mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
This commit is contained in:
33
Map Server/Packets/Send/Actor/Battle/BattleAction.cs
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33
Map Server/Packets/Send/Actor/Battle/BattleAction.cs
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@@ -0,0 +1,33 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
|
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{
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class BattleAction
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{
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public uint targetId;
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public ushort amount;
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||||
public ushort worldMasterTextId;
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public uint effectId;
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||||
public byte param;
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public byte unknown;
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}
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||||
}
|
@@ -0,0 +1,80 @@
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||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using FFXIVClassic.Common;
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||||
using System;
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using System.IO;
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|
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namespace FFXIVClassic_Map_Server.packets.send.actor.battle
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{
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||||
class BattleActionX10Packet
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{
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public const ushort OPCODE = 0x013A;
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public const uint PACKET_SIZE = 0xD8;
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||||
public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
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||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
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||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)810); //?
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|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
|
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binWriter.Write((UInt32)action.targetId);
|
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|
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binWriter.Seek(0x50, SeekOrigin.Begin);
|
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foreach (BattleAction action in actionList)
|
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binWriter.Write((UInt16)action.amount);
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|
||||
binWriter.Seek(0x64, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
|
||||
binWriter.Write((UInt16)action.worldMasterTextId);
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||||
|
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binWriter.Seek(0x78, SeekOrigin.Begin);
|
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foreach (BattleAction action in actionList)
|
||||
binWriter.Write((UInt32)action.effectId);
|
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|
||||
binWriter.Seek(0xA0, SeekOrigin.Begin);
|
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foreach (BattleAction action in actionList)
|
||||
binWriter.Write((Byte)action.param);
|
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|
||||
binWriter.Seek(0xAA, SeekOrigin.Begin);
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foreach (BattleAction action in actionList)
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binWriter.Write((Byte)action.unknown);
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,80 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using FFXIVClassic.Common;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
|
||||
{
|
||||
class BattleActionX18Packet
|
||||
{
|
||||
public const ushort OPCODE = 0x013B;
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||||
public const uint PACKET_SIZE = 0x148;
|
||||
|
||||
public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this)
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)810); //?
|
||||
|
||||
binWriter.Seek(0x58, SeekOrigin.Begin);
|
||||
foreach (BattleAction action in actionList)
|
||||
binWriter.Write((UInt32)action.targetId);
|
||||
|
||||
binWriter.Seek(0xA0, SeekOrigin.Begin);
|
||||
foreach (BattleAction action in actionList)
|
||||
binWriter.Write((UInt16)action.amount);
|
||||
|
||||
binWriter.Seek(0xC4, SeekOrigin.Begin);
|
||||
foreach (BattleAction action in actionList)
|
||||
binWriter.Write((UInt16)action.worldMasterTextId);
|
||||
|
||||
binWriter.Seek(0xE8, SeekOrigin.Begin);
|
||||
foreach (BattleAction action in actionList)
|
||||
binWriter.Write((UInt32)action.effectId);
|
||||
|
||||
binWriter.Seek(0x130, SeekOrigin.Begin);
|
||||
foreach (BattleAction action in actionList)
|
||||
binWriter.Write((Byte)action.param);
|
||||
|
||||
binWriter.Seek(0x142, SeekOrigin.Begin);
|
||||
foreach (BattleAction action in actionList)
|
||||
binWriter.Write((Byte)action.unknown);
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
}
|
||||
}
|
425
Map Server/Packets/Send/Actor/Battle/CommandResult.cs
Normal file
425
Map Server/Packets/Send/Actor/Battle/CommandResult.cs
Normal file
@@ -0,0 +1,425 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using System;
|
||||
using Meteor.Map.actors.chara.ai;
|
||||
using Meteor.Map.actors.chara.ai.utils;
|
||||
using Meteor.Map.Actors;
|
||||
|
||||
namespace Meteor.Map.packets.send.actor.battle
|
||||
{
|
||||
//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
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||||
[Flags]
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||||
public enum HitEffect : uint
|
||||
{
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||||
//This is used for physical attacks
|
||||
HitEffectType = 8 << 24,
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||||
//This is used for additioanl effect hits. Only difference from HitEffectType is that it does not play audio.
