using FFXIVClassic.Common; using System; using System.IO; using FFXIVClassic.Common; namespace FFXIVClassic_Map_Server.packets.send.actor.battle { class BattleActionX10Packet { public const ushort OPCODE = 0x013A; public const uint PACKET_SIZE = 0xD8; public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint animationId, ushort commandId, BattleAction[] actionList) { byte[] data = new byte[PACKET_SIZE - 0x20]; using (MemoryStream mem = new MemoryStream(data)) { using (BinaryWriter binWriter = new BinaryWriter(mem)) { binWriter.Write((UInt32)sourceActorId); binWriter.Write((UInt32)animationId); //Missing... last value is float, string in here as well? binWriter.Seek(0x20, SeekOrigin.Begin); binWriter.Write((UInt32) actionList.Length); //Num actions (always 1 for this) binWriter.Write((UInt16)commandId); binWriter.Write((UInt16)0x810); //? //binWriter.Seek(0x20, SeekOrigin.Begin); foreach (BattleAction action in actionList) binWriter.Write((UInt32)action.targetId); binWriter.Seek(0x50, SeekOrigin.Begin); foreach (BattleAction action in actionList) binWriter.Write((UInt16)action.amount); binWriter.Seek(0x64, SeekOrigin.Begin); foreach (BattleAction action in actionList) binWriter.Write((UInt16)action.worldMasterTextId); binWriter.Seek(0x78, SeekOrigin.Begin); foreach (BattleAction action in actionList) binWriter.Write((UInt32)action.effectId); binWriter.Seek(0xA0, SeekOrigin.Begin); foreach (BattleAction action in actionList) binWriter.Write((Byte)action.param); binWriter.Seek(0xAA, SeekOrigin.Begin); foreach (BattleAction action in actionList) binWriter.Write((Byte)action.unknown); } } return new SubPacket(OPCODE, sourceActorId, data); } } }