project-meteor-server/Map Server/Actors/Chara/Player/Player.cs
CuriousJorge 4fc5762d41 Teleport command touch-ups.
PopulaceCompanyWarp made to look more retail authentic.  Can't figure out how to make it not play the 'npc untargeted' sound though like retail.
Music command has second argument for transition type.  Added an overloaded function in Player.cs to support this.
Setappearance adjusted to work again on player targets.
DftWil updated to cover near everything.
Re-added shop-related luas that were removed for some reason.
2022-02-05 13:56:58 -05:00

3023 lines
115 KiB
C#

/*
===========================================================================
Copyright (C) 2015-2019 Project Meteor Dev Team
This file is part of Project Meteor Server.
Project Meteor Server is free software: you can redistribute it and/or modify
it under the terms of the GNU Affero General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Project Meteor Server is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Affero General Public License for more details.
You should have received a copy of the GNU Affero General Public License
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
===========================================================================
*/
using Meteor.Common;
using System;
using System.Collections.Generic;
using MoonSharp.Interpreter;
using Meteor.Map.dataobjects;
using Meteor.Map.dataobjects.chara;
using Meteor.Map.lua;
using Meteor.Map.packets.WorldPackets.Send.Group;
using Meteor.Map.utils;
using Meteor.Map.actors.group;
using Meteor.Map.actors.chara.player;
using Meteor.Map.actors.director;
using Meteor.Map.actors.chara.npc;
using Meteor.Map.actors.chara.ai;
using Meteor.Map.actors.chara.ai.controllers;
using Meteor.Map.actors.chara.ai.utils;
using Meteor.Map.actors.chara.ai.state;
using Meteor.Map.actors.chara;
using Meteor.Map.packets.send;
using Meteor.Map.packets.send.actor;
using Meteor.Map.packets.send.events;
using Meteor.Map.packets.send.actor.inventory;
using Meteor.Map.packets.send.player;
using Meteor.Map.packets.send.actor.battle;
using Meteor.Map.packets.receive.events;
using static Meteor.Map.LuaUtils;
using Meteor.Map.packets.send.actor.events;
namespace Meteor.Map.Actors
{
class Player : Character
{
public const int TIMER_TOTORAK = 0;
public const int TIMER_DZEMAEL = 1;
public const int TIMER_BOWL_OF_EMBERS_HARD = 2;
public const int TIMER_BOWL_OF_EMBERS = 3;
public const int TIMER_THORNMARCH = 4;
public const int TIMER_AURUMVALE = 5;
public const int TIMER_CUTTERSCRY = 6;
public const int TIMER_BATTLE_ALEPORT = 7;
public const int TIMER_BATTLE_HYRSTMILL = 8;
public const int TIMER_BATTLE_GOLDENBAZAAR = 9;
public const int TIMER_HOWLING_EYE_HARD = 10;
public const int TIMER_HOWLING_EYE = 11;
public const int TIMER_CASTRUM_TOWER = 12;
public const int TIMER_BOWL_OF_EMBERS_EXTREME = 13;
public const int TIMER_RIVENROAD = 14;
public const int TIMER_RIVENROAD_HARD = 15;
public const int TIMER_BEHEST = 16;
public const int TIMER_COMPANYBEHEST = 17;
public const int TIMER_RETURN = 18;
public const int TIMER_SKIRMISH = 19;
public const int NPCLS_GONE = 0;
public const int NPCLS_INACTIVE = 1;
public const int NPCLS_ACTIVE = 2;
public const int NPCLS_ALERT = 3;
public const int SLOT_MAINHAND = 0;
public const int SLOT_OFFHAND = 1;
public const int SLOT_THROWINGWEAPON = 4;
public const int SLOT_PACK = 5;
public const int SLOT_POUCH = 6;
public const int SLOT_HEAD = 8;
public const int SLOT_UNDERSHIRT = 9;
public const int SLOT_BODY = 10;
public const int SLOT_UNDERGARMENT = 11;
public const int SLOT_LEGS = 12;
public const int SLOT_HANDS = 13;
public const int SLOT_BOOTS = 14;
public const int SLOT_WAIST = 15;
public const int SLOT_NECK = 16;
public const int SLOT_EARS = 17;
public const int SLOT_WRISTS = 19;
public const int SLOT_RIGHTFINGER = 21;
public const int SLOT_LEFTFINGER = 22;
public static int[] MAXEXP = {570, 700, 880, 1100, 1500, 1800, 2300, 3200, 4300, 5000, //Level <= 10
5900, 6800, 7700, 8700, 9700, 11000, 12000, 13000, 15000, 16000, //Level <= 20
20000, 22000, 23000, 25000, 27000, 29000, 31000, 33000, 35000, 38000, //Level <= 30
45000, 47000, 50000, 53000, 56000, 59000, 62000, 65000, 68000, 71000, //Level <= 40
74000, 78000, 81000, 85000, 89000, 92000, 96000, 100000, 100000, 110000}; //Level <= 50
//Event Related
public uint currentEventOwner = 0;
public string currentEventName = "";
public byte currentEventType = 0;
public Coroutine currentEventRunning;
//Player Info
public uint destinationZone;
public ushort destinationSpawnType;
public uint[] timers = new uint[20];
public uint currentTitle;
public uint playTime;
public uint lastPlayTimeUpdate;
public bool isGM = false;
public bool isZoneChanging = true;
//Trading
private Player otherTrader = null;
private ReferencedItemPackage myOfferings;
private bool isTradeAccepted = false;
//GC Related
public byte gcCurrent;
public byte gcRankLimsa;
public byte gcRankGridania;
public byte gcRankUldah;
//Mount Related
public bool hasChocobo;
public bool hasGoobbue;
public string chocoboName;
public byte mountState = 0;
public byte chocoboAppearance;
public uint rentalExpireTime = 0;
public byte rentalMinLeft = 0;
public uint achievementPoints;
//Property Array Request Stuff
private int lastPosition = 0;
private int lastStep = 0;
//Quest Actors (MUST MATCH playerWork.questScenario/questGuildleve)
public Quest[] questScenario = new Quest[16];
public uint[] questGuildleve = new uint[8];
//Aetheryte
public uint homepoint = 0;
public byte homepointInn = 0;
//Nameplate Stuff
public uint currentLSPlate = 0;
public byte repairType = 0;
//Retainer
RetainerMeetingRelationGroup retainerMeetingGroup = null;
public Retainer currentSpawnedRetainer = null;
public bool sentRetainerSpawn = false;
private List<Director> ownedDirectors = new List<Director>();
private Director loginInitDirector = null;
List<ushort> hotbarSlotsToUpdate = new List<ushort>();
public PlayerWork playerWork = new PlayerWork();
public Session playerSession;
public Player(Session cp, uint actorID) : base(actorID)
{
playerSession = cp;
actorName = String.Format("_pc{0:00000000}", actorID);
className = "Player";
moveSpeeds[0] = SetActorSpeedPacket.DEFAULT_STOP;
moveSpeeds[1] = SetActorSpeedPacket.DEFAULT_WALK;
moveSpeeds[2] = SetActorSpeedPacket.DEFAULT_RUN;
moveSpeeds[3] = SetActorSpeedPacket.DEFAULT_ACTIVE;
itemPackages[ItemPackage.NORMAL] = new ItemPackage(this, ItemPackage.MAXSIZE_NORMAL, ItemPackage.NORMAL);
