Begun reimplementing the whole actor system to follow more closely to the client side's system. Packet processor's reference chanced, and all ActorID vars in Actor class were changed to ActorId.

This commit is contained in:
Filip Maj
2016-01-02 14:04:45 -05:00
parent 67ee70e7c5
commit 04faf9d753
20 changed files with 582 additions and 269 deletions

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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 Player : Character
{
public Player(uint actorID) : base(actorID)
{
actorName = String.Format("_player{0:00000000}", 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(true, 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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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;
}
}