i++)
equipment[i] = UNEQUIPPED; //We will use this as "Unequipped"
}
public void setItem(int slot, uint itemSlot)
{
if (slot >= equipment.Length)
return;
equipment[slot] = itemSlot;
}
public List<SubPacket> buildPackets(uint playerActorID)
{
List<SubPacket> packets = new List<SubPacket>();
int packetCount = 0;
int runningCount = 0;
byte[] data = new byte[PACKET_SIZE - 0x20];
MemoryStream mem = new MemoryStream(data);
BinaryWriter binWriter = new BinaryWriter(mem);
for (int i = 0; i < equipment.Length; i++)
{
if (equipment[i] == UNEQUIPPED)
continue;
binWriter.Write((UInt16)i);
binWriter.Write((UInt32)equipment[i]);
packetCount++;
runningCount++;
//Create another packet
if (runningCount >= 8)
{
packetCount = 0;
binWriter.Write((UInt32)8);
binWriter.Dispose();
mem.Dispose();
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
data = new byte[PACKET_SIZE - 0x20];
mem = new MemoryStream(data);
binWriter = new BinaryWriter(mem);
}
}
//Create any leftover subpacket
binWriter.BaseStream.Seek(0x30, SeekOrigin.Begin);
binWriter.Write((UInt32)packetCount);
binWriter.Dispose();
mem.Dispose();
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
return packets;
}
}
}