itemPackages[ItemPackage.KEYITEMS] = new ItemPackage(this, ItemPackage.MAXSIZE_KEYITEMS, ItemPackage.KEYITEMS);
itemPackages[ItemPackage.CURRENCY_CRYSTALS] = new ItemPackage(this, ItemPackage.MAXSIZE_CURRANCY, ItemPackage.CURRENCY_CRYSTALS);
itemPackages[ItemPackage.MELDREQUEST] = new ItemPackage(this, ItemPackage.MAXSIZE_MELDREQUEST, ItemPackage.MELDREQUEST);
itemPackages[ItemPackage.BAZAAR] = new ItemPackage(this, ItemPackage.MAXSIZE_BAZAAR, ItemPackage.BAZAAR);
itemPackages[ItemPackage.LOOT] = new ItemPackage(this, ItemPackage.MAXSIZE_LOOT, ItemPackage.LOOT);
equipment = new ReferencedItemPackage(this, ItemPackage.MAXSIZE_EQUIPMENT, ItemPackage.EQUIPMENT);
//Set the Skill level caps of all FFXIV (classes)skills to 50
for (int i = 0; i < charaWork.battleSave.skillLevelCap.Length; i++)
{
if (i != CLASSID_PUG &&
i != CLASSID_MRD &&
i != CLASSID_GLA &&
i != CLASSID_MRD &&
i != CLASSID_ARC &&
i != CLASSID_LNC &&
i != CLASSID_THM &&
i != CLASSID_CNJ &&
i != CLASSID_CRP &&
i != CLASSID_BSM &&
i != CLASSID_ARM &&
i != CLASSID_GSM &&
i != CLASSID_LTW &&
i != CLASSID_WVR &&
i != CLASSID_ALC &&
i != CLASSID_CUL &&
i != CLASSID_MIN &&
i != CLASSID_BTN &&
i != CLASSID_FSH)
charaWork.battleSave.skillLevelCap[i] = 0xFF;
else
charaWork.battleSave.skillLevelCap[i] = 50;
}
charaWork.property[0] = 1;
charaWork.property[1] = 1;
charaWork.property[2] = 1;
charaWork.property[4] = 1;
charaWork.command[0] = 0xA0F00000 | 21001;
charaWork.command[1] = 0xA0F00000 | 21001;
charaWork.command[2] = 0xA0F00000 | 21002;
charaWork.command[3] = 0xA0F00000 | 12004;
charaWork.command[4] = 0xA0F00000 | 21005;
charaWork.command[5] = 0xA0F00000 | 21006;
charaWork.command[6] = 0xA0F00000 | 21007;
charaWork.command[7] = 0xA0F00000 | 12009;
charaWork.command[8] = 0xA0F00000 | 12010;
charaWork.command[9] = 0xA0F00000 | 12005;
charaWork.command[10] = 0xA0F00000 | 12007;
charaWork.command[11] = 0xA0F00000 | 12011;
charaWork.command[12] = 0xA0F00000 | 22012;
charaWork.command[13] = 0xA0F00000 | 22013;
charaWork.command[14] = 0xA0F00000 | 29497;
charaWork.command[15] = 0xA0F00000 | 22015;
charaWork.commandAcquired[27150 - 26000] = true;
playerWork.questScenarioComplete[110001 - 110001] = true;
playerWork.questGuildleveComplete[120050 - 120001] = true;
for (int i = 0; i < charaWork.additionalCommandAcquired.Length; i++ )
charaWork.additionalCommandAcquired[i] = true;
for (int i = 0; i < charaWork.commandCategory.Length; i++)
charaWork.commandCategory[i] = 1;
charaWork.battleTemp.generalParameter[3] = 1;
charaWork.eventSave.bazaarTax = 5;
charaWork.battleSave.potencial = 6.6f;
charaWork.battleSave.negotiationFlag[0] = true;
charaWork.commandCategory[0] = 1;
charaWork.commandCategory[1] = 1;
charaWork.parameterSave.commandSlot_compatibility[0] = true;
charaWork.parameterSave.commandSlot_compatibility[1] = true;
charaWork.commandBorder = 0x20;
charaWork.parameterTemp.tp = 0;
Database.LoadPlayerCharacter(this);
lastPlayTimeUpdate = Utils.UnixTimeStampUTC();
this.aiContainer = new AIContainer(this, new PlayerController(this), null, new TargetFind(this));
allegiance = CharacterTargetingAllegiance.Player;
CalculateBaseStats();
}
public List<SubPacket> Create0x132Packets()
{
List<SubPacket> packets = new List<SubPacket>();
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;
}
/*
* PLAYER ARGS:
* Unknown - Bool
* Unknown - Bool
* Is Init Director - Bool
* Unknown - Bool
* Unknown - Number
* Unknown - Bool
* Timer Array - 20 Number
*/
public override SubPacket CreateScriptBindPacket(Player requestPlayer)
{
List<LuaParam> lParams;
if (IsMyPlayer(requestPlayer.actorId))
{
if (loginInitDirector != null)
lParams = LuaUtils.CreateLuaParamList("/Chara/Player/Player_work", false, false, true, loginInitDirector, true, 0, false, timers, true);
else
lParams = LuaUtils.CreateLuaParamList("/Chara/Player/Player_work", true, false, false, true, 0, false, timers, true);
}
else
lParams = LuaUtils.CreateLuaParamList("/Chara/Player/Player_work", false, false, false, false, false, true);
ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams).DebugPrintSubPacket();
return ActorInstantiatePacket.BuildPacket(actorId, actorName, className, lParams);
}
public override List<SubPacket> GetSpawnPackets(Player requestPlayer, ushort spawnType)
{
List<SubPacket> subpackets = new List<SubPacket>();
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(CreateSubStatePacket());
subpackets.Add(CreateInitStatusPacket());
subpackets.Add(CreateSetActorIconPacket());
subpackets.Add(CreateIsZoneingPacket());
subpackets.AddRange(CreatePlayerRelatedPackets(requestPlayer.actorId));
subpackets.Add(CreateScriptBindPacket(requestPlayer));
return subpackets;
}
public new SubPacket CreateNamePacket()
{
bool isMale = true;
switch (playerWork.tribe)
{
case 2:
case 5:
case 7:
case 9:
case 11:
case 12:
case 13:
isMale = false;
break;
}
return SetActorNamePacket.BuildPacket(actorId, customDisplayName != null ? 0 : displayNameId, displayNameId == 0xFFFFFFFF | displayNameId == 0x0 | customDisplayName != null ? customDisplayName : "", isMale);
}
public List<SubPacket> CreatePlayerRelatedPackets(uint requestingPlayerActorId)
{
List<SubPacket> subpackets = new List<SubPacket>();
if (gcCurrent != 0)
subpackets.Add(SetGrandCompanyPacket.BuildPacket(actorId, gcCurrent, gcRankLimsa, gcRankGridania, gcRankUldah));
if (currentTitle != 0)
subpackets.Add(SetPlayerTitlePacket.BuildPacket(actorId, currentTitle));
if (currentJob != 0)
subpackets.Add(SetCurrentJobPacket.BuildPacket(actorId, currentJob));
if (IsMyPlayer(requestingPlayerActorId))
{
subpackets.Add(SetSpecialEventWorkPacket.BuildPacket(actorId));
if (hasChocobo && chocoboName != null && !chocoboName.Equals(""))
{
subpackets.Add(SetChocoboNamePacket.BuildPacket(actorId, chocoboName));
subpackets.Add(SetHasChocoboPacket.BuildPacket(actorId, hasChocobo));
}
if (hasGoobbue)
subpackets.Add(SetHasGoobbuePacket.BuildPacket(actorId, hasGoobbue));
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, rentalExpireTime, rentalMinLeft));
else if (mountState == 2)
subpackets.Add(SetCurrentMountGoobbuePacket.BuildPacket(actorId, 1));
//Inn Packets (Dream, Cutscenes, Armoire)
if (zone.isInn)
{
SetCutsceneBookPacket cutsceneBookPacket = new SetCutsceneBookPacket();
for (int i = 0; i < 2048; i++)
cutsceneBookPacket.cutsceneFlags[i] = true;
QueuePacket(cutsceneBookPacket.BuildPacket(actorId, "<Path Companion>", 11, 1, 1));
QueuePacket(SetPlayerDreamPacket.BuildPacket(actorId, 0x16, GetInnCode()));
