mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Add equip ability functions
Fix EquipAbility SQL query
This commit is contained in:
@@ -75,33 +75,33 @@ namespace FFXIVClassic_Map_Server.Actors
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this.statusEffects = new StatusEffects(this);
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}
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public SubPacket CreateAppearancePacket(uint playerActorId)
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public SubPacket CreateAppearancePacket()
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{
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SetActorAppearancePacket setappearance = new SetActorAppearancePacket(modelId, appearanceIds);
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return setappearance.BuildPacket(actorId, playerActorId);
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return setappearance.BuildPacket(actorId);
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}
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public SubPacket CreateInitStatusPacket(uint playerActorId)
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public SubPacket CreateInitStatusPacket()
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{
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return (SetActorStatusAllPacket.BuildPacket(actorId, playerActorId, charaWork.status));
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return (SetActorStatusAllPacket.BuildPacket(actorId, charaWork.status));
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}
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public SubPacket CreateSetActorIconPacket(uint playerActorId)
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public SubPacket CreateSetActorIconPacket()
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{
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return SetActorIconPacket.BuildPacket(actorId, playerActorId, currentActorIcon);
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return SetActorIconPacket.BuildPacket(actorId, currentActorIcon);
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}
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public SubPacket CreateIdleAnimationPacket(uint playerActorId)
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public SubPacket CreateIdleAnimationPacket()
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{
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return SetActorSubStatPacket.BuildPacket(actorId, playerActorId, 0, 0, 0, 0, 0, 0, animationId);
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return SetActorSubStatPacket.BuildPacket(actorId, 0, 0, 0, 0, 0, 0, animationId);
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}
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public void SetQuestGraphic(Player player, int graphicNum)
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{
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player.QueuePacket(SetActorQuestGraphicPacket.BuildPacket(player.actorId, actorId, graphicNum));
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player.QueuePacket(SetActorQuestGraphicPacket.BuildPacket(actorId, graphicNum));
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}
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public void SetCurrentContentGroup(ContentGroup group, Player player = null)
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public void SetCurrentContentGroup(ContentGroup group)
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{
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if (group != null)
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charaWork.currentContentGroup = group.GetTypeId();
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@@ -110,17 +110,21 @@ namespace FFXIVClassic_Map_Server.Actors
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currentContentGroup = group;
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if (player != null)
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{
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/currentContentGroup", this, actorId);
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propPacketUtil.AddProperty("charaWork.currentContentGroup");
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player.QueuePackets(propPacketUtil.Done());
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}
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/currentContentGroup", this);
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propPacketUtil.AddProperty("charaWork.currentContentGroup");
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zone.BroadcastPacketsAroundActor(this, propPacketUtil.Done());
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}
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public void PlayAnimation(uint animId)
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public void PlayAnimation(uint animId, bool onlySelf = false)
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{
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, actorId, animId));
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if (onlySelf)
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{
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if (this is Player)
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((Player)this).QueuePacket(PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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else
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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public void PathTo(float x, float y, float z, float stepSize = 0.70f, int maxPath = 40, float polyRadius = 0.0f)
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@@ -381,6 +385,15 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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public bool IsDead()
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{
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return currentMainState == SetActorStatePacket.MAIN_STATE_DEAD || currentMainState == SetActorStatePacket.MAIN_STATE_DEAD2;
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}
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public bool IsAlive()
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{
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return !IsDead();
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}
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}
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}
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@@ -4,16 +4,245 @@ using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic.Common;
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// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
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namespace FFXIVClassic_Map_Server.actors.chara.ai
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{
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/// <summary> todo: what even do i summarise this as? </summary>
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[Flags]
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enum TargetFindFlags
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{
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None,
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/// <summary> Able to target <see cref="Player"/>s even if not in target's party </summary>
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All,
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/// <summary> Able to target all <see cref="Player"/>s in target's party/alliance </summary>
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Alliance,
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/// <summary> Able to target any <see cref="Pet"/> in target's party/alliance </summary>
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Pets,
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/// <summary> Target all in zone, regardless of distance </summary>
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ZoneWide,
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/// <summary> Able to target dead <see cref="Player"/>s </summary>
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Dead,
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}
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/// <summary> Targeting from/to different entity types </summary>
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enum TargetFindCharacterType
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{
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None,
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/// <summary> Player can target all <see cref="Player">s in party </summary>
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PlayerToPlayer,
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/// <summary> Player can target all <see cref="BattleNpc"/>s (excluding player owned <see cref="Pet"/>s) </summary>
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PlayerToBattleNpc,
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/// <summary> BattleNpc can target other <see cref="BattleNpc"/>s </summary>
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BattleNpcToBattleNpc,
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/// <summary> BattleNpc can target <see cref="Player"/>s and their <see cref="Pet"/>s </summary>
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BattleNpcToPlayer,
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}
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/// <summary> Type of AOE region to create </summary>
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enum TargetFindAOEType
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{
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None,
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/// <summary> Really a cylinder, uses extents parameter in SetAOEType </summary>
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Circle,
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/// <summary> Create a cone with angle in radians </summary>
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Cone,
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/// <summary> Box using self/target coords and </summary>
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Box
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}
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/// <summary> Set AOE around self or target </summary>
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enum TargetFindAOERadiusType
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{
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/// <summary> Set AOE's origin at target's position </summary>
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Target,
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/// <summary> Set AOE's origin to own position. </summary>
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Self
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}
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/// <summary> Target finding helper class </summary>
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class TargetFind
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{
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private Character owner;
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private Character target;
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private TargetFindCharacterType findType;
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private TargetFindFlags findFlags;
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private TargetFindAOEType aoeType;
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private TargetFindAOERadiusType radiusType;
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private Vector3 targetPosition;
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private float extents;
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private float angle;
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private List<Character> targets;
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public TargetFind(Character owner)
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{
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this.owner = owner;
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Reset();
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}
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public void Reset()
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{
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this.target = null;
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this.findType = TargetFindCharacterType.None;
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this.findFlags = TargetFindFlags.None;
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this.aoeType = TargetFindAOEType.None;
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this.radiusType = TargetFindAOERadiusType.Self;
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this.targetPosition = null;
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this.extents = 0.0f;
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this.angle = 0.0f;
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this.targets = new List<Character>();
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}
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/// <summary>
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/// Call this before <see cref="FindWithinArea"/> <para/>
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/// </summary>
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/// <param name="extents">
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/// <see cref="TargetFindAOEType.Circle"/> - radius of circle <para/>
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/// <see cref="TargetFindAOEType.Cone"/> - height of cone <para/>
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/// <see cref="TargetFindAOEType.Box"/> - width of box / 2
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/// </param>
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/// <param name="angle"> Angle in radians of cone </param>
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public void SetAOEType(TargetFindAOERadiusType radiusType, TargetFindAOEType aoeType, float extents = -1.0f, float angle = -1.0f)
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{
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this.radiusType = TargetFindAOERadiusType.Target;
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this.aoeType = aoeType;
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this.extents = extents != -1.0f ? extents : 0.0f;
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this.angle = angle != -1.0f ? angle : 0.0f;
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}
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/// <summary>
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/// Find and try to add a single target to target list
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/// </summary>
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public void FindTarget(Character target, TargetFindFlags flags)
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{
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findFlags = flags;
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this.target = null;
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// todo: maybe this should only be set if successfully added?