|
||||
AdditionalEffectType = 24 << 24,
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//Status effects use 32 << 24
|
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StatusEffectType = 32 << 24,
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||||
//When losing a status effect while using a skill, this prevents the hit effect from playing on the actor playing the animation
|
||||
StatusLossType = 40 << 24,
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//Magic effects use 48 << 24, this is also used for when statuses are lost on attack
|
||||
MagicEffectType = 48 << 24,
|
||||
//This places the number on the user regardless of the target this hit effect is for, used for things like bloodbath
|
||||
SelfHealType = 72 << 24,
|
||||
//Plays the effect animation with no text or additional effects. Unsure if there are any flags. Used for things like Convert
|
||||
AnimationEffectType = 96 << 24,
|
||||
|
||||
//Each Type has it's own set of flags. These should be split into their own enums,
|
||||
//but for now just keep them all under HitEffect so we don't have to change anything.
|
||||
|
||||
//HitEffectType flags
|
||||
|
||||
//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
|
||||
//These are the recoil animations that play on the target, ranging from weak to strong.
|
||||
//The recoil that gets set was likely based on the percentage of HP lost from the attack.
|
||||
//These also have a visual effect with heals and spells but in reverse. RecoilLv1 has a large effect, Lv3 has none. Crit is very large
|
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//For spells they represent resists. Lv0 is a max resist, Lv3 is no resist. Crit is still used for crits.
|
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//Heals used the same effects sometimes but it isn't clear what for, it seems random? Possibly something like a trait proccing or even just a bug
|
||||
RecoilLv1 = 0,
|
||||
RecoilLv2 = 1 << 0,
|
||||
RecoilLv3 = 1 << 1,
|
||||
|
||||
//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
|
||||
CriticalHit = RecoilLv2 | RecoilLv3,
|
||||
|
||||
//Hit visual and sound effects when connecting with the target.
|
||||
//Mixing these flags together will yield different results.
|
||||
//Each visual likely relates to a specific weapon.
|
||||
//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
|
||||
|
||||
//HitVisual is probably based on attack property.
|
||||
//HitVisual1 is for slashing attacks
|
||||
//HitVisual2 is for piercing attacks
|
||||
//HitVisual1 | Hitvisual2 is for blunt attacks
|
||||
//HitVisual3 is for projectile attacks
|
||||
//Basically take the attack property of a weapon and shift it left 2
|
||||
//For auto attacks attack property is weapon's damageAttributeType1
|
||||
//Still not totally sure how this works with weaponskills or what hitvisual4 or the other combinations are for
|
||||
HitVisual1 = 1 << 2,
|
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HitVisual2 = 1 << 3,
|
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HitVisual3 = 1 << 4,
|
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HitVisual4 = 1 << 5,
|
||||
|
||||
//An additional visual effect that plays on the target when attacked if:
|
||||
//The attack is physical and they have the protect buff on.
|
||||
//The attack is magical and they have the shell buff on.
|
||||
//Special Note: Shell was removed in later versions of the game.
|
||||
//Another effect plays when both Protect and Shell flags are activated.
|
||||
//Not sure what this effect is.
|
||||
//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
|
||||
Protect = 1 << 6,
|
||||
Shell = 1 << 7,
|
||||
ProtectShellSpecial = Protect | Shell,
|
||||
|
||||
//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
|
||||
//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
|
||||
HitEffect1 = 1 << 9,
|
||||
HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
|
||||
HitEffect3 = 1 << 11, //Yellow effect, crit?
|
||||
HitEffect4 = 1 << 12, //Plays the blocking animation
|
||||
HitEffect5 = 1 << 13,
|
||||
GustyHitEffect = HitEffect3 | HitEffect2,
|
||||
GreenTintedHitEffect = HitEffect4 | HitEffect1,
|
||||
|
||||
//For specific animations
|
||||
Miss = 0,
|
||||
Evade = HitEffect1,
|
||||
Hit = HitEffect1 | HitEffect2,
|
||||
Crit = HitEffect3,
|
||||
Parry = Hit | HitEffect3,
|
||||
Block = HitEffect4,
|
||||
|
||||
//Knocks you back away from the attacker.
|
||||
KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
|
||||
KnockbackLv2 = HitEffect4 | HitEffect3,
|
||||
KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
|
||||
KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
|
||||
KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
|
||||
|
||||
//Knocks you away from the attacker in a counter-clockwise direction.
