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	Added 0x6c to the actorIdChanger. Mount appearance is now broadcast to show Goobbue. Equipment packets implemented as well as Equipment object.
This commit is contained in:
		| @@ -65,6 +65,7 @@ | ||||
|     <Compile Include="actors\area\Zone.cs" /> | ||||
|     <Compile Include="actors\chara\npc\NpcWork.cs" /> | ||||
|     <Compile Include="actors\chara\AetheryteWork.cs" /> | ||||
|     <Compile Include="actors\chara\player\Equipment.cs" /> | ||||
|     <Compile Include="actors\chara\player\Inventory.cs" /> | ||||
|     <Compile Include="actors\chara\Work.cs" /> | ||||
|     <Compile Include="actors\debug\Debug.cs" /> | ||||
|   | ||||
							
								
								
									
										113
									
								
								FFXIVClassic Map Server/actors/chara/player/Equipment.cs
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										113
									
								
								FFXIVClassic Map Server/actors/chara/player/Equipment.cs
									
									
									
									
									
										Normal file
									
								
							| @@ -0,0 +1,113 @@ | ||||
| using FFXIVClassic_Map_Server.Actors; | ||||
| using FFXIVClassic_Map_Server.dataobjects; | ||||
| using FFXIVClassic_Map_Server.packets.send.Actor.inventory; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.Linq; | ||||
| using System.Text; | ||||
| using System.Threading.Tasks; | ||||
|  | ||||
| namespace FFXIVClassic_Map_Server.actors.chara.player | ||||
| { | ||||
|     class Equipment | ||||
|     { | ||||
|         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 Player owner; | ||||
|         private ushort inventoryCapacity; | ||||
|         private ushort inventoryCode; | ||||
|         private Item[] list; | ||||
|  | ||||
|         public Equipment(Player ownerPlayer, ushort capacity, ushort code) | ||||
|         { | ||||
|             owner = ownerPlayer; | ||||
|             inventoryCapacity = capacity; | ||||
|             inventoryCode = code; | ||||
|         } | ||||
|  | ||||
|         public Item GetItemAtSlot(ushort slot) | ||||
|         { | ||||
|             if (slot < list.Length) | ||||
|                 return list[slot]; | ||||
|             else | ||||
|                 return null; | ||||
|         } | ||||
|  | ||||
|         public void SetEquipment(List<Tuple<ushort, Item>> toEquip) | ||||
|         { | ||||
|             List<ushort> slotsToUpdate = new List<ushort>(); | ||||
|             for (int i = 0; i < toEquip.Count; i++) | ||||
|             { | ||||
|                 slotsToUpdate.Add(toEquip[i].Item1); | ||||
|                 list[toEquip[i].Item1] = toEquip[i].Item2; | ||||
|             } | ||||
|  | ||||
|             SendEquipmentPackets(slotsToUpdate);             | ||||
|         } | ||||
|  | ||||
|         public void Equip(ushort slot, Item item) | ||||
|         { | ||||
|             if (slot < list.Length) | ||||
|                 list[slot] = item; | ||||
|             SendEquipmentPackets(slot, item); | ||||
|         } | ||||
|  | ||||
|         public void Unequip(ushort slot) | ||||
|         { | ||||
|             if (slot < list.Length) | ||||
|                 list[slot] = null; | ||||
|             SendEquipmentPackets(slot, null); | ||||
|         } | ||||
|  | ||||
|         private void SendEquipmentPackets(ushort equipSlot, Item item) | ||||
|         { | ||||
|             if (item == null) | ||||
|                 owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, equipSlot, 0)); | ||||
|             else | ||||
|                 owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, equipSlot, item.slot)); | ||||
|         } | ||||
|  | ||||
|         private void SendEquipmentPackets(List<ushort> slotsToUpdate) | ||||
|         { | ||||
|             int currentIndex = 0; | ||||
|  | ||||
|             while (true) | ||||
|             { | ||||
|                 if (list.Length - currentIndex >= 64) | ||||
|                     owner.queuePacket(EquipmentListX64Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex)); | ||||
|                 else if (list.Length - currentIndex >= 32) | ||||
|                     owner.queuePacket(EquipmentListX32Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex)); | ||||
|                 else if (list.Length - currentIndex >= 16) | ||||
|                     owner.queuePacket(EquipmentListX16Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex)); | ||||
|                 else if (list.Length - currentIndex > 1) | ||||
|                     owner.queuePacket(EquipmentListX08Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex)); | ||||
|                 else if (list.Length - currentIndex == 1) | ||||
|                 { | ||||
|                     owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, slotsToUpdate[currentIndex], list[currentIndex].slot)); | ||||
|                     currentIndex++; | ||||
|                 } | ||||
|                 else | ||||
|                     break; | ||||
|             } | ||||
|  | ||||
|         } | ||||
|  | ||||
|     } | ||||
| } | ||||
| @@ -581,12 +581,12 @@ namespace FFXIVClassic_Map_Server.Actors | ||||
|  | ||||
|         public void sendChocoboAppearance() | ||||
|         { | ||||
|             queuePacket(SetCurrentMountChocoboPacket.buildPacket(actorId, chocoboAppearance)); | ||||
|             broadcastPacket(SetCurrentMountChocoboPacket.buildPacket(actorId, chocoboAppearance), true); | ||||
|         } | ||||
|  | ||||
|         public void sendGoobbueAppearance() | ||||