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this.targetPosition = target.GetPosAsVector3();
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AddTarget(target, false);
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}
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/// <summary>
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/// <para> Call SetAOEType before calling this </para>
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/// Find targets within area set by <see cref="SetAOEType"/>
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/// </summary>
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/// <param name="withPet">Include pets?</param>
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public void FindWithinArea(Character target, TargetFindFlags flags, bool withPet)
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{
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// todo: maybe we should keep a snapshot which is only updated on each tick for consistency
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// are we creating aoe circles around target or self
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if ((aoeType & TargetFindAOEType.Circle) != 0 && radiusType != TargetFindAOERadiusType.Self)
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this.targetPosition = owner.GetPosAsVector3();
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else
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this.targetPosition = new Vector3(target.positionX, target.positionY, target.positionZ);
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this.findFlags = flags;
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if (aoeType == TargetFindAOEType.Box)
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{
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FindWithinBox(withPet);
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}
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else if (aoeType == TargetFindAOEType.Circle)
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{
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FindWithinCircle(withPet);
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}
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}
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/// <summary>
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/// Find targets within a box using owner's coordinates and target's coordinates as length
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/// with corners being `extents` yalms to either side of self and target
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/// </summary>
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private void FindWithinBox(bool withPet)
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{
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// todo: loop over party members
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if ((findFlags & TargetFindFlags.All) != 0)
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{
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// if we have flag set to hit all characters in zone, do it
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// todo: make the distance check modifiable
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
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var myPos = owner.GetPosAsVector3();
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var angle = Vector3.GetAngle(myPos, targetPosition);
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// todo: actually check this works..
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var myCorner = myPos.NewHorizontalVector(angle, extents);
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var myCorner2 = myPos.NewHorizontalVector(angle, -extents);
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var targetCorner = targetPosition.NewHorizontalVector(angle, extents);
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var targetCorner2 = targetPosition.NewHorizontalVector(angle, -extents);
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foreach (Character actor in actors)
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{
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// dont wanna add static actors
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if (actor is Player || actor is BattleNpc)
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{
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if (actor.GetPosAsVector3().IsWithinBox(myCorner2, targetCorner))
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{
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if (CanTarget(actor))
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AddTarget(actor, withPet);
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}
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}
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}
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}
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}
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/// <summary>
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/// Find targets within circle area. <para/>
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/// As the name implies, it only checks horizontal coords, not vertical -
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/// effectively creating cylinder with infinite height
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/// </summary>
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private void FindWithinCircle(bool withPet)
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{
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var actors = (findFlags & TargetFindFlags.ZoneWide) != 0 ? owner.zone.GetAllActors() : owner.zone.GetActorsAroundActor(owner, 30);
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foreach (Character target in actors)
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{
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if (target is Player || target is BattleNpc)
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{
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if (target.GetPosAsVector3().IsWithinCircle(targetPosition, extents))
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AddTarget(target, withPet);
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}
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}
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}
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private void AddTarget(Character target, bool withPet)
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{
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if (CanTarget(target))
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{
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// todo: add pets too
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targets.Add(target);
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}
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}
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private void AddAllInParty(Character target, bool withPet)
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{
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// todo:
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}
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private void AddAllInAlliance(Character target, bool withPet)
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{
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// todo:
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}
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public bool CanTarget(Character target)
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{
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// already targeted, dont target again
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if (targets.Contains(target))
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return false;
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// cant target dead
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if ((findFlags & TargetFindFlags.Dead) == 0 && target.IsDead())
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return false;
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// cant target if player is zoning
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if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