}
return subpackets;
}
public override List<SubPacket> GetInitPackets()
{
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("/_init", this);
propPacketUtil.AddProperty("charaWork.eventSave.bazaarTax");
propPacketUtil.AddProperty("charaWork.battleSave.potencial");
//Properties
for (int i = 0; i < charaWork.property.Length; i++)
{
if (charaWork.property[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.property[{0}]", i));
}
//Parameters
propPacketUtil.AddProperty("charaWork.parameterSave.hp[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.hpMax[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.mp");
propPacketUtil.AddProperty("charaWork.parameterSave.mpMax");
propPacketUtil.AddProperty("charaWork.parameterTemp.tp");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
//Status Times
for (int i = 0; i < charaWork.statusShownTime.Length; i++)
{
if (charaWork.statusShownTime[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.statusShownTime[{0}]", i));
}
//General Parameters
for (int i = 3; i < charaWork.battleTemp.generalParameter.Length; i++)
{
if (charaWork.battleTemp.generalParameter[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.battleTemp.generalParameter[{0}]", i));
}
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[0]");
propPacketUtil.AddProperty("charaWork.battleTemp.castGauge_speed[1]");
//Battle Save Skillpoint
propPacketUtil.AddProperty(String.Format("charaWork.battleSave.skillPoint[{0}]", charaWork.parameterSave.state_mainSkill[0] - 1));
//Commands
propPacketUtil.AddProperty("charaWork.commandBorder");
propPacketUtil.AddProperty("charaWork.battleSave.negotiationFlag[0]");
for (int i = 0; i < charaWork.command.Length; i++)
{
if (charaWork.command[i] != 0)
{
propPacketUtil.AddProperty(String.Format("charaWork.command[{0}]", i));
//Recast Timers
if (i >= charaWork.commandBorder)
{
propPacketUtil.AddProperty(String.Format("charaWork.parameterTemp.maxCommandRecastTime[{0}]", i - charaWork.commandBorder));
propPacketUtil.AddProperty(String.Format("charaWork.parameterSave.commandSlot_recastTime[{0}]", i - charaWork.commandBorder));
}
}
}
for (int i = 0; i < charaWork.commandCategory.Length; i++)
{
charaWork.commandCategory[i] = 1;
if (charaWork.commandCategory[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.commandCategory[{0}]", i));
}
for (int i = 0; i < charaWork.commandAcquired.Length; i++)
{
if (charaWork.commandAcquired[i] != false)
propPacketUtil.AddProperty(String.Format("charaWork.commandAcquired[{0}]", i));
}
for (int i = 0; i < charaWork.additionalCommandAcquired.Length; i++)
{
if (charaWork.additionalCommandAcquired[i] != false)
propPacketUtil.AddProperty(String.Format("charaWork.additionalCommandAcquired[{0}]", i));
}
for (int i = 0; i < charaWork.parameterSave.commandSlot_compatibility.Length; i++)
{
charaWork.parameterSave.commandSlot_compatibility[i] = true;
if (charaWork.parameterSave.commandSlot_compatibility[i])
propPacketUtil.AddProperty(String.Format("charaWork.parameterSave.commandSlot_compatibility[{0}]", i));
}
for (int i = 0; i < charaWork.parameterSave.commandSlot_recastTime.Length; i++)
{
if (charaWork.parameterSave.commandSlot_recastTime[i] != 0)
propPacketUtil.AddProperty(String.Format("charaWork.parameterSave.commandSlot_recastTime[{0}]", i));
}
//System
propPacketUtil.AddProperty("charaWork.parameterTemp.forceControl_float_forClientSelf[0]");
propPacketUtil.AddProperty("charaWork.parameterTemp.forceControl_float_forClientSelf[1]");
propPacketUtil.AddProperty("charaWork.parameterTemp.forceControl_int16_forClientSelf[0]");
propPacketUtil.AddProperty("charaWork.parameterTemp.forceControl_int16_forClientSelf[1]");
charaWork.parameterTemp.otherClassAbilityCount[0] = 4;
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]");
propPacketUtil.AddProperty("charaWork.depictionJudge");
//Scenario
for (int i = 0; i < playerWork.questScenario.Length; i++)
{
if (playerWork.questScenario[i] != 0)
propPacketUtil.AddProperty(String.Format("playerWork.questScenario[{0}]", i));
}
//Guildleve - Local
for (int i = 0; i < playerWork.questGuildleve.Length; i++)
{
if (playerWork.questGuildleve[i] != 0)
propPacketUtil.AddProperty(String.Format("playerWork.questGuildleve[{0}]", i));
}
//Guildleve - Regional
for (int i = 0; i < work.guildleveId.Length; i++)
{
if (work.guildleveId[i] != 0)
propPacketUtil.AddProperty(String.Format("work.guildleveId[{0}]", i));
if (work.guildleveDone[i] != false)
propPacketUtil.AddProperty(String.Format("work.guildleveDone[{0}]", i));
if (work.guildleveChecked[i] != false)
propPacketUtil.AddProperty(String.Format("work.guildleveChecked[{0}]", i));
}
//Bazaar
CheckBazaarFlags(true);
if (charaWork.eventSave.repairType != 0)
propPacketUtil.AddProperty("charaWork.eventSave.repairType");
if (charaWork.eventTemp.bazaarRetail)
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRetail");
if (charaWork.eventTemp.bazaarRepair)
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRepair");
if (charaWork.eventTemp.bazaarMateria)
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarMateria");
//NPC Linkshell
for (int i = 0; i < playerWork.npcLinkshellChatCalling.Length; i++)
{
if (playerWork.npcLinkshellChatCalling[i] != false)
propPacketUtil.AddProperty(String.Format("playerWork.npcLinkshellChatCalling[{0}]", i));
if (playerWork.npcLinkshellChatExtra[i] != false)
propPacketUtil.AddProperty(String.Format("playerWork.npcLinkshellChatExtra[{0}]", i));
}
propPacketUtil.AddProperty("playerWork.restBonusExpRate");
//Profile
propPacketUtil.AddProperty("playerWork.tribe");
propPacketUtil.AddProperty("playerWork.guardian");
propPacketUtil.AddProperty("playerWork.birthdayMonth");
propPacketUtil.AddProperty("playerWork.birthdayDay");
propPacketUtil.AddProperty("playerWork.initialTown");
return propPacketUtil.Done();
}
public void SendSeamlessZoneInPackets()
{
QueuePacket(SetMusicPacket.BuildPacket(actorId, zone.bgmDay, SetMusicPacket.EFFECT_FADEIN));
QueuePacket(SetWeatherPacket.BuildPacket(actorId, SetWeatherPacket.WEATHER_CLEAR, 1));
}
public void SendZoneInPackets(WorldManager world, ushort spawnType)
{
QueuePacket(SetActorIsZoningPacket.BuildPacket(actorId, false));
QueuePacket(SetDalamudPacket.BuildPacket(actorId, 0));
//Music Packets
if (currentMainState == SetActorStatePacket.MAIN_STATE_MOUNTED)
{
if (rentalExpireTime != 0)
QueuePacket(SetMusicPacket.BuildPacket(actorId, 64, 0x01)); //Rental
else
{
if (mountState == 1)
QueuePacket(SetMusicPacket.BuildPacket(actorId, 83, 0x01)); //Mount