|
||||
KnockbackCounterClockwiseLv1 = HitEffect5,
|
||||
KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
|
||||
|
||||
//Knocks you away from the attacker in a clockwise direction.
|
||||
KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
|
||||
KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
|
||||
|
||||
//Completely drags target to the attacker, even across large distances.
|
||||
DrawIn = HitEffect5 | HitEffect3,
|
||||
|
||||
//An additional visual effect that plays on the target based on according buff.
|
||||
UnknownShieldEffect = HitEffect5 | HitEffect4,
|
||||
Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
|
||||
|
||||
//A special effect when performing appropriate skill combos in succession.
|
||||
//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
|
||||
//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
|
||||
SkillCombo1 = 1 << 15,
|
||||
SkillCombo2 = 1 << 16,
|
||||
SkillCombo3 = SkillCombo1 | SkillCombo2,
|
||||
SkillCombo4 = 1 << 17,
|
||||
|
||||
//This is used in the absorb effect for some reason
|
||||
Unknown = 1 << 19,
|
||||
|
||||
//AdditionalEffectType flags
|
||||
//The AdditionalEffectType is used for the additional effects some weapons have.
|
||||
//These effect ids do not repeat the effect of the attack and will not show without a preceding HitEffectType or MagicEffectType
|
||||
|
||||
//It's unclear what this is for. The ifrit fight capture has a BLM using the garuda weapon
|
||||
//and this flag is set every time but has no apparent effect.
|
||||
UnknownAdditionalFlag = 1,
|
||||
|
||||
//These play effects on the target
|
||||
FireEffect = 1 << 10,
|
||||
IceEffect = 2 << 10,
|
||||
WindEffect = 3 << 10,
|
||||
EarthEffect = 4 << 10,
|
||||
LightningEffect = 5 << 10,
|
||||
WaterEffect = 6 << 10,
|
||||
AstralEffect = 7 << 10, //Possibly for blind?
|
||||
UmbralEffect = 8 << 10, //Posibly for poison?
|
||||
|
||||
//Unknown status effect effects
|
||||
StatusEffect1 = 12 << 10,
|
||||
StatusEffect2 = 13 << 10,
|
||||
|
||||
HPAbsorbEffect = 14 << 10,
|
||||
MPAbsorbEffect = 15 << 10,
|
||||
TPAbsorbEffect = 16 << 10,
|
||||
TripleAbsorbEffect = 17 << 10, //Not sure about this
|
||||
MoogleEffect = 18 << 10,
|
||||
|
||||
//MagicEffectType Flags
|
||||
//THese are used for magic effects that deal or heal damage as well as damage over time effects
|
||||
//Crit is the same as HitEffectType
|
||||
FullResist = 0,
|
||||
WeakResist = 1 << 0, //Used for level 1, 2, and 3 resists probably
|
||||
NoResist = 1 << 1,
|
||||
|
||||
MagicShell = 1 << 4, //Used when casting on target with shell effects. MagicEffectType doesnt have a flag for protect or stoneskin
|
||||
MagicShield = 1 << 5, //When used with an command that has an animation, this plays a purple shield effect. DoTs also have this flag set (at least on ifrit) but they have no animations so it doesnt show
|
||||
|
||||
// Required for heal text to be blue, not sure if that's all it's used for
|
||||
Heal = 1 << 8,
|
||||
MP = 1 << 9, //Causes "MP" text to appear when used with MagicEffectType. | with Heal to make text blue
|
||||
TP = 1 << 10, //Causes "TP" text to appear when used with MagicEffectType. | with Heal to make text blue
|
||||
|
||||
//SelfHealType flags
|
||||
//This category causes numbers to appear on the user rather regardless of the target associated with the hit effect and do not play an animation
|
||||
//These determine the text that displays (HP has no text)
|
||||
SelfHealHP = 0,
|
||||
SelfHealMP = 1 << 0, //Shows MP text on self. | with SelfHeal to make blue
|
||||
SelfHealTP = 1 << 1, //Shows TP text on self. | with SelfHeal to make blue
|
||||
|
||||
//Causes self healing numbers to be blue
|
||||
SelfHeal = 1 << 10,
|
||||
}
|
||||
|
||||
//Mixing some of these flags will cause the client to crash.