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return false;
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return true;
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}
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}
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}
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@@ -127,27 +127,18 @@ namespace FFXIVClassic_Map_Server.Actors
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GenerateActorName((int)actorNumber);
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}
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public SubPacket CreateAddActorPacket(uint playerActorId)
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public SubPacket CreateAddActorPacket()
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{
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return AddActorPacket.BuildPacket(actorId, playerActorId, 8);
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return AddActorPacket.BuildPacket(actorId, 8);
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}
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int val = 0x0b00;
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// actorClassId, [], [], numBattleCommon, [battleCommon], numEventCommon, [eventCommon], args for either initForBattle/initForEvent
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public override SubPacket CreateScriptBindPacket(uint playerActorId)
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public override SubPacket CreateScriptBindPacket(Player player)
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{
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List<LuaParam> lParams;
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Player player = Server.GetWorldManager().GetPCInWorld(playerActorId);
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lParams = LuaEngine.GetInstance().CallLuaFunctionForReturn(player, this, "init", false);
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if (uniqueIdentifier.Equals("1"))
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{
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lParams[5].value = val;
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val++;
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player.SendMessage(0x20, "", String.Format("ID is now: 0x{0:X}", val));
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}
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if (lParams != null && lParams.Count >= 3 && lParams[2].typeID == 0 && (int)lParams[2].value == 0)
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isStatic = true;
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else
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@@ -162,8 +153,8 @@ namespace FFXIVClassic_Map_Server.Actors
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string classNameFake = "PopulaceStandard";
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lParams = LuaUtils.CreateLuaParamList(classPathFake, false, false, false, false, false, 0xF47F6, false, false, 0, 0);
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isStatic = true;
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//ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, classNameFake, lParams).DebugPrintSubPacket();
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return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, classNameFake, lParams);
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//ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams).DebugPrintSubPacket();
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return ActorInstantiatePacket.BuildPacket(actorId, actorName, classNameFake, lParams);
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}
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else
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{
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@@ -176,37 +167,37 @@ namespace FFXIVClassic_Map_Server.Actors
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lParams.Insert(6, new LuaParam(0, (int)actorClassId));
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}
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//ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, className, lParams).DebugPrintSubPacket();
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return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, className, lParams);
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//ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams).DebugPrintSubPacket();
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return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams);
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}
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public override BasePacket GetSpawnPackets(uint playerActorId, ushort spawnType)
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public override List<SubPacket> GetSpawnPackets(Player player, ushort spawnType)
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{
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List<SubPacket> subpackets = new List<SubPacket>();
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subpackets.Add(CreateAddActorPacket(playerActorId));
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subpackets.AddRange(GetEventConditionPackets(playerActorId));
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subpackets.Add(CreateSpeedPacket(playerActorId));
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subpackets.Add(CreateSpawnPositonPacket(playerActorId, 0x0));
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subpackets.Add(CreateAddActorPacket());
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subpackets.AddRange(GetEventConditionPackets());
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subpackets.Add(CreateSpeedPacket());
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subpackets.Add(CreateSpawnPositonPacket(0x0));
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if (isMapObj)
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subpackets.Add(_0xD8Packet.BuildPacket(actorId, playerActorId, instance, layout));
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subpackets.Add(SetActorBGPropertiesPacket.BuildPacket(actorId, instance, layout));
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else
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subpackets.Add(CreateAppearancePacket(playerActorId));
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subpackets.Add(CreateAppearancePacket());
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subpackets.Add(CreateNamePacket(playerActorId));
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subpackets.Add(CreateStatePacket(playerActorId));
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subpackets.Add(CreateIdleAnimationPacket(playerActorId));
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subpackets.Add(CreateInitStatusPacket(playerActorId));
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subpackets.Add(CreateSetActorIconPacket(playerActorId));
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subpackets.Add(CreateIsZoneingPacket(playerActorId));
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subpackets.Add(CreateScriptBindPacket(playerActorId));
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subpackets.Add(CreateNamePacket());
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subpackets.Add(CreateStatePacket());
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subpackets.Add(CreateIdleAnimationPacket());
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subpackets.Add(CreateInitStatusPacket());
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subpackets.Add(CreateSetActorIconPacket());
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subpackets.Add(CreateIsZoneingPacket());
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subpackets.Add(CreateScriptBindPacket(player));
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return BasePacket.CreatePacket(subpackets, true, false);
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return subpackets;
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}
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public override BasePacket GetInitPackets(uint playerActorId)
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public override List<SubPacket> GetInitPackets()
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{