|         { | ||||
|             queuePacket(SetCurrentMountGoobbuePacket.buildPacket(actorId, 1)); | ||||
|             broadcastPacket(SetCurrentMountGoobbuePacket.buildPacket(actorId, 1), true); | ||||
|         } | ||||
|  | ||||
|         public void setMountState(byte mountState) | ||||
|   | ||||
| @@ -163,7 +163,7 @@ namespace FFXIVClassic_Lobby_Server.packets | ||||
|                         while (binreader.BaseStream.Position + 4 < data.Length) | ||||
|                         { | ||||
|                             uint read = binreader.ReadUInt32(); | ||||
|                             if (read == 0x029B2941 || read == 0x02977DC7 || read == 0x0297D2C8 || read == 0x0230d573 || read == 0x23317df || read == 0x23344a3 || read == 0x1730bdb) //Original ID | ||||
|                             if (read == 0x029B2941 || read == 0x02977DC7 || read == 0x0297D2C8 || read == 0x0230d573 || read == 0x23317df || read == 0x23344a3 || read == 0x1730bdb || read == 0x6c) //Original ID | ||||
|                             { | ||||
|                                 binWriter.BaseStream.Seek(binreader.BaseStream.Position - 0x4, SeekOrigin.Begin); | ||||
|                                 binWriter.Write(actorID); | ||||
|   | ||||
| @@ -13,7 +13,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
|         public const ushort OPCODE = 0x014D; | ||||
|         public const uint PACKET_SIZE = 0x28; | ||||
|  | ||||
|         public static SubPacket buildPacket(uint playerActorID, ushort slot, uint itemSlot) | ||||
|         public static SubPacket buildPacket(uint playerActorID, ushort equipSlot, uint itemSlot) | ||||
|         { | ||||
|             byte[] data = new byte[PACKET_SIZE - 0x20]; | ||||
|  | ||||
| @@ -21,7 +21,7 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
|             { | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     binWriter.Write((UInt16)slot); | ||||
|                     binWriter.Write((UInt16)equipSlot); | ||||
|                     binWriter.Write((UInt32)itemSlot); | ||||
|                 } | ||||
|             } | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| using FFXIVClassic_Lobby_Server.packets; | ||||
| using FFXIVClassic_Map_Server.dataobjects; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| @@ -13,85 +14,33 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
|         public const ushort OPCODE = 0x14E; | ||||
|         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 EquipmentListX08Packet() | ||||
|         public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset) | ||||
|         { | ||||
|             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++) | ||||
|             using (MemoryStream mem = new MemoryStream(data)) | ||||
|             { | ||||
|                 if (equipment[i] == UNEQUIPPED) | ||||
|                     continue; | ||||
|  | ||||
|                 binWriter.Write((UInt16)i); | ||||
|                 binWriter.Write((UInt32)equipment[i]); | ||||
|  | ||||
|                 packetCount++; | ||||
|                 runningCount++; | ||||
|  | ||||
|                 //Create another packet | ||||
|                 if (runningCount >= 8) | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     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); | ||||
|                     int max; | ||||
|                     if (slotsToUpdate.Count - listOffset <= 8) | ||||
|                         max = slotsToUpdate.Count - listOffset; | ||||
|                     else | ||||
|                         max = 8; | ||||
|  | ||||
|                     for (int i = 0; i < max; i++) | ||||
|                     { | ||||
|                         binWriter.Write((UInt16)slotsToUpdate[i]); | ||||
|                         binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot); | ||||
|                         listOffset++; | ||||
|                     } | ||||
|  | ||||
|                     binWriter.Seek(0x30, SeekOrigin.Begin); | ||||
|                     binWriter.Write((UInt32)max); | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             //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; | ||||
|             return new SubPacket(OPCODE, playerActorId, playerActorId, data); | ||||
|         } | ||||
|  | ||||
|     } | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| using FFXIVClassic_Lobby_Server.packets; | ||||
| using FFXIVClassic_Map_Server.dataobjects; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| @@ -13,85 +14,31 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
|         public const ushort OPCODE = 0x14F; | ||||
|         public const uint PACKET_SIZE = 0x80; | ||||
|  | ||||
|         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 EquipmentListX16Packet() | ||||
|         public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset) | ||||
|         { | ||||
|             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++) | ||||
|             using (MemoryStream mem = new MemoryStream(data)) | ||||
|             { | ||||
|                 if (equipment[i] == UNEQUIPPED) | ||||
|                     continue; | ||||
|  | ||||
|                 binWriter.Write((UInt16)i); | ||||
|                 binWriter.Write((UInt32)equipment[i]); | ||||
|  | ||||
|                 packetCount++; | ||||
|                 runningCount++; | ||||
|  | ||||
|                 //Create another packet | ||||
|                 if (runningCount >= 16) | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     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); | ||||