|
||||
//Setting a flag higher than Left (0x10-0x80) will cause the client to crash.
|
||||
[Flags]
|
||||
public enum HitDirection : byte
|
||||
{
|
||||
None = 0,
|
||||
Front = 1 << 0,
|
||||
Right = 1 << 1,
|
||||
Rear = 1 << 2,
|
||||
Left = 1 << 3
|
||||
}
|
||||
|
||||
public enum HitType : ushort
|
||||
{
|
||||
Miss = 0,
|
||||
Evade = 1,
|
||||
Parry = 2,
|
||||
Block = 3,
|
||||
SingleResist = 4,
|
||||
DoubleResist = 5,
|
||||
TripleResist = 6,
|
||||
FullResist = 7,
|
||||
Hit = 8,
|
||||
Crit = 9
|
||||
}
|
||||
|
||||
//Type of action
|
||||
public enum ActionType : ushort
|
||||
{
|
||||
None = 0,
|
||||
Physical = 1,
|
||||
Magic = 2,
|
||||
Heal = 3,
|
||||
Status = 4
|
||||
}
|
||||
|
||||
//There's are two columns in gamecommand that are for action property and action element respectively and both have percentages next to them
|
||||
//the percentages are for what percent that property or element factors into the attack. Astral and Umbral are always 33% because they are both 3 elments combined
|
||||
//ActionProperty and ActionElement are slightly different. Property defines whta type of attack it is, and 11-13 are used for "sonic, breath, neutral". Neutral is always used for magic
|
||||
//For Element 11-13 are used for astral, umbral, and healing magic.
|
||||
//Right now we aren't actually using these but when things like resists get better defined we'll have to
|
||||
public enum ActionProperty : ushort
|
||||
{
|
||||
None = 0,
|
||||
Slashing = 1,
|
||||
Piercing = 2,
|
||||
Blunt = 3,
|
||||
Projectile = 4,
|
||||
|
||||
Fire = 5,
|
||||
Ice = 6,
|
||||
Wind = 7,
|
||||
Earth = 8,
|
||||
Lightning = 9,
|
||||
Water = 10,
|
||||
|
||||
//These I'm not sure about. Check gameCommand.csv
|
||||
Astral = 11,
|
||||
Umbral = 12,
|
||||
Heal = 13
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
public enum ActionProperty : ushort
|
||||
{
|
||||
None = 0,
|
||||
Slashing = 1,
|
||||
Piercing = 2,
|
||||
Blunt = 3,
|
||||
Projectile = 4,
|
||||
|
||||
Fire = 5,
|
||||
Ice = 6,
|
||||
Wind = 7,
|
||||
Earth = 8,
|
||||
Lightning = 9,
|
||||
Water = 10,
|
||||
|
||||
Sonic = 11,
|
||||
Breath = 12,
|
||||
Neutral = 13,
|
||||
Astral = 14,
|
||||
Umbral = 15
|
||||
}
|
||||
|
||||
public enum ActionElement : ushort
|
||||
{
|
||||
None = 0,
|
||||
Slashing = 1,
|
||||
Piercing = 2,
|
||||
Blunt = 3,
|
||||
Projectile = 4,
|
||||
|
||||
Fire = 5,
|
||||
Ice = 6,
|
||||
Wind = 7,
|
||||
Earth = 8,
|
||||
Lightning = 9,
|
||||
Water = 10,
|
||||
|
||||
//These I'm not sure about. Check gameCommand.csv
|
||||
Astral = 11,
|
||||
Umbral = 12,
|
||||
Heal = 13
|
||||
}*/
|
||||
|
||||
|
||||
class CommandResult
|
||||
{
|
||||
public uint targetId;
|
||||
public ushort amount;
|
||||
public ushort amountMitigated; //Amount that got blocked/evaded or resisted
|
||||
public ushort enmity; //Seperate from amount for abilities that cause a different amount of enmity than damage
|
||||
public ushort worldMasterTextId;
|
||||
public uint effectId; //Impact effect, damage/heal/status numbers or name
|
||||
public byte param; //Which side the battle action is coming from
|
||||
public byte hitNum; //Which hit in a sequence of hits this is
|
||||
|
||||
/// <summary>
|
||||
/// these fields are not actually part of the packet struct
|
||||
/// </summary>
|
||||
public uint animation;
|
||||
public CommandType commandType; //What type of command was used (ie weaponskill, ability, etc)
|
||||
public ActionProperty actionProperty; //Damage type of the action
|
||||
public ActionType actionType; //Type of this action (ie physical, magic, heal)
|
||||
public HitType hitType;
|
||||
|
||||
//Rates, I'm not sure if these need to be stored like this but with the way some buffs work maybe they do?