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("/_init", this, playerActorId);
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("/_init", this);
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//Potential
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propPacketUtil.AddProperty("charaWork.battleSave.potencial");
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@@ -260,7 +251,7 @@ namespace FFXIVClassic_Map_Server.Actors
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propPacketUtil.AddProperty("npcWork.pushCommandPriority");
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}
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||||
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||||
return BasePacket.CreatePacket(propPacketUtil.Done(), true, false);
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return propPacketUtil.Done();
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||||
}
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public string GetUniqueId()
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@@ -276,7 +267,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public void ChangeNpcAppearance(uint id)
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||||
{
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||||
LoadNpcAppearance(id);
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||||
zone.BroadcastPacketAroundActor(this, CreateAppearancePacket(actorId));
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||||
zone.BroadcastPacketAroundActor(this, CreateAppearancePacket());
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||||
}
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||||
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||||
public void LoadNpcAppearance(uint id)
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||||
@@ -394,10 +385,16 @@ 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 Update(DateTime tick)
|
||||
|
||||
public void Despawn()
|
||||
{
|
||||
zone.DespawnActor(this);
|
||||
}
|
||||
|
||||
public void Update(double deltaTime)
|
||||
{
|
||||
var deltaTime = (tick - aiContainer.GetLatestUpdate()).Milliseconds;
|
||||
LuaEngine.GetInstance().CallLuaFunction(null, this, "onUpdate", true, deltaTime);
|
||||
|
@@ -63,24 +63,24 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
}
|
||||
}
|
||||
|
||||
toPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, toPlayer.actorId, 0x23, Inventory.EQUIPMENT_OTHERPLAYER));
|
||||
toPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, 0x23, Inventory.EQUIPMENT_OTHERPLAYER));
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (items.Count - currentIndex >= 16)
|
||||
toPlayer.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, toPlayer.actorId, items, ref currentIndex));
|
||||
toPlayer.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex > 1)
|
||||
toPlayer.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, toPlayer.actorId, items, ref currentIndex));
|
||||
toPlayer.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex == 1)
|
||||
{
|
||||
toPlayer.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, toPlayer.actorId, items[currentIndex]));
|
||||
toPlayer.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
toPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId, toPlayer.actorId));
|
||||
toPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SendFullEquipment(bool DoClear)
|
||||
|
@@ -1,5 +1,5 @@
|
||||
|
||||
using FFXIVClassic.Common;
|
||||
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
|
||||
@@ -92,14 +92,14 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
if (!IsSpaceForAdd(itemId, quantity))
|
||||
return false;
|
||||
|
||||
Item gItem = Server.GetItemGamedata(itemId);
|
||||
ItemData gItem = Server.GetItemGamedata(itemId);
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
List<SubPacket> addItemPackets = new List<SubPacket>();
|
||||
|
||||
|
||||
if (gItem == null)
|
||||
{
|
||||
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
|
||||
return false;
|
||||
return false;
|
||||
}
|
||||
|
||||
//Check if item id exists
|
||||
@@ -175,7 +175,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
//New item that spilled over
|
||||
for (int i = 0; i < itemId.Length; i++)
|
||||
{
|
||||
Item gItem = Server.GetItemGamedata(itemId[i]);
|
||||
ItemData gItem = Server.GetItemGamedata(itemId[i]);
|
||||
InventoryItem addedItem = Database.AddItem(owner, itemId[i], 1, (byte)1, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
|
||||
list.Add(addedItem);
|
||||
}
|
||||
@@ -457,7 +457,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
Item gItem = Server.GetItemGamedata(item.itemId);
|
||||
ItemData gItem = Server.GetItemGamedata(item.itemId);
|
||||
if (item.itemId == itemId && item.quantity < gItem.maxStack)
|
||||
{
|
||||
quantityCount -= (gItem.maxStack - item.quantity);
|
||||
|
@@ -211,11 +211,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
charaWork.command[12] = 0xA0F00000 | 22012;
|
||||
charaWork.command[13] = 0xA0F00000 | 22013;
|
||||
charaWork.command[14] = 0xA0F00000 | 29497;
|
||||
charaWork.command[15] = 0xA0F00000 | 22015;
|
||||
|
||||
charaWork.command[32] = 0xA0F00000 | 27191;
|
||||
charaWork.command[33] = 0xA0F00000 | 22302;
|
||||
charaWork.command[34] = 0xA0F00000 | 28466;
|
||||
charaWork.command[15] = 0xA0F00000 | 22015;
|
||||
|
||||
charaWork.commandAcquired[27150 - 26000] = true;
|
||||
|
||||
@@ -235,13 +231,9 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
charaWork.commandCategory[0] = 1;
|
||||
charaWork.commandCategory[1] = 1;
|
||||
charaWork.commandCategory[32] = 1;
|
||||
charaWork.commandCategory[33] = 1;
|
||||
charaWork.commandCategory[34] = 1;
|
||||
|
||||
charaWork.parameterSave.commandSlot_compatibility[0] = true;
|
||||
charaWork.parameterSave.commandSlot_compatibility[1] = true;
|
||||
charaWork.parameterSave.commandSlot_compatibility[32] = true;
|
||||
|
||||
charaWork.commandBorder = 0x20;
|
||||
|
||||
@@ -253,17 +245,17 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
this.aiContainer = new AIContainer(this, new PlayerController(this), null, new TargetFind(this));
|
||||
}
|
||||
|
||||
public List<SubPacket> Create0x132Packets(uint playerActorId)
|
||||
public List<SubPacket> Create0x132Packets()
|
||||
{
|
||||
List<SubPacket> packets = new List<SubPacket>();
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0xB, "commandForced"));
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0xA, "commandDefault"));
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0x6, "commandWeak"));
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0x4, "commandContent"));
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0x6, "commandJudgeMode"));
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0x100, "commandRequest"));
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0x100, "widgetCreate"));
|
||||
packets.Add(_0x132Packet.BuildPacket(playerActorId, 0x100, "macroRequest"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0xB, "commandForced"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0xA, "commandDefault"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0x6, "commandWeak"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0x4, "commandContent"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0x6, "commandJudgeMode"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0x100, "commandRequest"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0x100, "widgetCreate"));
|
||||
packets.Add(_0x132Packet.BuildPacket(actorId, 0x100, "macroRequest"));
|
||||
return packets;
|
||||
}
|
||||
|
||||
@@ -276,12 +268,12 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
* Unknown - Number
|
||||
* Unknown - Bool
|
||||
* Timer Array - 20 Number
|
||||
*/
|
||||
|
||||
public override SubPacket CreateScriptBindPacket(uint playerActorId)
|
||||
*/
|
||||
|
||||
public override SubPacket CreateScriptBindPacket(Player requestPlayer)
|
||||
{
|
||||
List<LuaParam> lParams;
|
||||
if (IsMyPlayer(playerActorId))
|
||||
if (IsMyPlayer(requestPlayer.actorId))
|
||||
{
|
||||
if (loginInitDirector != null)
|
||||
lParams = LuaUtils.CreateLuaParamList("/Chara/Player/Player_work", false, false, true, loginInitDirector, true, 0, false, timers, true);
|
||||
@@ -291,69 +283,74 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
else
|
||||
lParams = LuaUtils.CreateLuaParamList("/Chara/Player/Player_work", false, false, false, false, false, true);
|
||||
|
||||
ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, className, lParams).DebugPrintSubPacket();