else
QueuePacket(SetMusicPacket.BuildPacket(actorId, 98, 0x01)); //Goobbue
}
}
else
QueuePacket(SetMusicPacket.BuildPacket(actorId, zone.bgmDay, 0x01)); //Zone
QueuePacket(SetWeatherPacket.BuildPacket(actorId, SetWeatherPacket.WEATHER_CLEAR, 1));
QueuePacket(SetMapPacket.BuildPacket(actorId, zone.regionId, zone.actorId));
QueuePackets(GetSpawnPackets(this, spawnType));
#region Inventory & Equipment
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
itemPackages[ItemPackage.NORMAL].SendFullPackage(this);
itemPackages[ItemPackage.CURRENCY_CRYSTALS].SendFullPackage(this);
itemPackages[ItemPackage.KEYITEMS].SendFullPackage(this);
itemPackages[ItemPackage.BAZAAR].SendFullPackage(this);
itemPackages[ItemPackage.MELDREQUEST].SendFullPackage(this);
itemPackages[ItemPackage.LOOT].SendFullPackage(this);
equipment.SendUpdate(this);
playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
#endregion
playerSession.QueuePacket(GetInitPackets());
List<SubPacket> areaMasterSpawn = zone.GetSpawnPackets();
List<SubPacket> debugSpawn = world.GetDebugActor().GetSpawnPackets();
List<SubPacket> worldMasterSpawn = world.GetActor().GetSpawnPackets();
playerSession.QueuePacket(areaMasterSpawn);
playerSession.QueuePacket(debugSpawn);
playerSession.QueuePacket(worldMasterSpawn);
if (zone.GetWeatherDirector() != null)
{
playerSession.QueuePacket(zone.GetWeatherDirector().GetSpawnPackets());
}
foreach (Director director in ownedDirectors)
{
QueuePackets(director.GetSpawnPackets());
QueuePackets(director.GetInitPackets());
}
if (currentContentGroup != null)
currentContentGroup.SendGroupPackets(playerSession);
if (currentParty != null)
currentParty.SendGroupPackets(playerSession);
SendInstanceUpdate();
}
private void SendRemoveInventoryPackets(List<ushort> slots)
{
int currentIndex = 0;
while (true)
{
if (slots.Count - currentIndex >= 64)
QueuePacket(InventoryRemoveX64Packet.BuildPacket(actorId, slots, ref currentIndex));
else if (slots.Count - currentIndex >= 32)
QueuePacket(InventoryRemoveX32Packet.BuildPacket(actorId, slots, ref currentIndex));
else if (slots.Count - currentIndex >= 16)
QueuePacket(InventoryRemoveX16Packet.BuildPacket(actorId, slots, ref currentIndex));
else if (slots.Count - currentIndex >= 8)
QueuePacket(InventoryRemoveX08Packet.BuildPacket(actorId, slots, ref currentIndex));
else if (slots.Count - currentIndex == 1)
QueuePacket(InventoryRemoveX01Packet.BuildPacket(actorId, slots[currentIndex]));
else
break;
}
}
public bool IsMyPlayer(uint otherActorId)
{
return actorId == otherActorId;
}
public void QueuePacket(SubPacket packet)
{
playerSession.QueuePacket(packet);
}
public void QueuePackets(List<SubPacket> packets)
{
playerSession.QueuePacket(packets);
}
public void SendPacket(string path)
{
try
{
BasePacket packet = new BasePacket(path);
packet.ReplaceActorID(actorId);
var packets = packet.GetSubpackets();
QueuePackets(packets);
}
catch (Exception e)
{
this.SendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "[SendPacket]", "Unable to send packet.");
this.SendMessage(SendMessagePacket.MESSAGE_TYPE_SYSTEM_ERROR, "[SendPacket]", e.Message);
}
}
public void BroadcastPackets(List<SubPacket> packets, bool sendToSelf)
{
foreach (SubPacket packet in packets)
{
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))
continue;
SubPacket clonedPacket = new SubPacket(packet, a.actorId);
p.QueuePacket(clonedPacket);
}
}
}
}
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))
continue;
SubPacket clonedPacket = new SubPacket(packet, a.actorId);
p.QueuePacket(clonedPacket);
}
}
}
public void ChangeAnimation(uint animId)
{
Actor a = zone.FindActorInArea(currentTarget);
if (a is Npc)
((Npc)a).animationId = animId;
}
public void SetDCFlag(bool flag)
{
if (flag)
{
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, SetActorIconPacket.DISCONNECTING), true);
}
else
{
if (isGM)
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, SetActorIconPacket.ISGM), true);
else
BroadcastPacket(SetActorIconPacket.BuildPacket(actorId, 0), true);
}
}
public void CleanupAndSave()
{
playerSession.LockUpdates(true);
//Remove actor from zone and main server list
zone.RemoveActorFromZone(this);
//Set Destination to 0
this.destinationZone = 0;
this.destinationSpawnType = 0;
//Clean up parties
RemoveFromCurrentPartyAndCleanup();
//Save Player
Database.SavePlayerPlayTime(this);
Database.SavePlayerPosition(this);
Database.SavePlayerStatusEffects(this);
//Save Quests
foreach (Quest quest in questScenario)
{
if (quest != null)
quest.SaveData();
}
}
public void CleanupAndSave(uint destinationZone, ushort spawnType, float destinationX, float destinationY, float destinationZ, float destinationRot)
{
playerSession.LockUpdates(true);
//Remove actor from zone and main server list
zone.RemoveActorFromZone(this);
//Clean up parties
RemoveFromCurrentPartyAndCleanup();
//Set destination
this.destinationZone = destinationZone;
this.destinationSpawnType = spawnType;
this.positionX = destinationX;
this.positionY = destinationY;
this.positionZ = destinationZ;
this.rotation = destinationRot;
this.statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnZoning);
//Save Player
Database.SavePlayerPlayTime(this);
Database.SavePlayerPosition(this);
Database.SavePlayerStatusEffects(this);
}
public Area GetZone()
{
return zone;
}
public void SendMessage(uint logType, string sender, string message)
{
QueuePacket(SendMessagePacket.BuildPacket(actorId, logType, sender, message));
}
//Only use at logout since it's intensive
private byte GetInnCode()
{
if (zone.isInn)
{
Vector3 position = new Vector3(positionX, 0, positionZ);
if (Utils.Distance(position, new Vector3(0, 0, 0)) <= 20f)
return 3;
else if (Utils.Distance(position, new Vector3(160, 0, 160)) <= 20f)
return 2;
else if (Utils.Distance(position, new Vector3(-160, 0, -160)) <= 20f)
return 1;
}
return 0;
}
public void SetSleeping()
{
playerSession.LockUpdates(true);
switch(GetInnCode())
{
case 1:
positionX = -162.42f;
positionY = 0f;
positionZ = -154.21f;
rotation = 1.56f;
break;
case 2:
positionX = 157.55f;
positionY = 0f;
positionZ = 165.05f;
rotation = 1.53f;
break;
case 3:
positionX = -2.65f;
positionY = 0f;
positionZ = 3.94f;
rotation = 1.52f;
break;
}
}
public void Logout()
{
// todo: really this should be in CleanupAndSave but we might want logout/disconnect handled separately for some effects
QueuePacket(LogoutPacket.BuildPacket(actorId));
statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnLogout);
