Added new equipment change packet. Renamed ChangeEquipmentPacket to EquipmentChangePacket. Renamed folder Actor to actor.

This commit is contained in:
Filip Maj 2015-10-06 11:53:40 -04:00
parent a81d6bb26a
commit 0f80fa12dc
5 changed files with 151 additions and 62 deletions

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@ -76,20 +76,21 @@
<Compile Include="PacketProcessor.cs" /> <Compile Include="PacketProcessor.cs" />
<Compile Include="packets\BasePacket.cs" /> <Compile Include="packets\BasePacket.cs" />
<Compile Include="packets\receive\HandshakePacket.cs" /> <Compile Include="packets\receive\HandshakePacket.cs" />
<Compile Include="packets\send\Actor\inventory\InventoryBeginChangePacket.cs" /> <Compile Include="packets\send\actor\inventory\EquipmentChangePacket.cs" />
<Compile Include="packets\send\Actor\inventory\InventoryEndChangePacket.cs" /> <Compile Include="packets\send\actor\inventory\InventoryBeginChangePacket.cs" />
<Compile Include="packets\send\Actor\inventory\InventoryItemEndPacket.cs" /> <Compile Include="packets\send\actor\inventory\InventoryEndChangePacket.cs" />
<Compile Include="packets\send\Actor\inventory\InventoryItemPacket.cs" /> <Compile Include="packets\send\actor\inventory\InventoryItemEndPacket.cs" />
<Compile Include="packets\send\Actor\inventory\InventorySetBeginPacket.cs" /> <Compile Include="packets\send\actor\inventory\InventoryItemPacket.cs" />
<Compile Include="packets\send\Actor\inventory\InventorySetEndPacket.cs" /> <Compile Include="packets\send\actor\inventory\InventorySetBeginPacket.cs" />
<Compile Include="packets\send\Actor\inventory\SetInitialEquipmentPacket.cs" /> <Compile Include="packets\send\actor\inventory\InventorySetEndPacket.cs" />
<Compile Include="packets\send\Actor\SetActorNamePacket.cs" /> <Compile Include="packets\send\actor\inventory\EquipmentSetupPacket.cs" />
<Compile Include="packets\send\actor\SetActorNamePacket.cs" />
<Compile Include="packets\send\login\0x2Packet.cs" /> <Compile Include="packets\send\login\0x2Packet.cs" />
<Compile Include="packets\send\Actor\AddActorPacket.cs" /> <Compile Include="packets\send\actor\AddActorPacket.cs" />
<Compile Include="packets\send\Actor\MoveActorToPositionPacket.cs" /> <Compile Include="packets\send\actor\MoveActorToPositionPacket.cs" />
<Compile Include="packets\send\Actor\RemoveActorPacketPacket.cs" /> <Compile Include="packets\send\actor\RemoveActorPacketPacket.cs" />
<Compile Include="packets\send\Actor\SetActorAppearancePacket.cs" /> <Compile Include="packets\send\actor\SetActorAppearancePacket.cs" />
<Compile Include="packets\send\Actor\SetActorPositionPacket.cs" /> <Compile Include="packets\send\actor\SetActorPositionPacket.cs" />
<Compile Include="packets\send\login\InitPacket.cs" /> <Compile Include="packets\send\login\InitPacket.cs" />
<Compile Include="packets\send\PongPacket.cs" /> <Compile Include="packets\send\PongPacket.cs" />
<Compile Include="packets\send\SetMapPacket.cs" /> <Compile Include="packets\send\SetMapPacket.cs" />

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@ -259,13 +259,13 @@ namespace FFXIVClassic_Lobby_Server
//client.queuePacket(keyitems); //client.queuePacket(keyitems);
#region equipsetup #region equipsetup
SetInitialEquipmentPacket initialEqupmentPacket = new SetInitialEquipmentPacket(); EquipmentSetupPacket initialEqupmentPacket = new EquipmentSetupPacket();
initialEqupmentPacket.setItem(SetInitialEquipmentPacket.SLOT_BODY, 5); initialEqupmentPacket.setItem(EquipmentSetupPacket.SLOT_BODY, 5);
initialEqupmentPacket.setItem(SetInitialEquipmentPacket.SLOT_HEAD, 3); initialEqupmentPacket.setItem(EquipmentSetupPacket.SLOT_HEAD, 3);
initialEqupmentPacket.setItem(SetInitialEquipmentPacket.SLOT_UNDERSHIRT, 6); initialEqupmentPacket.setItem(EquipmentSetupPacket.SLOT_UNDERSHIRT, 6);
initialEqupmentPacket.setItem(SetInitialEquipmentPacket.SLOT_UNDERGARMENT, 7); initialEqupmentPacket.setItem(EquipmentSetupPacket.SLOT_UNDERGARMENT, 7);
initialEqupmentPacket.setItem(SetInitialEquipmentPacket.SLOT_MAINHAND, 2); initialEqupmentPacket.setItem(EquipmentSetupPacket.SLOT_MAINHAND, 2);
initialEqupmentPacket.setItem(SetInitialEquipmentPacket.SLOT_LEGS, 8); initialEqupmentPacket.setItem(EquipmentSetupPacket.SLOT_LEGS, 8);
#endregion #endregion
//Equip Init //Equip Init

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@ -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));
}
}
}

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@ -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);
}
}
}

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@ -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;
}
}
}