|
||||
ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams).DebugPrintSubPacket();
|
||||
|
||||
return ActorInstantiatePacket.BuildPacket(actorId, playerActorId, actorName, className, lParams);
|
||||
return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams);
|
||||
}
|
||||
|
||||
public override BasePacket GetSpawnPackets(uint playerActorId, ushort spawnType)
|
||||
public override List<SubPacket> GetSpawnPackets(Player requestPlayer, ushort spawnType)
|
||||
{
|
||||
List<SubPacket> subpackets = new List<SubPacket>();
|
||||
subpackets.Add(CreateAddActorPacket(playerActorId, 8));
|
||||
if (IsMyPlayer(playerActorId))
|
||||
subpackets.AddRange(Create0x132Packets(playerActorId));
|
||||
subpackets.Add(CreateSpeedPacket(playerActorId));
|
||||
subpackets.Add(CreateSpawnPositonPacket(playerActorId, spawnType));
|
||||
subpackets.Add(CreateAppearancePacket(playerActorId));
|
||||
subpackets.Add(CreateNamePacket(playerActorId));
|
||||
subpackets.Add(_0xFPacket.BuildPacket(playerActorId, playerActorId));
|
||||
subpackets.Add(CreateStatePacket(playerActorId));
|
||||
subpackets.Add(CreateIdleAnimationPacket(playerActorId));
|
||||
subpackets.Add(CreateInitStatusPacket(playerActorId));
|
||||
subpackets.Add(CreateSetActorIconPacket(playerActorId));
|
||||
subpackets.Add(CreateIsZoneingPacket(playerActorId));
|
||||
subpackets.AddRange(CreatePlayerRelatedPackets(playerActorId));
|
||||
subpackets.Add(CreateScriptBindPacket(playerActorId));
|
||||
return BasePacket.CreatePacket(subpackets, true, false);
|
||||
subpackets.Add(CreateAddActorPacket(8));
|
||||
if (IsMyPlayer(requestPlayer.actorId))
|
||||
subpackets.AddRange(Create0x132Packets());
|
||||
subpackets.Add(CreateSpeedPacket());
|
||||
subpackets.Add(CreateSpawnPositonPacket(this, spawnType));
|
||||
subpackets.Add(CreateAppearancePacket());
|
||||
subpackets.Add(CreateNamePacket());
|
||||
subpackets.Add(_0xFPacket.BuildPacket(actorId));
|
||||
subpackets.Add(CreateStatePacket());
|
||||
subpackets.Add(CreateIdleAnimationPacket());
|
||||
subpackets.Add(CreateInitStatusPacket());
|
||||
subpackets.Add(CreateSetActorIconPacket());
|
||||
subpackets.Add(CreateIsZoneingPacket());
|
||||
subpackets.AddRange(CreatePlayerRelatedPackets(requestPlayer.actorId));
|
||||
subpackets.Add(CreateScriptBindPacket(requestPlayer));
|
||||
return subpackets;
|
||||
}
|
||||
|
||||
public List<SubPacket> CreatePlayerRelatedPackets(uint playerActorId)
|
||||
public List<SubPacket> CreatePlayerRelatedPackets(uint requestingPlayerActorId)
|
||||
{
|
||||
List<SubPacket> subpackets = new List<SubPacket>();
|
||||
|
||||
if (gcCurrent != 0)
|
||||
subpackets.Add(SetGrandCompanyPacket.BuildPacket(actorId, playerActorId, gcCurrent, gcRankLimsa, gcRankGridania, gcRankUldah));
|
||||
subpackets.Add(SetGrandCompanyPacket.BuildPacket(actorId, gcCurrent, gcRankLimsa, gcRankGridania, gcRankUldah));
|
||||
|
||||
if (currentTitle != 0)
|
||||
subpackets.Add(SetPlayerTitlePacket.BuildPacket(actorId, playerActorId, currentTitle));
|
||||
subpackets.Add(SetPlayerTitlePacket.BuildPacket(actorId, currentTitle));
|
||||
|
||||
if (currentJob != 0)
|
||||
subpackets.Add(SetCurrentJobPacket.BuildPacket(actorId, playerActorId, currentJob));
|
||||
|
||||
if (IsMyPlayer(playerActorId))
|
||||
subpackets.Add(SetCurrentJobPacket.BuildPacket(actorId, currentJob));
|
||||
|
||||
if (IsMyPlayer(requestingPlayerActorId))
|
||||
{
|
||||
subpackets.Add(SetSpecialEventWorkPacket.BuildPacket(playerActorId, playerActorId));
|
||||
subpackets.Add(SetSpecialEventWorkPacket.BuildPacket(actorId));
|
||||
|
||||
if (hasChocobo && chocoboName != null && !chocoboName.Equals(""))
|
||||
{
|
||||
subpackets.Add(SetChocoboNamePacket.BuildPacket(actorId, playerActorId, chocoboName));
|
||||
subpackets.Add(SetHasChocoboPacket.BuildPacket(playerActorId, hasChocobo));
|
||||
subpackets.Add(SetChocoboNamePacket.BuildPacket(actorId, chocoboName));
|
||||
subpackets.Add(SetHasChocoboPacket.BuildPacket(actorId, hasChocobo));
|
||||
}
|
||||
|
||||
if (hasGoobbue)
|
||||
subpackets.Add(SetHasGoobbuePacket.BuildPacket(playerActorId, hasGoobbue));
|
||||
subpackets.Add(SetHasGoobbuePacket.BuildPacket(actorId, hasGoobbue));
|
||||
|
||||
subpackets.Add(SetAchievementPointsPacket.BuildPacket(playerActorId, achievementPoints));
|
||||
subpackets.Add(SetAchievementPointsPacket.BuildPacket(actorId, achievementPoints));
|
||||
subpackets.Add(Database.GetLatestAchievements(this));
|
||||
subpackets.Add(Database.GetAchievementsPacket(this));
|
||||
}
|
||||
|
||||
if (mountState == 1)
|
||||
subpackets.Add(SetCurrentMountChocoboPacket.BuildPacket(actorId, chocoboAppearance));
|
||||
else if (mountState == 2)
|
||||
subpackets.Add(SetCurrentMountGoobbuePacket.BuildPacket(actorId, 1));
|
||||
|
||||
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);
|
||||
|
||||
propPacketUtil.AddProperty("charaWork.eventSave.bazaarTax");
|
||||
propPacketUtil.AddProperty("charaWork.battleSave.potencial");
|
||||
@@ -498,7 +495,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
propPacketUtil.AddProperty("playerWork.birthdayDay");
|
||||
propPacketUtil.AddProperty("playerWork.initialTown");
|
||||
|
||||
return BasePacket.CreatePacket(propPacketUtil.Done(), true, false);
|
||||
return propPacketUtil.Done();
|
||||
}
|
||||
|
||||
public void SendSeamlessZoneInPackets()
|
||||
@@ -509,14 +506,14 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void SendZoneInPackets(WorldManager world, ushort spawnType)
|
||||
{
|
||||
QueuePacket(SetActorIsZoningPacket.BuildPacket(actorId, actorId, false));
|
||||
QueuePacket(SetActorIsZoningPacket.BuildPacket(actorId, false));
|
||||
QueuePacket(_0x10Packet.BuildPacket(actorId, 0xFF));
|
||||
QueuePacket(SetMusicPacket.BuildPacket(actorId, zone.bgmDay, 0x01));
|
||||
QueuePacket(SetWeatherPacket.BuildPacket(actorId, SetWeatherPacket.WEATHER_CLEAR, 1));
|
||||
|
||||
|
||||
QueuePacket(SetMapPacket.BuildPacket(actorId, zone.regionId, zone.actorId));
|
||||
|
||||
QueuePacket(GetSpawnPackets(actorId, spawnType));
|
||||
QueuePackets(GetSpawnPackets(this, spawnType));
|
||||
//GetSpawnPackets(actorId, spawnType).DebugPrintPacket();
|
||||
|
||||
#region Inventory & Equipment
|
||||
@@ -527,18 +524,18 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
inventories[Inventory.BAZAAR].SendFullInventory();
|
||||
inventories[Inventory.MELDREQUEST].SendFullInventory();
|
||||
inventories[Inventory.LOOT].SendFullInventory();
|
||||
equipment.SendFullEquipment(false);
|
||||
playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId), true, false);
|
||||
equipment.SendFullEquipment(false);
|
||||
playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
||||
#endregion
|
||||
|
||||
playerSession.QueuePacket(GetInitPackets(actorId));
|
||||
playerSession.QueuePacket(GetInitPackets());
|
||||
|
||||
List<SubPacket> areaMasterSpawn = zone.GetSpawnPackets();
|
||||
List<SubPacket> debugSpawn = world.GetDebugActor().GetSpawnPackets();
|
||||
List<SubPacket> worldMasterSpawn = world.GetActor().GetSpawnPackets();
|
||||
|
||||
BasePacket areaMasterSpawn = zone.GetSpawnPackets(actorId);
|
||||
BasePacket debugSpawn = world.GetDebugActor().GetSpawnPackets(actorId);
|
||||
BasePacket worldMasterSpawn = world.GetActor().GetSpawnPackets(actorId);
|
||||
|
||||
playerSession.QueuePacket(areaMasterSpawn);
|
||||
playerSession.QueuePacket(debugSpawn);
|
||||
playerSession.QueuePacket(debugSpawn);
|
||||
playerSession.QueuePacket(worldMasterSpawn);
|
||||
|
||||
//Inn Packets (Dream, Cutscenes, Armoire)
|
||||
@@ -555,17 +552,15 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
}
|
||||
|
||||
if (zone.GetWeatherDirector() != null)
|
||||
{
|
||||
BasePacket weatherDirectorSpawn = zone.GetWeatherDirector().GetSpawnPackets(actorId);
|
||||
playerSession.QueuePacket(weatherDirectorSpawn);
|
||||
{
|
||||
playerSession.QueuePacket(zone.GetWeatherDirector().GetSpawnPackets());
|
||||
}
|
||||
|
||||
|
||||
|
||||
foreach (Director director in ownedDirectors)
|
||||
{
|
||||
director.GetSpawnPackets(actorId).DebugPrintPacket();
|
||||
QueuePacket(director.GetSpawnPackets(actorId));
|
||||
QueuePacket(director.GetInitPackets(actorId));
|
||||
QueuePackets(director.GetSpawnPackets());
|
||||
QueuePackets(director.GetInitPackets());
|
||||
}
|
||||
|
||||
if (currentContentGroup != null)
|
||||
@@ -598,32 +593,26 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public bool IsMyPlayer(uint otherActorId)
|
||||
{
|
||||
return actorId == otherActorId;