CleanupAndSave();
}
public void QuitGame()
{
QueuePacket(QuitPacket.BuildPacket(actorId));
statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnLogout);
CleanupAndSave();
}
public uint GetPlayTime(bool doUpdate)
{
if (doUpdate)
{
uint curTime = Utils.UnixTimeStampUTC();
playTime += curTime - lastPlayTimeUpdate;
lastPlayTimeUpdate = curTime;
}
return playTime;
}
public void SavePlayTime()
{
Database.SavePlayerPlayTime(this);
}
public void ChangeMusic(ushort musicId)
{
QueuePacket(SetMusicPacket.BuildPacket(actorId, musicId, 1));
}
public void ChangeMusic(ushort musicId, ushort musicTrackMode)
{
QueuePacket(SetMusicPacket.BuildPacket(actorId, musicId, musicTrackMode));
}
public void SendMountAppearance()
{
if (mountState == 1)
BroadcastPacket(SetCurrentMountChocoboPacket.BuildPacket(actorId, chocoboAppearance, rentalExpireTime, rentalMinLeft), true);
else if (mountState == 2)
BroadcastPacket(SetCurrentMountGoobbuePacket.BuildPacket(actorId, 1), true);
}
public void SetMountState(byte mountState)
{
this.mountState = mountState;
SendMountAppearance();
}
public byte GetMountState()
{
return mountState;
}
public void DoEmote(uint targettedActor, uint animId, uint descId)
{
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, sourceActor.actorId, textIdOwner.actorId, textId, log));
}
else
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, textIdOwner.actorId, textId, log));
else
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, log, LuaUtils.CreateLuaParamList(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, textIdOwner.actorId, textId, customSender, log));
else
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, customSender, log, LuaUtils.CreateLuaParamList(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, textIdOwner.actorId, textId, displayId, log));
else
QueuePacket(GameMessagePacket.BuildPacket(Server.GetWorldManager().GetActor().actorId, textIdOwner.actorId, textId, displayId, log, LuaUtils.CreateLuaParamList(msgParams)));
}
public void BroadcastWorldMessage(ushort worldMasterId, params object[] msgParams)
{
//SubPacket worldMasterMessage =
//zone.BroadcastPacketAroundActor(this, worldMasterMessage);
}
public void GraphicChange(uint slot, uint graphicId)
{
appearanceIds[slot] = graphicId;
}
public void GraphicChange(uint slot, uint weapId, uint equipId, uint variantId, uint colorId)
{
uint mixedVariantId;
if (weapId == 0)
mixedVariantId = ((variantId & 0x1F) << 5) | colorId;
else
mixedVariantId = variantId;
uint graphicId =
(weapId & 0x3FF) << 20 |
(equipId & 0x3FF) << 10 |
(mixedVariantId & 0x3FF);
appearanceIds[slot] = graphicId;
}
public void GraphicChange(int slot, InventoryItem invItem)
{
if (invItem == null)
appearanceIds[slot] = 0;
else
{
ItemData item = Server.GetItemGamedata(invItem.itemId);
if (item is EquipmentItem)
{
EquipmentItem eqItem = (EquipmentItem)item;
uint mixedVariantId;
if (eqItem.graphicsWeaponId == 0)
mixedVariantId = ((eqItem.graphicsVariantId & 0x1F) << 5) | eqItem.graphicsColorId;
else
mixedVariantId = eqItem.graphicsVariantId;
uint graphicId =
(eqItem.graphicsWeaponId & 0x3FF) << 20 |
(eqItem.graphicsEquipmentId & 0x3FF) << 10 |
(mixedVariantId & 0x3FF);
appearanceIds[slot] = graphicId;
}
//Handle offhand
if (slot == MAINHAND && item is WeaponItem)
{
WeaponItem wpItem = (WeaponItem)item;
uint graphicId =
(wpItem.graphicsOffhandWeaponId & 0x3FF) << 20 |
(wpItem.graphicsOffhandEquipmentId & 0x3FF) << 10 |
(wpItem.graphicsOffhandVariantId & 0x3FF);
if (graphicId != 0)
appearanceIds[SetActorAppearancePacket.OFFHAND] = graphicId;
}
//Handle ALC offhand special case
if (slot == OFFHAND && item is WeaponItem && item.IsAlchemistWeapon())
{
WeaponItem wpItem = (WeaponItem)item;
uint graphicId =
((wpItem.graphicsWeaponId + 1) & 0x3FF) << 20 |
(wpItem.graphicsEquipmentId & 0x3FF) << 10 |
(wpItem.graphicsVariantId & 0x3FF);
if (graphicId != 0)
appearanceIds[SetActorAppearancePacket.SPOFFHAND] = graphicId;
}
}
Database.SavePlayerAppearance(this);
BroadcastPacket(CreateAppearancePacket(), true);
}
public void SendAppearance()
{
BroadcastPacket(CreateAppearancePacket(), true);
}
public void SendCharaExpInfo()
{
if (lastStep == 0)
{
int maxLength;
if ((sizeof(short) * charaWork.battleSave.skillLevel.Length)-lastPosition < 0x5E)
maxLength = (sizeof(short) * charaWork.battleSave.skillLevel.Length) - lastPosition;
else
maxLength = 0x5E;
byte[] skillLevelBuffer = new byte[maxLength];
Buffer.BlockCopy(charaWork.battleSave.skillLevel, 0, skillLevelBuffer, 0, skillLevelBuffer.Length);
SetActorPropetyPacket charaInfo1 = new SetActorPropetyPacket("charaWork/exp");
charaInfo1.SetIsArrayMode(true);
if (maxLength == 0x5E)
{
charaInfo1.AddBuffer(Utils.MurmurHash2("charaWork.battleSave.skillLevel", 0), skillLevelBuffer, 0, skillLevelBuffer.Length, 0x0);
lastPosition += maxLength;
}
else
{
charaInfo1.AddBuffer(Utils.MurmurHash2("charaWork.battleSave.skillLevel", 0), skillLevelBuffer, 0, skillLevelBuffer.Length, 0x3);
lastPosition = 0;
lastStep++;
}
charaInfo1.AddTarget();
QueuePacket(charaInfo1.BuildPacket(actorId));
}
else if (lastStep == 1)
{
int maxLength;
if ((sizeof(short) * charaWork.battleSave.skillLevelCap.Length) - lastPosition < 0x5E)
maxLength = (sizeof(short) * charaWork.battleSave.skillLevelCap.Length) - lastPosition;
else
maxLength = 0x5E;
byte[] skillCapBuffer = new byte[maxLength];
Buffer.BlockCopy(charaWork.battleSave.skillLevelCap, lastPosition, skillCapBuffer, 0, skillCapBuffer.Length);
SetActorPropetyPacket charaInfo1 = new SetActorPropetyPacket("charaWork/exp");
if (maxLength == 0x5E)
{
charaInfo1.SetIsArrayMode(true);
charaInfo1.AddBuffer(Utils.MurmurHash2("charaWork.battleSave.skillLevelCap", 0), skillCapBuffer, 0, skillCapBuffer.Length, 0x1);
lastPosition += maxLength;
}
else
{
charaInfo1.SetIsArrayMode(false);
charaInfo1.AddBuffer(Utils.MurmurHash2("charaWork.battleSave.skillLevelCap", 0), skillCapBuffer, 0, skillCapBuffer.Length, 0x3);
lastStep = 0;
lastPosition = 0;
}
charaInfo1.AddTarget();
QueuePacket(charaInfo1.BuildPacket(actorId));
}
}
public int GetHighestLevel()
{
int max = 0;
foreach (short level in charaWork.battleSave.skillLevel)
{
if (level > max)
max = level;
}
return max;
}
public InventoryItem[] GetGearset(ushort classId)
{
return Database.GetEquipment(this, classId);
}
public void PrepareClassChange(byte classId)
{
SendCharaExpInfo();
}
public void DoClassChange(byte classId)
{
//load hotbars
//Calculate stats
//Calculate hp/mp
//Get Potenciel ??????