|
||||
//Makes things like Blindside easy at least.
|
||||
public double parryRate = 0.0;
|
||||
public double blockRate = 0.0;
|
||||
public double resistRate = 0.0;
|
||||
public double hitRate = 0.0;
|
||||
public double critRate = 0.0;
|
||||
|
||||
public CommandResult(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 1)
|
||||
{
|
||||
this.targetId = targetId;
|
||||
this.worldMasterTextId = worldMasterTextId;
|
||||
this.effectId = effectId;
|
||||
this.amount = amount;
|
||||
this.param = param;
|
||||
this.hitNum = hitNum;
|
||||
this.hitType = HitType.Hit;
|
||||
this.enmity = amount;
|
||||
this.commandType = (byte) CommandType.None;
|
||||
}
|
||||
|
||||
public CommandResult(uint targetId, BattleCommand command, byte param = 0, byte hitNum = 1)
|
||||
{
|
||||
this.targetId = targetId;
|
||||
this.worldMasterTextId = command.worldMasterTextId;
|
||||
this.param = param;
|
||||
this.hitNum = hitNum;
|
||||
this.commandType = command.commandType;
|
||||
this.actionProperty = command.actionProperty;
|
||||
this.actionType = command.actionType;
|
||||
}
|
||||
|
||||
//Order of what (probably) happens when a skill is used:
|
||||
//Buffs that alter things like recast times or that only happen once per skill usage like Power Surge are activated
|
||||
//Script calculates damage and handles any special requirements
|
||||
//Rates are calculated
|
||||
//Buffs that impact indiviudal hits like Blindside or Blood for Blood are activated
|
||||
//The final hit type is determined
|
||||
//Stoneskin takes damage
|
||||
//Final damage amount is calculated using the hit type and defender's stats
|
||||
//Buffs that activate or respond to damage like Rampage. Stoneskin gets removed AFTER damage if it falls off.
|
||||
//Additional effects that are a part of the skill itself or weapon in case of auto attacks take place like status effects
|
||||
//Certain buffs that alter the whole skill fall off (Resonance, Excruciate)
|
||||
|
||||
public void DoAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
|
||||
{
|
||||
//First calculate rates for hit/block/etc
|
||||
CalcRates(caster, target, skill);
|
||||
|
||||
//Next, modify those rates based on preaction buffs
|
||||
//Still not sure how we shouldh andle these
|
||||
PreAction(caster, target, skill, results);
|
||||
|
||||
BattleUtils.DoAction(caster, target, skill, this, results);
|
||||
}
|
||||
|
||||
|
||||
//Calculate the chance of hitting/critting/etc
|
||||
public void CalcRates(Character caster, Character target, BattleCommand skill)
|
||||
{
|
||||
hitRate = BattleUtils.GetHitRate(caster, target, skill, this);
|
||||
critRate = BattleUtils.GetCritRate(caster, target, skill, this);
|
||||
blockRate = BattleUtils.GetBlockRate(caster, target, skill, this);
|
||||
parryRate = BattleUtils.GetParryRate(caster, target, skill, this);
|
||||
resistRate = BattleUtils.GetResistRate(caster, target, skill, this);
|
||||
}
|
||||
|
||||
//These are buffs that activate before the action hits. Usually they change things like hit or crit rates or damage
|
||||
public void PreAction(Character caster, Character target, BattleCommand skill, CommandResultContainer results)
|
||||
{
|
||||
target.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionTarget, "onPreAction", caster, target, skill, this, results);
|
||||
|
||||
caster.statusEffects.CallLuaFunctionByFlag((uint)StatusEffectFlags.ActivateOnPreactionCaster, "onPreAction", caster, target, skill, this, results);
|
||||
}
|
||||
|
||||
//Try and apply a status effect
|
||||
public void TryStatus(Character caster, Character target, BattleCommand skill, CommandResultContainer results, bool isAdditional = true)
|
||||
{
|
||||
BattleUtils.TryStatus(caster, target, skill, this, results, isAdditional);
|
||||
}
|
||||
|
||||
public ushort GetHitType()
|
||||
{
|
||||
return (ushort)hitType;
|
||||
}
|
||||
|
||||
public void SetTextId(ushort id)
|
||||
{
|
||||
worldMasterTextId = id;
|
||||
}
|
||||
|
||||