|
||||
}
|
||||
|
||||
public void QueuePacket(BasePacket packet)
|
||||
}
|
||||
|
||||
public void QueuePacket(SubPacket packet)
|
||||
{
|
||||
playerSession.QueuePacket(packet);
|
||||
}
|
||||
|
||||
public void QueuePacket(SubPacket packet)
|
||||
public void QueuePackets(List<SubPacket> packets)
|
||||
{
|
||||
playerSession.QueuePacket(packet, true, false);
|
||||
}
|
||||
|
||||
public void QueuePackets(List<SubPacket> packets)
|
||||
{
|
||||
foreach (SubPacket subpacket in packets)
|
||||
playerSession.QueuePacket(subpacket, true, false);
|
||||
playerSession.QueuePacket(packets);
|
||||
}
|
||||
|
||||
public void SendPacket(string path)
|
||||
{
|
||||
try
|
||||
{
|
||||
BasePacket packet = new BasePacket(path);
|
||||
// BasePacket packet = new BasePacket(path);
|
||||
|
||||
packet.ReplaceActorID(actorId);
|
||||
QueuePacket(packet);
|
||||
//packet.ReplaceActorID(actorId);
|
||||
//QueuePacket(packet);
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
@@ -633,13 +622,19 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void BroadcastPacket(SubPacket packet, bool sendToSelf)
|
||||
{
|
||||
if (sendToSelf)
|
||||
{
|
||||
SubPacket clonedPacket = new SubPacket(packet, actorId);
|
||||
QueuePacket(clonedPacket);
|
||||
}
|
||||
|
||||
foreach (Actor a in playerSession.actorInstanceList)
|
||||
{
|
||||
if (a is Player)
|
||||
{
|
||||
Player p = (Player)a;
|
||||
|
||||
if (p.Equals(this) && !sendToSelf)
|
||||
if (p.Equals(this))
|
||||
continue;
|
||||
|
||||
SubPacket clonedPacket = new SubPacket(packet, a.actorId);
|
||||
@@ -659,14 +654,14 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
{
|
||||
if (flag)
|
||||
{
|
||||
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, actorId, SetActorIconPacket.DISCONNECTING), true);
|
||||
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, SetActorIconPacket.DISCONNECTING), true);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (isGM)
|
||||
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, actorId, SetActorIconPacket.ISGM), true);
|
||||
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, SetActorIconPacket.ISGM), true);
|
||||
else
|
||||
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, actorId, 0), true);
|
||||
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, 0), true);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -719,7 +714,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void SendMessage(uint logType, string sender, string message)
|
||||
{
|
||||
QueuePacket(SendMessagePacket.BuildPacket(actorId, actorId, logType, sender, message));
|
||||
QueuePacket(SendMessagePacket.BuildPacket(actorId, logType, sender, message));
|
||||
}
|
||||
|
||||
public void Logout()
|
||||
@@ -756,19 +751,18 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
QueuePacket(SetMusicPacket.BuildPacket(actorId, musicId, 1));
|
||||
}
|
||||
|
||||
public void SendChocoboAppearance()
|
||||
public void SendMountAppearance()
|
||||
{
|
||||
BroadcastPacket(SetCurrentMountChocoboPacket.BuildPacket(actorId, chocoboAppearance), true);
|
||||
}
|
||||
|
||||
public void SendGoobbueAppearance()
|
||||
{
|
||||
BroadcastPacket(SetCurrentMountGoobbuePacket.BuildPacket(actorId, 1), true);
|
||||
if (mountState == 1)
|
||||
BroadcastPacket(SetCurrentMountChocoboPacket.BuildPacket(actorId, chocoboAppearance), true);
|
||||
else if (mountState == 2)
|
||||
BroadcastPacket(SetCurrentMountGoobbuePacket.BuildPacket(actorId, 1), true);
|
||||
}
|
||||
|
||||
public void SetMountState(byte mountState)
|
||||
{
|
||||
this.mountState = mountState;
|
||||
SendMountAppearance();
|
||||
}
|
||||
|
||||
public byte GetMountState()
|
||||
@@ -778,41 +772,41 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void DoEmote(uint targettedActor, uint animId, uint descId)
|
||||
{
|
||||
BroadcastPacket(ActorDoEmotePacket.BuildPacket(actorId, actorId, targettedActor, animId, descId), true);
|
||||
BroadcastPacket(ActorDoEmotePacket.BuildPacket(actorId, targettedActor, animId, descId), true);
|
||||
}
|
||||
|
||||
public void SendGameMessage(Actor sourceActor, Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
|
||||
{
|
||||
if (msgParams == null || msgParams.Length == 0)
|
||||
{
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, sourceActor.actorId, textIdOwner.actorId, textId, log));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, sourceActor.actorId, textIdOwner.actorId, textId, log));
|
||||
}
|
||||
else
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, sourceActor.actorId, textIdOwner.actorId, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, sourceActor.actorId, textIdOwner.actorId, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
}
|
||||
|
||||
public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, params object[] msgParams)
|
||||
{
|
||||
if (msgParams == null || msgParams.Length == 0)
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, log));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, log));
|
||||
else
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
}
|
||||
|
||||
public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, string customSender, params object[] msgParams)
|
||||
public void SendGameMessageCustomSender(Actor textIdOwner, ushort textId, byte log, string customSender, params object[] msgParams)
|
||||
{
|
||||
if (msgParams == null || msgParams.Length == 0)
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, customSender, log));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, customSender, log));
|
||||
else
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, customSender, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, customSender, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
}
|
||||
|
||||
public void SendGameMessage(Actor textIdOwner, ushort textId, byte log, uint displayId, params object[] msgParams)
|
||||
public void SendGameMessageDisplayIDSender(Actor textIdOwner, ushort textId, byte log, uint displayId, params object[] msgParams)
|
||||
{
|
||||
if (msgParams == null || msgParams.Length == 0)
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, displayId, log));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, displayId, log));
|
||||
else
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, actorId, textIdOwner.actorId, textId, displayId, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, displayId, log, LuaUtils.CreateLuaParamList(msgParams)));
|
||||
}
|
||||
|
||||
public void BroadcastWorldMessage(ushort worldMasterId, params object[] msgParams)
|
||||
@@ -847,7 +841,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void SendAppearance()
|
||||
{
|
||||
BroadcastPacket(CreateAppearancePacket(actorId), true);
|
||||
BroadcastPacket(CreateAppearancePacket(), true);
|
||||
}
|
||||
|
||||
public void SendCharaExpInfo()
|
||||
@@ -879,7 +873,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
charaInfo1.AddTarget();
|
||||
|
||||
QueuePacket(charaInfo1.BuildPacket(actorId, actorId));
|
||||
QueuePacket(charaInfo1.BuildPacket(actorId));
|
||||
}
|
||||
else if (lastStep == 1)
|
||||
{
|
||||
@@ -910,7 +904,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
charaInfo1.AddTarget();
|
||||
|
||||
QueuePacket(charaInfo1.BuildPacket(actorId, actorId));
|
||||
QueuePacket(charaInfo1.BuildPacket(actorId));
|
||||
}
|
||||
|
||||
}
|
||||
@@ -964,16 +958,18 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
charaWork.parameterSave.state_mainSkill[0] = classId;
|
||||
charaWork.parameterSave.state_mainSkillLevel = charaWork.battleSave.skillLevel[classId-1];
|
||||
|
||||
Database.LoadHotbar(this);
|
||||
playerWork.restBonusExpRate = 0.0f;
|
||||
|
||||
ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("charaWork/stateForAll", this, actorId);
|
||||
ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("charaWork/stateForAll", this);
|
||||
|
||||
propertyBuilder.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
|
||||
propertyBuilder.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
|
||||
propertyBuilder.NewTarget("playerWork/expBonus");
|
||||
propertyBuilder.AddProperty("playerWork.restBonusExpRate");
|
||||
|
||||
QueuePackets(GetUpdateHotbarPacket(actorId).Done());
|
||||
|
||||
List<SubPacket> packets = propertyBuilder.Done();
|
||||
|
||||
foreach (SubPacket packet in packets)
|
||||
@@ -988,7 +984,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
appearanceIds[slot] = 0;
|
||||
else
|
||||
{
|
||||
Item item = Server.GetItemGamedata(invItem.itemId);
|
||||
