# Conflicts:
#	FFXIVClassic Map Server/actors/Actor.cs
#	FFXIVClassic Map Server/dataobjects/Session.cs
#	FFXIVClassic Map Server/lua/LuaEngine.cs
This commit is contained in:
Tahir Akhlaq
2017-07-08 04:10:36 +01:00
235 changed files with 2840 additions and 1024 deletions

View File

@@ -127,27 +127,18 @@ namespace FFXIVClassic_Map_Server.Actors
GenerateActorName((int)actorNumber);
}
public SubPacket CreateAddActorPacket(uint playerActorId)
public SubPacket CreateAddActorPacket()
{
return AddActorPacket.BuildPacket(actorId, playerActorId, 8);
return AddActorPacket.BuildPacket(actorId, 8);
}
int val = 0x0b00;
// actorClassId, [], [], numBattleCommon, [battleCommon], numEventCommon, [eventCommon], args for either initForBattle/initForEvent
public override SubPacket CreateScriptBindPacket(uint playerActorId)
public override SubPacket CreateScriptBindPacket(Player player)
{
List<LuaParam> lParams;
Player player = Server.GetWorldManager().GetPCInWorld(playerActorId);
lParams = LuaEngine.GetInstance().CallLuaFunctionForReturn(player, this, "init", false);
if (uniqueIdentifier.Equals("1"))
{
lParams[5].value = val;
val++;
player.SendMessage(0x20, "", String.Format("ID is now: 0x{0:X}", val));
}
if (lParams != null && lParams.Count >= 3 && lParams[2].typeID == 0 && (int)lParams[2].value == 0)
isStatic = true;
else
@@ -162,8 +153,8 @@ namespace FFXIVClassic_Map_Server.Actors
string classNameFake = "PopulaceStandard";
lParams = LuaUtils.CreateLuaParamList(classPathFake, false, false, false, false, false, 0xF47F6, false, false, 0, 0);
isStatic = true;
//ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, classNameFake, lParams).DebugPrintSubPacket();
return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, classNameFake, lParams);
//ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams).DebugPrintSubPacket();
return ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams);
}
else
{
@@ -176,37 +167,37 @@ namespace FFXIVClassic_Map_Server.Actors
lParams.Insert(6, new LuaParam(0, (int)actorClassId));
}
//ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, className, lParams).DebugPrintSubPacket();
return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, className, lParams);
//ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams).DebugPrintSubPacket();
return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams);
}
public override BasePacket GetSpawnPackets(uint playerActorId, ushort spawnType)
public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
subpackets.Add(CreateAddActorPacket(playerActorId));
subpackets.AddRange(GetEventConditionPackets(playerActorId));
subpackets.Add(CreateSpeedPacket(playerActorId));
subpackets.Add(CreateSpawnPositonPacket(playerActorId, 0x0));
subpackets.Add(CreateAddActorPacket());
subpackets.AddRange(GetEventConditionPackets());
subpackets.Add(CreateSpeedPacket());
subpackets.Add(CreateSpawnPositonPacket(0x0));
if (isMapObj)
subpackets.Add(_0xD8Packet.BuildPacket(actorId, playerActorId, instance, layout));
subpackets.Add(SetActorBGPropertiesPacket.BuildPacket(actorId, instance, layout));
else
subpackets.Add(CreateAppearancePacket(playerActorId));
subpackets.Add(CreateAppearancePacket());
subpackets.Add(CreateNamePacket(playerActorId));
subpackets.Add(CreateStatePacket(playerActorId));
subpackets.Add(CreateIdleAnimationPacket(playerActorId));
subpackets.Add(CreateInitStatusPacket(playerActorId));
subpackets.Add(CreateSetActorIconPacket(playerActorId));
subpackets.Add(CreateIsZoneingPacket(playerActorId));
subpackets.Add(CreateScriptBindPacket(playerActorId));
subpackets.Add(CreateNamePacket());
subpackets.Add(CreateStatePacket());
subpackets.Add(CreateIdleAnimationPacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.Add(CreateScriptBindPacket(player));
return BasePacket.CreatePacket(subpackets, true, false);
return subpackets;
}
public override BasePacket GetInitPackets(uint playerActorId)
public override List<SubPacket> GetInitPackets()
{
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("/_init", this, playerActorId);
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("/_init", this);
//Potential
propPacketUtil.AddProperty("charaWork.battleSave.potencial");
@@ -260,7 +251,7 @@ namespace FFXIVClassic_Map_Server.Actors
propPacketUtil.AddProperty("npcWork.pushCommandPriority");
}
return BasePacket.CreatePacket(propPacketUtil.Done(), true, false);
return propPacketUtil.Done();
}
public string GetUniqueId()
@@ -276,7 +267,7 @@ namespace FFXIVClassic_Map_Server.Actors
public void ChangeNpcAppearance(uint id)
{
LoadNpcAppearance(id);
zone.BroadcastPacketAroundActor(this, CreateAppearancePacket(actorId));
zone.BroadcastPacketAroundActor(this, CreateAppearancePacket());
}
public void LoadNpcAppearance(uint id)
@@ -394,7 +385,12 @@ namespace FFXIVClassic_Map_Server.Actors
public void PlayMapObjAnimation(Player player, string animationName)
{
player.QueuePacket(PlayBGAnimation.BuildPacket(actorId, player.actorId, animationName));
player.QueuePacket(PlayBGAnimation.BuildPacket(actorId, animationName));
}
public void Despawn()
{
zone.DespawnActor(this);
}
public void Update(DateTime tick)