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	Added new equipment change packet. Renamed ChangeEquipmentPacket to EquipmentChangePacket. Renamed folder Actor to actor.
This commit is contained in:
		| @@ -1,42 +0,0 @@ | ||||
| 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 ChangeEquipmentPacket | ||||
|     { | ||||
|         public const ushort OPCODE      = 0x014D; | ||||
|         public const uint   PACKET_SIZE = 0x28; | ||||
|  | ||||
|         public const UInt16 SLOT_MAINHAND			    = 0x00; | ||||
| 		public const UInt16 SLOT_OFFHAND			    = 0x01; | ||||
| 		public const UInt16 SLOT_THROWINGWEAPON		= 0x04; | ||||
| 		public const UInt16 SLOT_PACK				    = 0x05; | ||||
| 		public const UInt16 SLOT_POUCH				    = 0x06; | ||||
| 		public const UInt16 SLOT_HEAD				    = 0x08; | ||||
| 		public const UInt16 SLOT_UNDERSHIRT			= 0x09; | ||||
| 		public const UInt16 SLOT_BODY				    = 0x0A; | ||||
| 		public const UInt16 SLOT_UNDERGARMENT		    = 0x0B; | ||||
| 		public const UInt16 SLOT_LEGS				    = 0x0C; | ||||
| 		public const UInt16 SLOT_HANDS				    = 0x0D; | ||||
| 		public const UInt16 SLOT_BOOTS				    = 0x0E; | ||||
| 		public const UInt16 SLOT_WAIST				    = 0x0F; | ||||
| 		public const UInt16 SLOT_NECK				    = 0x10; | ||||
| 		public const UInt16 SLOT_EARS				    = 0x11; | ||||
| 		public const UInt16 SLOT_WRISTS				= 0x13; | ||||
| 		public const UInt16 SLOT_RIGHTFINGER		    = 0x15; | ||||
| 		public const UInt16 SLOT_LEFTFINGER			= 0x16; | ||||
|  | ||||
|  | ||||
|         public static SubPacket buildPacket(uint playerActorID, ushort equipSlot, uint inventorySlot) | ||||
|         { | ||||
|             ulong combined = equipSlot | (inventorySlot << 32); | ||||
|             return new SubPacket(OPCODE, 0, playerActorID, BitConverter.GetBytes(combined)); | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
| @@ -0,0 +1,32 @@ | ||||
| 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 EquipmentChangePacket | ||||
|     { | ||||
|         public const ushort OPCODE = 0x014D; | ||||
|         public const uint PACKET_SIZE = 0x28; | ||||
|  | ||||
|         public static SubPacket buildPacket(uint playerActorID, ushort slot, uint itemSlot) | ||||
|         { | ||||
|             byte[] data = new byte[PACKET_SIZE - 0x20]; | ||||
|  | ||||
|             using (MemoryStream mem = new MemoryStream(data)) | ||||
|             { | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     binWriter.Write((UInt16)slot); | ||||
|                     binWriter.Write((UInt32)itemSlot); | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             return new SubPacket(OPCODE, playerActorID, playerActorID, data); | ||||
|         } | ||||
|     } | ||||
| } | ||||
| @@ -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 EquipmentSetupPacket | ||||
|     { | ||||
|         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 EquipmentSetupPacket() | ||||
|         { | ||||
|             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; | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
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