ItemData item = Server.GetItemGamedata(invItem.itemId);
|
||||
if (item is EquipmentItem)
|
||||
{
|
||||
EquipmentItem eqItem = (EquipmentItem)item;
|
||||
@@ -1011,7 +1007,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
Database.SavePlayerAppearance(this);
|
||||
|
||||
BroadcastPacket(CreateAppearancePacket(actorId), true);
|
||||
BroadcastPacket(CreateAppearancePacket(), true);
|
||||
}
|
||||
|
||||
public Inventory GetInventory(ushort type)
|
||||
@@ -1096,9 +1092,9 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public int GetFreeGuildleveSlot()
|
||||
{
|
||||
for (int i = 0; i < questGuildleve.Length; i++)
|
||||
for (int i = 0; i < work.guildleveId.Length; i++)
|
||||
{
|
||||
if (questGuildleve[i] == 0)
|
||||
if (work.guildleveId[i] == 0)
|
||||
return i;
|
||||
}
|
||||
|
||||
@@ -1139,23 +1135,38 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
if (freeSlot == -1)
|
||||
return;
|
||||
|
||||
playerWork.questScenario[freeSlot] = id;
|
||||
questGuildleve[freeSlot] = id;
|
||||
work.guildleveId[freeSlot] = (ushort)id;
|
||||
Database.SaveGuildleve(this, id, freeSlot);
|
||||
SendGuildleveClientUpdate(freeSlot);
|
||||
}
|
||||
|
||||
public void MarkGuildleve(uint id, bool abandoned, bool completed)
|
||||
{
|
||||
if (HasGuildleve(id))
|
||||
{
|
||||
for (int i = 0; i < work.guildleveId.Length; i++)
|
||||
{
|
||||
if (work.guildleveId[i] == id)
|
||||
{
|
||||
work.guildleveChecked[i] = completed;
|
||||
work.guildleveDone[i] = abandoned;
|
||||
Database.MarkGuildleve(this, id, abandoned, completed);
|
||||
SendGuildleveMarkClientUpdate(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RemoveGuildleve(uint id)
|
||||
{
|
||||
if (HasGuildleve(id))
|
||||
{
|
||||
for (int i = 0; i < questGuildleve.Length; i++)
|
||||
for (int i = 0; i < work.guildleveId.Length; i++)
|
||||
{
|
||||
if (questGuildleve[i] != null && questGuildleve[i] == id)
|
||||
if (work.guildleveId[i] == id)
|
||||
{
|
||||
Database.RemoveGuildleve(this, id);
|
||||
questGuildleve[i] = 0;
|
||||
playerWork.questGuildleve[i] = 0;
|
||||
work.guildleveId[i] = 0;
|
||||
SendGuildleveClientUpdate(i);
|
||||
break;
|
||||
}
|
||||
@@ -1338,9 +1349,9 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public bool HasGuildleve(uint id)
|
||||
{
|
||||
for (int i = 0; i < questGuildleve.Length; i++)
|
||||
for (int i = 0; i < work.guildleveId.Length; i++)
|
||||
{
|
||||
if (questGuildleve[i] != null && questGuildleve[i] == id)
|
||||
if (work.guildleveId[i] == id)
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -1393,7 +1404,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
Database.SaveNpcLS(this, npcLSId, isCalling, isExtra);
|
||||
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/npcLinkshellChat", this, actorId);
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/npcLinkshellChat", this);
|
||||
propPacketUtil.AddProperty(String.Format("playerWork.npcLinkshellChatExtra[{0}]", npcLSId));
|
||||
propPacketUtil.AddProperty(String.Format("playerWork.npcLinkshellChatCalling[{0}]", npcLSId));
|
||||
QueuePackets(propPacketUtil.Done());
|
||||
@@ -1401,15 +1412,23 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
private void SendQuestClientUpdate(int slot)
|
||||
{
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/journal", this, actorId);
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/journal", this);
|
||||
propPacketUtil.AddProperty(String.Format("playerWork.questScenario[{0}]", slot));
|
||||
QueuePackets(propPacketUtil.Done());
|
||||
}
|
||||
|
||||
private void SendGuildleveClientUpdate(int slot)
|
||||
private void SendGuildleveClientUpdate(int slot)
|
||||
{
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("work/guildleve", this);
|
||||
propPacketUtil.AddProperty(String.Format("work.guildleveId[{0}]", slot));
|
||||
QueuePackets(propPacketUtil.Done());
|
||||
}
|
||||
|
||||
private void SendGuildleveMarkClientUpdate(int slot)
|
||||
{
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/journal", this, actorId);
|
||||
propPacketUtil.AddProperty(String.Format("playerWork.questGuildleve[{0}]", slot));
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("work/guildleve", this);
|
||||
propPacketUtil.AddProperty(String.Format("work.guildleveDone[{0}]", slot));
|
||||
propPacketUtil.AddProperty(String.Format("work.guildleveChecked[{0}]", slot));
|
||||
QueuePackets(propPacketUtil.Done());
|
||||
}
|
||||
|
||||
@@ -1424,32 +1443,36 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
if (!ownedDirectors.Contains(director))
|
||||
{
|
||||
ownedDirectors.Add(director);
|
||||
director.AddChild(this);
|
||||
|
||||
if (spawnImmediatly)
|
||||
{
|
||||
director.GetSpawnPackets(actorId).DebugPrintPacket();
|
||||
QueuePacket(director.GetSpawnPackets(actorId));
|
||||
QueuePacket(director.GetInitPackets(actorId));
|
||||
}
|
||||
director.AddMember(this);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void SendDirectorPackets(Director director)
|
||||
{
|
||||
director.GetSpawnPackets(actorId).DebugPrintPacket();
|
||||
QueuePacket(director.GetSpawnPackets(actorId));
|
||||
QueuePacket(director.GetInitPackets(actorId));
|
||||
{
|
||||
QueuePackets(director.GetSpawnPackets());
|
||||
QueuePackets(director.GetInitPackets());
|
||||
}
|
||||
|
||||
public void RemoveDirector(Director director)
|
||||
{
|
||||
if (!ownedDirectors.Contains(director))
|
||||
{
|
||||
if (ownedDirectors.Contains(director))
|
||||
{
|
||||
QueuePacket(RemoveActorPacket.BuildPacket(director.actorId));
|
||||
ownedDirectors.Remove(director);
|
||||
director.RemoveChild(this);
|
||||
director.RemoveMember(this);
|
||||
}
|
||||
}
|
||||
|
||||
public GuildleveDirector GetGuildleveDirector()
|
||||
{
|
||||
foreach (Director d in ownedDirectors)
|
||||
{
|
||||
if (d is GuildleveDirector)
|
||||
return (GuildleveDirector)d;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public Director GetDirector(string directorName)
|
||||
{
|
||||
@@ -1481,15 +1504,15 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
else
|
||||
return;
|
||||
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(toBeExamined.actorId, actorId));
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(toBeExamined.actorId));
|
||||
toBeExamined.GetEquipment().SendCheckEquipmentToPlayer(this);
|
||||
QueuePacket(InventoryEndChangePacket.BuildPacket(toBeExamined.actorId, actorId));
|
||||
QueuePacket(InventoryEndChangePacket.BuildPacket(toBeExamined.actorId));
|
||||
}
|
||||
|
||||
public void SendDataPacket(params object[] parameters)
|
||||
{
|
||||
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
|
||||
SubPacket spacket = InfoRequestResponsePacket.BuildPacket(actorId, actorId, lParams);
|
||||
SubPacket spacket = InfoRequestResponsePacket.BuildPacket(actorId, lParams);
|
||||
spacket.DebugPrintSubPacket();
|
||||
QueuePacket(spacket);
|
||||
}
|
||||
@@ -1517,7 +1540,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void SetEventStatus(Actor actor, string conditionName, bool enabled, byte unknown)
|
||||
{
|
||||
QueuePacket(packets.send.actor.events.SetEventStatus.BuildPacket(actorId, actor.actorId, enabled, unknown, conditionName));
|
||||
QueuePacket(packets.send.actor.events.SetEventStatus.BuildPacket(actor.actorId, enabled, unknown, conditionName));
|
||||
}
|
||||
|
||||
public void RunEventFunction(string functionName, params object[] parameters)
|
||||
@@ -1531,7 +1554,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public void EndEvent()
|
||||
{
|
||||
SubPacket p = EndEventPacket.BuildPacket(actorId, currentEventOwner, currentEventName);
|
||||
p.DebugPrintSubPacket();
|
||||
//p.DebugPrintSubPacket();
|
||||
QueuePacket(p);
|
||||
|
||||
currentEventOwner = 0;
|
||||
@@ -1638,12 +1661,161 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
currentParty = null;
|
||||
}
|
||||
|
||||
|
||||
|
||||
public void Update(double delta)
|
||||
{
|
||||
LuaEngine.GetInstance().CallLuaFunction(this, this, "OnUpdate", true, delta);
|
||||
}
|
||||
|
||||
//Update all the hotbar slots past the commandborder. Commands before the commandborder only need to be sent on init since they never change
|
||||
public ActorPropertyPacketUtil GetUpdateHotbarPacket(uint playerActorId)
|
||||
{
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
for (ushort i = charaWork.commandBorder; i < charaWork.commandBorder + 30; i++)
|
||||
{
|
||||
slotsToUpdate.Add(i);
|
||||
}
|
||||
|
||||
return GetUpdateHotbarPacket(playerActorId, slotsToUpdate);
|
||||
}
|
||||
|
||||
//Update select hotbar slots.