//Whether this action didn't miss, and wasn't evaded or resisted
|
||||
public bool ActionLanded()
|
||||
{
|
||||
return hitType > HitType.Evade && hitType != HitType.SingleResist && hitType != HitType.DoubleResist && hitType != HitType.FullResist;
|
||||
}
|
||||
}
|
||||
}
|
120
Map Server/Packets/Send/Actor/Battle/CommandResultContainer.cs
Normal file
120
Map Server/Packets/Send/Actor/Battle/CommandResultContainer.cs
Normal file
@@ -0,0 +1,120 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Meteor.Map.packets.send.actor.battle
|
||||
{
|
||||
class CommandResultContainer
|
||||
{
|
||||
private List<CommandResult> actionsList = new List<CommandResult>();
|
||||
|
||||
//EXP messages are always the last mesages in battlea ction packets, so they get appended after all the rest of the actions are done.
|
||||
private List<CommandResult> expActionList = new List<CommandResult>();
|
||||
|
||||
public CommandResultContainer()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public void AddAction(uint targetId, ushort worldMasterTextId, uint effectId, ushort amount = 0, byte param = 0, byte hitNum = 0)
|
||||
{
|
||||
AddAction(new CommandResult(targetId, worldMasterTextId, effectId, amount, param, hitNum));
|
||||
}
|
||||
|
||||
//Just to make scripting simpler
|
||||
//These have to be split into the normal actions and absorb actions because they use different flags
|
||||
//AddMP/HP/TPAction are for actions where the targetID is the person being targeted by command. Like Sanguine Rite would use AddMPAction
|
||||
public void AddMPAction(uint targetId, ushort worldMasterTextId, ushort amount)
|
||||
{
|
||||
uint effectId = (uint) (HitEffect.MagicEffectType | HitEffect.MP | HitEffect.Heal);
|
||||
AddAction(targetId, worldMasterTextId, effectId, amount);
|
||||
}
|
||||
|
||||
public void AddHPAction(uint targetId, ushort worldMasterTextId, ushort amount)
|
||||
{
|
||||
uint effectId = (uint) (HitEffect.MagicEffectType | HitEffect.Heal);
|
||||
AddAction(targetId, worldMasterTextId, effectId, amount);
|
||||
}
|
||||
|
||||
public void AddTPAction(uint targetId, ushort worldMasterTextId, ushort amount)
|
||||
{
|
||||
uint effectId = (uint) (HitEffect.MagicEffectType | HitEffect.TP | HitEffect.Heal);
|
||||
AddAction(targetId, worldMasterTextId, effectId, amount);
|
||||
}
|
||||
|
||||
//These are used for skills where the targetId is the person using a command. For example casting with parsimony would use AddMPAbsorbAction
|
||||
public void AddMPAbsorbAction(uint targetId, ushort worldMasterTextId, ushort amount)
|
||||
{
|
||||
uint effectId = (uint) (HitEffect.SelfHealType | HitEffect.SelfHealMP | HitEffect.SelfHeal);
|
||||
AddAction(targetId, worldMasterTextId, effectId, amount);
|
||||
}
|
||||
|
||||
public void AddHPAbsorbAction(uint targetId, ushort worldMasterTextId, ushort amount)
|
||||
{
|
||||
uint effectId = (uint) (HitEffect.SelfHealType | HitEffect.SelfHeal | HitEffect.SelfHeal);
|
||||
AddAction(targetId, worldMasterTextId, effectId, amount);
|
||||
}
|
||||
|
||||
public void AddTPAbsorbAction(uint targetId, ushort worldMasterTextId, ushort amount)
|
||||
{
|
||||
uint effectId = (uint) (HitEffect.SelfHealType | HitEffect.SelfHealTP | HitEffect.SelfHeal);
|
||||
AddAction(targetId, worldMasterTextId, effectId, amount);
|
||||
}
|
||||
|
||||
public void AddHitAction(uint targetId, ushort worldMasterTextId, ushort amount)
|
||||
{
|
||||
uint effectId = (uint) (HitEffect.HitEffectType | HitEffect.Hit);
|
||||
AddAction(targetId, worldMasterTextId, effectId, amount);
|
||||
}
|
||||
|
||||
public void AddAction(CommandResult action)
|
||||
{
|
||||
if (action != null)
|
||||
actionsList.Add(action);
|
||||
}
|
||||
|
||||
public void AddActions(List<CommandResult> actions)
|
||||
{
|
||||
actionsList.AddRange(actions);
|
||||
}
|
||||
|
||||
public void AddEXPAction(CommandResult action)
|
||||
{
|
||||
expActionList.Add(action);
|
||||
}
|
||||
|
||||
public void AddEXPActions(List<CommandResult> actionList)
|
||||
{
|
||||