//Set HP/MP/TP PARAMS
//Set mainskill and level
//Set Parameters
//Set current EXP
//Set Hotbar Commands 1
//Set Hotbar Commands 2
//Set Hotbar Commands 3
//Check if bonus point available... set
//Remove buffs that fall off when changing class
CommandResultContainer resultContainer = new CommandResultContainer();
statusEffects.RemoveStatusEffectsByFlags((uint)StatusEffectFlags.LoseOnClassChange, resultContainer);
resultContainer.CombineLists();
DoBattleAction(0, 0x7c000062, resultContainer.GetList());
//If new class, init abilties and level
if (charaWork.battleSave.skillLevel[classId - 1] <= 0)
{
UpdateClassLevel(classId, 1);
EquipAbilitiesAtLevel(classId, 1);
}
//Set rested EXP
charaWork.parameterSave.state_mainSkill[0] = classId;
charaWork.parameterSave.state_mainSkillLevel = charaWork.battleSave.skillLevel[classId-1];
playerWork.restBonusExpRate = 0.0f;
for(int i = charaWork.commandBorder; i < charaWork.command.Length; i++)
{
charaWork.command[i] = 0;
charaWork.commandCategory[i] = 0;
}
//If new class, init abilties and level
if (charaWork.battleSave.skillLevel[classId - 1] <= 0)
{
UpdateClassLevel(classId, 1);
EquipAbilitiesAtLevel(classId, 1);
}
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");
propertyBuilder.NewTarget("charaWork/battleStateForSelf");
propertyBuilder.AddProperty(String.Format("charaWork.battleSave.skillPoint[{0}]", classId - 1));
Database.LoadHotbar(this);
var time = Utils.UnixTimeStampUTC();
for(int i = charaWork.commandBorder; i < charaWork.command.Length; i++)
{
if(charaWork.command[i] != 0)
{
charaWork.parameterSave.commandSlot_recastTime[i - charaWork.commandBorder] = time + charaWork.parameterTemp.maxCommandRecastTime[i - charaWork.commandBorder];
}
}
UpdateHotbar();
List<SubPacket> packets = propertyBuilder.Done();
foreach (SubPacket packet in packets)
BroadcastPacket(packet, true);
Database.SavePlayerCurrentClass(this);
RecalculateStats();
}
public void UpdateClassLevel(byte classId, short level)
{
Database.PlayerCharacterUpdateClassLevel(this, classId, level);
charaWork.battleSave.skillLevel[classId - 1] = level;
ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("charaWork/stateForAll", this);
propertyBuilder.AddProperty(String.Format("charaWork.battleSave.skillLevel[{0}]", classId-1));
List<SubPacket> packets = propertyBuilder.Done();
QueuePackets(packets);
}
public void SetRepairRequest(byte type)
{
charaWork.eventSave.repairType = type;
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/bazaar", this);
propPacketUtil.AddProperty("charaWork.eventSave.repairType");
QueuePackets(propPacketUtil.Done());
}
public void CheckBazaarFlags(bool noUpdate = false)
{
bool isDealing = false, isRepairing = false, seekingItem = false;
lock (GetItemPackage(ItemPackage.BAZAAR))
{
foreach (InventoryItem item in GetItemPackage(ItemPackage.BAZAAR).GetRawList())
{
if (item == null)
break;
if (item.GetBazaarMode() == InventoryItem.MODE_SELL_SINGLE || item.GetBazaarMode() == InventoryItem.MODE_SELL_PSTACK || item.GetBazaarMode() == InventoryItem.MODE_SELL_FSTACK)
isDealing = true;
if (item.GetBazaarMode() == InventoryItem.MODE_SEEK_REPAIR)
isRepairing = true;
if (item.GetBazaarMode() == InventoryItem.MODE_SEEK_ITEM)
isDealing = true;
if (isDealing && isRepairing && seekingItem)
break;
}
}
bool doUpdate = false;
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/bazaar", this);
if (charaWork.eventTemp.bazaarRetail != isDealing)
{
charaWork.eventTemp.bazaarRetail = isDealing;
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRetail");
doUpdate = true;
}
if (charaWork.eventTemp.bazaarRepair != isRepairing)
{
charaWork.eventTemp.bazaarRepair = isRepairing;
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRepair");
doUpdate = true;
}
if (charaWork.eventTemp.bazaarMateria != (GetItemPackage(ItemPackage.MELDREQUEST).GetCount() != 0))
{
charaWork.eventTemp.bazaarMateria = GetItemPackage(ItemPackage.MELDREQUEST).GetCount() != 0;
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarMateria");
doUpdate = true;
}
if (!noUpdate && doUpdate)
BroadcastPackets(propPacketUtil.Done(), true);
}
public int GetCurrentGil()
{
if (HasItem(1000001))
return GetItemPackage(ItemPackage.CURRENCY_CRYSTALS).GetItemByCatelogId(1000001).quantity;
else
return 0;
}
public Actor GetActorInInstance(uint actorId)
{
foreach (Actor a in playerSession.actorInstanceList)
{
if (a.actorId == actorId)
return a;
}
return null;
}
public void SetZoneChanging(bool flag)
{
isZoneChanging = flag;
}
public bool IsInZoneChange()
{
return isZoneChanging;
}
public ReferencedItemPackage GetEquipment()
{
return equipment;
}
public byte GetInitialTown()
{
return playerWork.initialTown;
}
public uint GetHomePoint()
{
return homepoint;
}
public byte GetHomePointInn()
{
return homepointInn;
}
public void SetHomePoint(uint aetheryteId)
{
homepoint = aetheryteId;
Database.SavePlayerHomePoints(this);
}
public void SetHomePointInn(byte townId)
{
homepointInn = townId;
Database.SavePlayerHomePoints(this);
}
public bool HasAetheryteNodeUnlocked(uint aetheryteId)
{
if (aetheryteId != 0)
return true;
else
return false;
}
public int GetFreeQuestSlot()
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] == null)
return i;
}
return -1;
}
public int GetFreeGuildleveSlot()
{
for (int i = 0; i < work.guildleveId.Length; i++)
{
if (work.guildleveId[i] == 0)
return i;
}
return -1;
}
//For Lua calls, cause MoonSharp goes retard with uint
public void AddQuest(int id, bool isSilent = false)
{
AddQuest((uint)id, isSilent);
}
public void CompleteQuest(int id)
{
CompleteQuest((uint)id);
}
public bool HasQuest(int id)
{
return HasQuest((uint)id);
}
public Quest GetQuest(int id)
{
return GetQuest((uint)id);
}
public bool IsQuestCompleted(int id)
{
return IsQuestCompleted((uint)id);
}
public bool CanAcceptQuest(int id)
{
return CanAcceptQuest((uint)id);
}
//For Lua calls, cause MoonSharp goes retard with uint
public void AddGuildleve(uint id)
{
int freeSlot = GetFreeGuildleveSlot();
if (freeSlot == -1)
return;
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 < work.guildleveId.Length; i++)
{
if (work.guildleveId[i] == id)
{
Database.RemoveGuildleve(this, id);
work.guildleveId[i] = 0;
SendGuildleveClientUpdate(i);
break;
}
}
}
}
public void AddQuest(uint id, bool isSilent = false)
{
Actor actor = Server.GetStaticActors((0xA0F00000 | id));
AddQuest(actor.actorName, isSilent);
}
public void AddQuest(string name, bool isSilent = false)
{
Quest baseQuest = (Quest) Server.GetStaticActors(name);
if (baseQuest == null)
return;
int freeSlot = GetFreeQuestSlot();
if (freeSlot == -1)
return;
playerWork.questScenario[freeSlot] = baseQuest.actorId;
questScenario[freeSlot] = new Quest(this, baseQuest);
Database.SaveQuest(this, questScenario[freeSlot]);