|
||||
public ActorPropertyPacketUtil GetUpdateHotbarPacket(uint playerActorId, List<ushort> slotsToUpdate)
|
||||
{
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charawork/command", this);
|
||||
|
||||
propPacketUtil.AddProperty("charaWork.commandBorder");
|
||||
|
||||
foreach (ushort slot in slotsToUpdate)
|
||||
{
|
||||
propPacketUtil.AddProperty(String.Format("charaWork.command[{0}]", slot));
|
||||
propPacketUtil.AddProperty(String.Format("charaWork.commandCategory[{0}]", slot));
|
||||
}
|
||||
|
||||
for (int i = 0; i < charaWork.parameterSave.commandSlot_compatibility.Length; i++)
|
||||
{
|
||||
//charaWork.parameterSave.commandSlot_compatibility[i] = true;
|
||||
// propPacketUtil.AddProperty(String.Format("charaWork.parameterSave.commandSlot_compatibility[{0}]", i));
|
||||
}
|
||||
|
||||
charaWork.parameterTemp.otherClassAbilityCount[0] = 3;
|
||||
charaWork.parameterTemp.otherClassAbilityCount[1] = 5;
|
||||
// charaWork.parameterTemp.giftCount[1] = 5;
|
||||
propPacketUtil.AddProperty("charaWork.parameterTemp.otherClassAbilityCount[0]");
|
||||
propPacketUtil.AddProperty("charaWork.parameterTemp.otherClassAbilityCount[1]");
|
||||
propPacketUtil.AddProperty("charaWork.parameterTemp.giftCount[1]");
|
||||
|
||||
ActorPropertyPacketUtil recastPacketUtil = new ActorPropertyPacketUtil("charaWork/commandDetailForSelf", this);
|
||||
for(int i = 0; i < charaWork.parameterSave.commandSlot_recastTime.Length; i++)
|
||||
{
|
||||
propPacketUtil.AddProperty(String.Format("charawork.parameterSave.commandSlot_recastTime[{0}]", i));
|
||||
propPacketUtil.AddProperty(String.Format("charawork.parameterTemp.maxCommandRecastTime[{0}]", i));
|
||||
}
|
||||
|
||||
QueuePackets(recastPacketUtil.Done());
|
||||
|
||||
return propPacketUtil;
|
||||
}
|
||||
|
||||
|
||||
public void EquipAbility(ushort hotbarSlot, uint commandId, uint recastTime)
|
||||
{
|
||||
//if (charaWork.commandAcquired[commandId])
|
||||
{
|
||||
uint trueCommandId = 0xA0F00000 | commandId;
|
||||
ushort trueHotbarSlot = (ushort)(hotbarSlot + charaWork.commandBorder - 1);
|
||||
ushort endOfHotbar = (ushort)(charaWork.commandBorder + 30);
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
if (trueCommandId != 2700083200)
|
||||
{
|
||||
bool canEquip = true;
|
||||
bool isAlreadyEquipped = false;
|
||||
|
||||
//If hotbar slot is 0, look for the first open slot
|
||||
if (hotbarSlot == 0)
|
||||
{
|
||||
trueHotbarSlot = findFirstCommandSlotById(0);
|
||||
int equippedSlot = findFirstCommandSlotById(trueCommandId);
|
||||
//We can only equip a command if there is an open hotbar slot and if the command was not found in the hotbar.
|
||||
canEquip = trueHotbarSlot < endOfHotbar && equippedSlot >= endOfHotbar;
|
||||
//If the command was found in the hotbar, mark it as already equipped
|
||||
isAlreadyEquipped = equippedSlot < endOfHotbar;
|
||||
}
|
||||
//If the slot the command is being moved to is occupied, move that command to the slot currently occupied by the command being placed.
|
||||
else if (charaWork.command[trueHotbarSlot] != trueCommandId)
|
||||
{
|
||||
ushort oldSlot = findFirstCommandSlotById(trueCommandId);
|
||||
//If the command was found, update the old slot, otherwise it will just be overwritten
|
||||
if (oldSlot < endOfHotbar)
|
||||
{
|
||||
Database.EquipAbility(this, oldSlot, charaWork.command[trueHotbarSlot], recastTime);
|
||||
charaWork.command[oldSlot] = charaWork.command[trueHotbarSlot];
|
||||
slotsToUpdate.Add(oldSlot);
|
||||
}
|
||||
}
|
||||
|
||||
if (canEquip)
|
||||
{
|
||||
Actor a = Server.GetStaticActors(trueCommandId);
|
||||
Database.EquipAbility(this, trueHotbarSlot, trueCommandId, recastTime);
|
||||
charaWork.command[trueHotbarSlot] = trueCommandId;
|
||||
charaWork.commandCategory[trueHotbarSlot] = 1;
|
||||
slotsToUpdate.Add(trueHotbarSlot);
|
||||
|
||||
//"[Command] set."
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 30603, 0x20, 0, commandId);
|
||||
}
|
||||
else if (isAlreadyEquipped)
|
||||
{
|
||||
//"That action is already set to an action slot."
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 30719, 0x20, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
//"You cannot set any more actions."
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 30720, 0x20, 0);
|
||||
}
|
||||
}
|
||||
//Unequip command
|
||||
else if (trueCommandId == 2700083200)
|
||||
{
|
||||
//Need to get the commandId this way because when unequipping an ability the commandId is 0.
|
||||
commandId = charaWork.command[trueHotbarSlot] ^ 2700083200;
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 30604, 0x20, 0, charaWork.command[trueHotbarSlot] ^ 2700083200);
|
||||
Database.UnequipAbility(this, trueHotbarSlot);
|
||||
charaWork.command[trueHotbarSlot] = 0;
|
||||
slotsToUpdate.Add(trueHotbarSlot);
|
||||
//"[Command] removed."
|
||||
SendGameMessage(Server.GetWorldManager().GetActor(), 30747, 0x20, 0);
|
||||
|
||||
}
|
||||
ActorPropertyPacketUtil packet = GetUpdateHotbarPacket(actorId, slotsToUpdate);
|
||||
QueuePackets(packet.Done());
|
||||
}
|
||||
//action not acquired
|
||||
// else
|
||||
{
|
||||
//"You have not yet acquired that action."
|
||||
//SendGameMessage(Server.GetWorldManager().GetActor(), 30742, 0x20, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
//Finds the first hotbar slot with a given commandId.
|
||||
//If the returned value is outside the hotbar, it indicates it wasn't found.
|
||||
private ushort findFirstCommandSlotById(uint commandId)
|
||||
{
|
||||
ushort firstSlot = (ushort)(charaWork.commandBorder + 30);
|
||||
|
||||
for (ushort i = charaWork.commandBorder; i < charaWork.commandBorder + 30; i++)
|
||||
{
|
||||
if (charaWork.command[i] == commandId)
|
||||
{
|
||||
firstSlot = i;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return firstSlot;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user