|                     int max; | ||||
|                     if (slotsToUpdate.Count - listOffset <= 16) | ||||
|                         max = slotsToUpdate.Count - listOffset; | ||||
|                     else | ||||
|                         max = 16; | ||||
|  | ||||
|                     for (int i = 0; i < max; i++) | ||||
|                     { | ||||
|                         binWriter.Write((UInt16)slotsToUpdate[i]); | ||||
|                         binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot); | ||||
|                         listOffset++; | ||||
|                     } | ||||
|  | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             //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; | ||||
|             return new SubPacket(OPCODE, playerActorId, playerActorId, data); | ||||
|         } | ||||
|  | ||||
|     } | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| using FFXIVClassic_Lobby_Server.packets; | ||||
| using FFXIVClassic_Map_Server.dataobjects; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| @@ -13,86 +14,32 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
|         public const ushort OPCODE = 0x150; | ||||
|         public const uint PACKET_SIZE = 0xE0; | ||||
|  | ||||
|         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 EquipmentListX32Packet() | ||||
|         public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset) | ||||
|         { | ||||
|             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++) | ||||
|             using (MemoryStream mem = new MemoryStream(data)) | ||||
|             { | ||||
|                 if (equipment[i] == UNEQUIPPED) | ||||
|                     continue; | ||||
|  | ||||
|                 binWriter.Write((UInt16)i); | ||||
|                 binWriter.Write((UInt32)equipment[i]); | ||||
|  | ||||
|                 packetCount++; | ||||
|                 runningCount++; | ||||
|  | ||||
|                 //Create another packet | ||||
|                 if (runningCount >= 32) | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     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); | ||||
|                     int max; | ||||
|                     if (slotsToUpdate.Count - listOffset <= 32) | ||||
|                         max = slotsToUpdate.Count - listOffset; | ||||
|                     else | ||||
|                         max = 32; | ||||
|  | ||||
|                     for (int i = 0; i < max; i++) | ||||
|                     { | ||||
|                         binWriter.Write((UInt16)slotsToUpdate[i]); | ||||
|                         binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot); | ||||
|                         listOffset++; | ||||
|                     } | ||||
|  | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             //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; | ||||
|         } | ||||
|             return new SubPacket(OPCODE, playerActorId, playerActorId, data); | ||||
|         }     | ||||
|  | ||||
|     } | ||||
| } | ||||
|   | ||||
| @@ -1,4 +1,5 @@ | ||||
| using FFXIVClassic_Lobby_Server.packets; | ||||
| using FFXIVClassic_Map_Server.dataobjects; | ||||
| using System; | ||||
| using System.Collections.Generic; | ||||
| using System.IO; | ||||
| @@ -13,85 +14,31 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory | ||||
|         public const ushort OPCODE = 0x151; | ||||
|         public const uint PACKET_SIZE = 0x194; | ||||
|  | ||||
|         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 EquipmentListX64Packet() | ||||
|         public static SubPacket buildPacket(uint playerActorId, Item[] equipment, List<ushort> slotsToUpdate, ref int listOffset) | ||||
|         { | ||||
|             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++) | ||||
|             using (MemoryStream mem = new MemoryStream(data)) | ||||
|             { | ||||
|                 if (equipment[i] == UNEQUIPPED) | ||||
|                     continue; | ||||
|  | ||||
|                 binWriter.Write((UInt16)i); | ||||
|                 binWriter.Write((UInt32)equipment[i]); | ||||
|  | ||||
|                 packetCount++; | ||||
|                 runningCount++; | ||||
|  | ||||
|                 //Create another packet | ||||
|                 if (runningCount >= 64) | ||||
|                 using (BinaryWriter binWriter = new BinaryWriter(mem)) | ||||
|                 { | ||||
|                     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); | ||||
|                     int max; | ||||
|                     if (slotsToUpdate.Count - listOffset <= 64) | ||||
|                         max = slotsToUpdate.Count - listOffset; | ||||
|                     else | ||||
|                         max = 64; | ||||
|  | ||||
|                     for (int i = 0; i < max; i++) | ||||
|                     { | ||||
|                         binWriter.Write((UInt16)slotsToUpdate[i]); | ||||
|                         binWriter.Write((UInt32)equipment[slotsToUpdate[i]].slot); | ||||
|                         listOffset++; | ||||
|                     } | ||||
|  | ||||
|                 } | ||||
|             } | ||||
|  | ||||
|             //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; | ||||
|             return new SubPacket(OPCODE, playerActorId, playerActorId, data); | ||||
|         } | ||||
|  | ||||
|     } | ||||
|   | ||||
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