expActionList.AddRange(actionList);
|
||||
}
|
||||
|
||||
public void CombineLists()
|
||||
{
|
||||
actionsList.AddRange(expActionList);
|
||||
}
|
||||
|
||||
public List<CommandResult> GetList()
|
||||
{
|
||||
return actionsList;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,57 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using Meteor.Common;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace Meteor.Map.packets.send.actor.battle
|
||||
{
|
||||
class CommandResultX00Packet
|
||||
{
|
||||
public const ushort OPCODE = 0x013C;
|
||||
public const uint PACKET_SIZE = 0x48;
|
||||
|
||||
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)0); //Num actions (always 0 for this)
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)810); //?
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,73 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using Meteor.Common;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
namespace Meteor.Map.packets.send.actor.battle
|
||||
{
|
||||
// see xtx_command
|
||||
enum CommandResultX01PacketCommand : ushort
|
||||
{
|
||||
Disengage = 12002,
|
||||
Attack = 22104,
|
||||
}
|
||||
|
||||
class CommandResultX01Packet
|
||||
{
|
||||
public const ushort OPCODE = 0x0139;
|
||||
public const uint PACKET_SIZE = 0x58;
|
||||
|
||||
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, CommandResult action)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)1); //Num actions (always 1 for this)
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)0x810); //?
|
||||
|
||||
binWriter.Write((UInt32)action.targetId);
|
||||
|
||||
binWriter.Write((UInt16)action.amount);
|
||||
binWriter.Write((UInt16)action.worldMasterTextId);
|
||||
|
||||
binWriter.Write((UInt32)action.effectId);
|
||||
binWriter.Write((Byte)action.param);
|
||||
binWriter.Write((Byte)action.hitNum);
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
}
|
||||
}
|
148
Map Server/Packets/Send/Actor/Battle/CommandResultX10Packet.cs
Normal file
148
Map Server/Packets/Send/Actor/Battle/CommandResultX10Packet.cs
Normal file
@@ -0,0 +1,148 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using Meteor.Common;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Meteor.Map.packets.send.actor.battle
|
||||
{
|
||||
class CommandResultX10Packet
|
||||
{
|
||||
public const ushort OPCODE = 0x013A;
|
||||
public const uint PACKET_SIZE = 0xD8;
|
||||
|
||||
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, CommandResult[] actionList, ref int listOffset)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
int max;
|
||||
if (actionList.Length - listOffset <= 10)
|
||||
max = actionList.Length - listOffset;
|
||||
else
|
||||
max = 10;
|
||||
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)max); //Num actions
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)0x810); //?
|
||||
|
||||
//binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].targetId);
|
||||
|
||||
binWriter.Seek(0x50, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].amount);
|
||||
|
||||
binWriter.Seek(0x64, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
|
||||
|
||||
binWriter.Seek(0x78, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].effectId);
|
||||
|
||||
binWriter.Seek(0xA0, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte)actionList[listOffset + i].param);
|
||||
|
||||
binWriter.Seek(0xAA, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte)actionList[listOffset + i].hitNum);
|
||||
|
||||
listOffset += max;
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
|
||||
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<CommandResult> actionList, ref int listOffset)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
int max;
|
||||
if (actionList.Count - listOffset <= 10)
|
||||
max = actionList.Count - listOffset;
|
||||
else
|
||||
max = 10;
|
||||
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)max); //Num actions
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)0x810); //?