SendQuestClientUpdate(freeSlot);
if (!isSilent)
{
SendGameMessage(Server.GetWorldManager().GetActor(), 25224, 0x20, (object)questScenario[freeSlot].GetQuestId());
}
}
public void CompleteQuest(uint id)
{
Actor actor = Server.GetStaticActors((0xA0F00000 | id));
CompleteQuest(actor.actorName);
}
public void CompleteQuest(string name)
{
Actor actor = Server.GetStaticActors(name);
if (actor == null)
return;
uint id = actor.actorId;
if (HasQuest(id))
{
Database.CompleteQuest(playerSession.GetActor(), id);
SendGameMessage(Server.GetWorldManager().GetActor(), 25086, 0x20, (object)GetQuest(id).GetQuestId());
RemoveQuest(id);
}
}
//TODO: Add checks for you being in an instance or main scenario
public void AbandonQuest(uint id)
{
Quest quest = GetQuest(id);
RemoveQuestByQuestId(id);
quest.DoAbandon();
}
public void RemoveQuestByQuestId(uint id)
{
RemoveQuest((0xA0F00000 | id));
}
public void RemoveQuest(uint id)
{
if (HasQuest(id))
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].actorId == id)
{
Database.RemoveQuest(this, questScenario[i].actorId);
questScenario[i] = null;
playerWork.questScenario[i] = 0;
SendQuestClientUpdate(i);
break;
}
}
}
}
public void ReplaceQuest(uint oldId, uint newId)
{
if (HasQuest(oldId))
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].GetQuestId() == oldId)
{
Quest baseQuest = (Quest) Server.GetStaticActors((0xA0F00000 | newId));
playerWork.questScenario[i] = (0xA0F00000 | newId);
questScenario[i] = new Quest(this, baseQuest);
Database.SaveQuest(this, questScenario[i]);
SendQuestClientUpdate(i);
break;
}
}
}
}
public bool CanAcceptQuest(string name)
{
if (!IsQuestCompleted(name) && !HasQuest(name))
return true;
else
return false;
}
public bool CanAcceptQuest(uint id)
{
Actor actor = Server.GetStaticActors((0xA0F00000 | id));
return CanAcceptQuest(actor.actorName);
}
public bool IsQuestCompleted(string questName)
{
Actor actor = Server.GetStaticActors(questName);
return IsQuestCompleted(actor.actorId);
}
public bool IsQuestCompleted(uint questId)
{
return Database.IsQuestCompleted(this, 0xFFFFF & questId);
}
public Quest GetQuest(uint id)
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].actorId == (0xA0F00000 | id))
return questScenario[i];
}
return null;
}
public Quest GetQuest(string name)
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].actorName.ToLower().Equals(name.ToLower()))
return questScenario[i];
}
return null;
}
public bool HasQuest(string name)
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].actorName.ToLower().Equals(name.ToLower()))
return true;
}
return false;
}
public bool HasQuest(uint id)
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].actorId == (0xA0F00000 | id))
return true;
}
return false;
}
public bool HasGuildleve(uint id)
{
for (int i = 0; i < work.guildleveId.Length; i++)
{
if (work.guildleveId[i] == id)
return true;
}
return false;
}
public int GetQuestSlot(uint id)
{
for (int i = 0; i < questScenario.Length; i++)
{
if (questScenario[i] != null && questScenario[i].actorId == (0xA0F00000 | id))
return i;
}
return -1;
}
public Quest GetDefaultTalkQuest(Npc npc)
{
Quest defaultTalk = null;
switch (npc.zone.regionId)
{
case 101:
defaultTalk = (Quest) Server.GetStaticActors("DftSea");
break;
case 102:
defaultTalk = (Quest) Server.GetStaticActors("DftRoc");
break;
case 103:
defaultTalk = (Quest) Server.GetStaticActors("DftFst");
break;
case 104:
defaultTalk = (Quest) Server.GetStaticActors("DftWil");
break;
case 105:
defaultTalk = (Quest) Server.GetStaticActors("DftLak");
break;
case 805:
defaultTalk = (Quest) Server.GetStaticActors("DftSrt");
break;
}
if (defaultTalk != null && defaultTalk.IsQuestENPC(this, npc))
return defaultTalk;
return null;
}
public Quest GetTutorialQuest(Npc npc)
{
switch (npc.GetActorClassId())
{
case 1000137:
return (Quest)Server.GetStaticActors("Trl0l1");
case 1000230:
return (Quest)Server.GetStaticActors("Trl0g1");
case 1000841:
return (Quest)Server.GetStaticActors("Trl0u1");
}
return null;
}
public Quest[] GetQuestsForNpc(Npc npc)
{
return Array.FindAll(questScenario, e => e != null && e.IsQuestENPC(this, npc));
}
public void HandleNpcLS(uint id)
{
foreach (Quest quest in questScenario)
{
if (quest != null)
quest.OnNpcLS(this, id);
}
}
public void SetNpcLS(uint npcLSId, uint state)
{
bool isCalling, isExtra;
isCalling = isExtra = false;
switch (state)
{
case NPCLS_INACTIVE:
if (playerWork.npcLinkshellChatExtra[npcLSId] == true && playerWork.npcLinkshellChatCalling[npcLSId] == false)
return;
isExtra = true;
break;
case NPCLS_ACTIVE:
if (playerWork.npcLinkshellChatExtra[npcLSId] == false && playerWork.npcLinkshellChatCalling[npcLSId] == true)
return;
isCalling = true;
break;
case NPCLS_ALERT:
if (playerWork.npcLinkshellChatExtra[npcLSId] == true && playerWork.npcLinkshellChatCalling[npcLSId] == true)
return;
isExtra = isCalling = true;
break;
}
playerWork.npcLinkshellChatExtra[npcLSId] = isExtra;
playerWork.npcLinkshellChatCalling[npcLSId] = isCalling;
Database.SaveNpcLS(this, npcLSId, isCalling, isExtra);
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());
}
private void SendQuestClientUpdate(int slot)
{
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/journal", this);
propPacketUtil.AddProperty(String.Format("playerWork.questScenario[{0}]", slot));
QueuePackets(propPacketUtil.Done());
}
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("work/guildleve", this);
propPacketUtil.AddProperty(String.Format("work.guildleveDone[{0}]", slot));
propPacketUtil.AddProperty(String.Format("work.guildleveChecked[{0}]", slot));
QueuePackets(propPacketUtil.Done());
}
public void SendStartCastbar(uint commandId, uint endTime)
{
playerWork.castCommandClient = commandId;
playerWork.castEndClient = endTime;
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/castState", this);
propPacketUtil.AddProperty("playerWork.castEndClient");
propPacketUtil.AddProperty("playerWork.castCommandClient");
QueuePackets(propPacketUtil.Done());
}
public void SendEndCastbar()
{
playerWork.castCommandClient = 0;
playerWork.castEndClient = 0;
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("playerWork/castState", this);
propPacketUtil.AddProperty("playerWork.castCommandClient");
QueuePackets(propPacketUtil.Done());
}
public void SetLoginDirector(Director director)
{
if (ownedDirectors.Contains(director))
loginInitDirector = director;
}
public void AddDirector(Director director, bool spawnImmediatly = false)
{
if (!ownedDirectors.Contains(director))
{
ownedDirectors.Add(director);
director.AddMember(this);
}
}
public void SendDirectorPackets(Director director)
{
QueuePackets(director.GetSpawnPackets());
QueuePackets(director.GetInitPackets());
}
public void RemoveDirector(Director director)
{
if (ownedDirectors.Contains(director))
{
