using FFXIVClassic_Lobby_Server; using FFXIVClassic_Lobby_Server.common; using FFXIVClassic_Lobby_Server.dataobjects; using FFXIVClassic_Lobby_Server.packets; using FFXIVClassic_Map_Server.dataobjects.database; using FFXIVClassic_Map_Server.lua; using FFXIVClassic_Map_Server.packets.send.actor; using System; using System.Collections.Generic; using System.Linq; using System.Text; using System.Threading.Tasks; namespace FFXIVClassic_Map_Server.dataobjects.chara { class Player : Character { PlayerWork playerWork = new PlayerWork(); public Player(uint actorID) : base(actorID) { actorName = String.Format("_player{0:00000000}", actorID); DBStats stats = Database.getCharacterStats(actorID); charaWork.property[0] = 1; charaWork.property[1] = 1; charaWork.property[2] = 1; charaWork.property[4] = 1; charaWork.parameterSave.hp[0] = stats.hp; charaWork.parameterSave.hpMax[0] = stats.hpMax; charaWork.parameterSave.mp = stats.mp; charaWork.parameterSave.mpMax = stats.mpMax; charaWork.parameterSave.state_mainSkill[0] = 3; charaWork.parameterSave.state_mainSkillLevel = 1; charaWork.battleSave.skillLevel = 1; charaWork.battleSave.skillLevelCap = 2; charaWork.battleSave.potencial = 0.5f; charaWork.battleSave.physicalExp = 1; charaWork.battleSave.negotiationFlag[0] = false; charaWork.battleSave.negotiationFlag[1] = false; for (int i = 0; i < 20; i++) charaWork.statusShownTime[i] = 0xFFFFFFFF; setPlayerAppearance(); } public void setPlayerAppearance() { DBAppearance appearance = Database.getAppearance(true, actorId); modelID = DBAppearance.getTribeModel(appearance.tribe); appearanceIDs[SIZE] = appearance.size; appearanceIDs[COLORINFO] = (uint)(appearance.skinColor | (appearance.hairColor << 10) | (appearance.eyeColor << 20)); appearanceIDs[FACEINFO] = PrimitiveConversion.ToUInt32(appearance.getFaceInfo()); appearanceIDs[HIGHLIGHT_HAIR] = (uint)(appearance.hairHighlightColor | appearance.hairStyle << 10); appearanceIDs[VOICE] = appearance.voice; appearanceIDs[WEAPON1] = appearance.mainHand; appearanceIDs[WEAPON2] = appearance.offHand; appearanceIDs[HEADGEAR] = appearance.head; appearanceIDs[BODYGEAR] = appearance.body; appearanceIDs[LEGSGEAR] = appearance.legs; appearanceIDs[HANDSGEAR] = appearance.hands; appearanceIDs[FEETGEAR] = appearance.feet; appearanceIDs[WAISTGEAR] = appearance.waist; appearanceIDs[R_EAR] = appearance.rightEar; appearanceIDs[L_EAR] = appearance.leftEar; appearanceIDs[R_FINGER] = appearance.rightFinger; appearanceIDs[L_FINGER] = appearance.leftFinger; } public List create0x132Packets(uint playerActorId) { List packets = new List(); 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")); return packets; } public override SubPacket createScriptBindPacket(uint playerActorId) { List lParams; if (isMyPlayer(playerActorId)) { lParams = LuaUtils.createLuaParamList("/Chara/Player/Player_work", false, false, false, false, false, true); } else lParams = LuaUtils.createLuaParamList("/Chara/Player/Player_work", false, false, false, false, false, true); return ActorInstantiatePacket.buildPacket(actorId, playerActorId, actorName, className, lParams); } public override BasePacket getInitPackets(uint playerActorId) { List subpackets = new List(); subpackets.Add(createAddActorPacket(playerActorId)); if (isMyPlayer(playerActorId)) subpackets.AddRange(create0x132Packets(playerActorId)); subpackets.Add(createSpeedPacket(playerActorId)); subpackets.Add(createSpawnPositonPacket(playerActorId, 0xFF)); 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.Add(createScriptBindPacket(playerActorId)); return BasePacket.createPacket(subpackets, true, false); } public bool isMyPlayer(uint otherActorId) { return actorId == otherActorId; } } }