|
||||
|
||||
//binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].targetId);
|
||||
|
||||
binWriter.Seek(0x50, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].amount);
|
||||
|
||||
binWriter.Seek(0x64, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
|
||||
|
||||
binWriter.Seek(0x78, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
{
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].effectId);
|
||||
}
|
||||
|
||||
binWriter.Seek(0xA0, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte)actionList[listOffset + i].param);
|
||||
|
||||
binWriter.Seek(0xAA, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte) actionList[listOffset + i].hitNum);
|
||||
|
||||
listOffset += max;
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
145
Map Server/Packets/Send/Actor/Battle/CommandResultX18Packet.cs
Normal file
145
Map Server/Packets/Send/Actor/Battle/CommandResultX18Packet.cs
Normal file
@@ -0,0 +1,145 @@
|
||||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using Meteor.Common;
|
||||
using System;
|
||||
using System.IO;
|
||||
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Meteor.Map.packets.send.actor.battle
|
||||
{
|
||||
class CommandResultX18Packet
|
||||
{
|
||||
public const ushort OPCODE = 0x013B;
|
||||
public const uint PACKET_SIZE = 0x148;
|
||||
|
||||
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, CommandResult[] actionList, ref int listOffset)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
int max;
|
||||
if (actionList.Length - listOffset <= 18)
|
||||
max = actionList.Length - listOffset;
|
||||
else
|
||||
max = 18;
|
||||
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)max); //Num actions
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)0x810); //?
|
||||
|
||||
binWriter.Seek(0x28, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].targetId);
|
||||
|
||||
binWriter.Seek(0x70, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].amount);
|
||||
|
||||
binWriter.Seek(0x94, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
|
||||
|
||||
binWriter.Seek(0xB8, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].effectId);
|
||||
|
||||
binWriter.Seek(0x100, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte)actionList[listOffset + i].param);
|
||||
|
||||
binWriter.Seek(0x112, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte)actionList[listOffset + i].hitNum);
|
||||
|
||||
listOffset += max;
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
|
||||
public static SubPacket BuildPacket(uint sourceActorId, uint animationId, ushort commandId, List<CommandResult> actionList, ref int listOffset)
|
||||
{
|
||||
byte[] data = new byte[PACKET_SIZE - 0x20];
|
||||
|
||||
using (MemoryStream mem = new MemoryStream(data))
|
||||
{
|
||||
using (BinaryWriter binWriter = new BinaryWriter(mem))
|
||||
{
|
||||
int max;
|
||||
if (actionList.Count - listOffset <= 18)
|
||||
max = actionList.Count - listOffset;
|
||||
else
|
||||
max = 18;
|
||||
|
||||
binWriter.Write((UInt32)sourceActorId);
|
||||
binWriter.Write((UInt32)animationId);
|
||||
|
||||
//Missing... last value is float, string in here as well?
|
||||
|
||||
binWriter.Seek(0x20, SeekOrigin.Begin);
|
||||
binWriter.Write((UInt32)max); //Num actions
|
||||
binWriter.Write((UInt16)commandId);
|
||||
binWriter.Write((UInt16)0x818); //?
|
||||
|
||||
binWriter.Seek(0x28, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].targetId);
|
||||
|
||||
binWriter.Seek(0x70, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].amount);
|
||||
|
||||
binWriter.Seek(0x94, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt16)actionList[listOffset + i].worldMasterTextId);
|
||||
|
||||
binWriter.Seek(0xB8, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((UInt32)actionList[listOffset + i].effectId);
|
||||
|
||||
binWriter.Seek(0x100, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte)actionList[listOffset + i].param);
|
||||
|
||||
binWriter.Seek(0x112, SeekOrigin.Begin);
|
||||
for (int i = 0; i < max; i++)
|
||||
binWriter.Write((Byte)actionList[listOffset + i].hitNum);
|
||||
|
||||
listOffset += max;
|
||||
}
|
||||
}
|
||||
|
||||
return new SubPacket(OPCODE, sourceActorId, data);
|
||||
}
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user