QueuePacket(RemoveActorPacket.BuildPacket(director.actorId));
ownedDirectors.Remove(director);
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)
{
foreach (Director d in ownedDirectors)
{
if (d.GetScriptPath().Equals(directorName))
return d;
}
return null;
}
public Director GetDirector(uint id)
{
foreach (Director d in ownedDirectors)
{
if (d.actorId == id)
return d;
}
return null;
}
public void ExaminePlayer(Actor examinee)
{
Player toBeExamined;
if (examinee is Player)
toBeExamined = (Player)examinee;
else
return;
QueuePacket(InventoryBeginChangePacket.BuildPacket(toBeExamined.actorId, true));
toBeExamined.GetEquipment().SendUpdateAsItemPackage(this, ItemPackage.MAXSIZE_EQUIPMENT_OTHERPLAYER, ItemPackage.EQUIPMENT_OTHERPLAYER);
QueuePacket(InventoryEndChangePacket.BuildPacket(toBeExamined.actorId));
}
public void SendDataPacket(params object[] parameters)
{
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = GenericDataPacket.BuildPacket(actorId, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void StartEvent(Actor owner, EventStartPacket start)
{
currentEventOwner = start.ownerActorID;
currentEventName = start.eventName;
currentEventType = start.eventType;
LuaEngine.GetInstance().EventStarted(this, owner, start);
}
public void UpdateEvent(EventUpdatePacket update)
{
LuaEngine.GetInstance().OnEventUpdate(this, update.luaParams);
}
public void KickEvent(Actor actor, string eventName, params object[] parameters)
{
if (actor == null)
return;
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = KickEventPacket.BuildPacket(actorId, actor.actorId, eventName, 5, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void KickEventSpecial(Actor actor, uint unknown, string eventName, params object[] parameters)
{
if (actor == null)
return;
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = KickEventPacket.BuildPacket(actorId, actor.actorId, eventName, 0, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void SetEventStatus(Actor actor, string conditionName, bool enabled, byte type)
{
QueuePacket(SetEventStatusPacket.BuildPacket(actor.actorId, enabled, type, conditionName));
}
public void RunEventFunction(string functionName, params object[] parameters)
{
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = RunEventFunctionPacket.BuildPacket(actorId, currentEventOwner, currentEventName, currentEventType, functionName, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void EndEvent()
{
SubPacket p = EndEventPacket.BuildPacket(actorId, currentEventOwner, currentEventName, currentEventType);
p.DebugPrintSubPacket();
QueuePacket(p);
currentEventOwner = 0;
currentEventName = "";
currentEventType = 0;
currentEventRunning = null;
}
public void BroadcastCountdown(byte countdownLength, ulong syncTime)
{
BroadcastPacket(StartCountdownPacket.BuildPacket(actorId, countdownLength, syncTime, "Go!"), true);
}
public void SendInstanceUpdate(bool force = false)
{
//Server.GetWorldManager().SeamlessCheck(this);
//Update Instance
List<Actor> aroundMe = new List<Actor>();
if (zone != null)
aroundMe.AddRange(zone.GetActorsAroundActor(this, 50));
if (zone2 != null)
aroundMe.AddRange(zone2.GetActorsAroundActor(this, 50));
playerSession.UpdateInstance(aroundMe, force);
}
public bool IsInParty()
{
return currentParty != null;
}
public bool IsPartyLeader()
{
if (IsInParty())
{
Party party = (Party)currentParty;
return party.GetLeader() == actorId;
}
else
return false;
}
public void PartyOustPlayer(uint actorId)
{
SubPacket oustPacket = PartyModifyPacket.BuildPacket(playerSession, 1, actorId);
QueuePacket(oustPacket);
}
public void PartyOustPlayer(string name)
{
SubPacket oustPacket = PartyModifyPacket.BuildPacket(playerSession, 1, name);
QueuePacket(oustPacket);
}
public void PartyLeave()
{
SubPacket leavePacket = PartyLeavePacket.BuildPacket(playerSession, false);
QueuePacket(leavePacket);
}
public void PartyDisband()
{
SubPacket disbandPacket = PartyLeavePacket.BuildPacket(playerSession, true);
QueuePacket(disbandPacket);
}
public void PartyPromote(uint actorId)
{
SubPacket promotePacket = PartyModifyPacket.BuildPacket(playerSession, 0, actorId);
QueuePacket(promotePacket);
}
public void PartyPromote(string name)
{
SubPacket promotePacket = PartyModifyPacket.BuildPacket(playerSession, 0, name);
QueuePacket(promotePacket);
}
//A party member list packet came, set the party
public void SetParty(Party group)
{
if (group is Party && currentParty != group)
{
RemoveFromCurrentPartyAndCleanup();
currentParty = group;
}
}
//Removes the player from the party and cleans it up if needed
public void RemoveFromCurrentPartyAndCleanup()
{
if (currentParty == null)
return;
Party partyGroup = (Party) currentParty;
for (int i = 0; i < partyGroup.members.Count; i++)
{
if (partyGroup.members[i] == actorId)
{
partyGroup.members.RemoveAt(i);
break;
}
}
//currentParty.members.Remove(this);
if (partyGroup.members.Count == 0)
Server.GetWorldManager().NoMembersInParty((Party)currentParty);
currentParty = null;
}
public void IssueChocobo(byte appearanceId, string nameResponse)
{
Database.IssuePlayerChocobo(this, appearanceId, nameResponse);
hasChocobo = true;
chocoboAppearance = appearanceId;
chocoboName = nameResponse;
QueuePacket(SetChocoboNamePacket.BuildPacket(actorId, chocoboName));
QueuePacket(SetHasChocoboPacket.BuildPacket(actorId, hasChocobo));
}
public void ChangeChocoboAppearance(byte appearanceId)
{
Database.ChangePlayerChocoboAppearance(this, appearanceId);
chocoboAppearance = appearanceId;
}
public void StartChocoboRental(byte numMins)
{
rentalExpireTime = Utils.UnixTimeStampUTC() + ((uint)numMins * 60);
rentalMinLeft = numMins;
}
public bool IsChocoboRentalActive()
{
return rentalExpireTime != 0;
}
public Retainer SpawnMyRetainer(Npc bell, int retainerIndex)
{
Retainer retainer = Database.LoadRetainer(this, retainerIndex);
float distance = (float)Math.Sqrt(((positionX - bell.positionX) * (positionX - bell.positionX)) + ((positionZ - bell.positionZ) * (positionZ - bell.positionZ)));
float posX = bell.positionX - ((-1.0f * (bell.positionX - positionX)) / distance);
float posZ = bell.positionZ - ((-1.0f * (bell.positionZ - positionZ)) / distance);
retainer.positionX = posX;
retainer.positionY = positionY;
retainer.positionZ = posZ;
retainer.rotation = (float)Math.Atan2(positionX - posX, positionZ - posZ);
retainerMeetingGroup = new RetainerMeetingRelationGroup(5555, this, retainer);
retainerMeetingGroup.SendGroupPackets(playerSession);
currentSpawnedRetainer = retainer;
sentRetainerSpawn = false;
return retainer;
}
public void DespawnMyRetainer()
{
if (currentSpawnedRetainer != null)
{
currentSpawnedRetainer = null;
retainerMeetingGroup.SendDeletePacket(playerSession);
retainerMeetingGroup = null;
}
}
public override void Update(DateTime tick)
{
// Chocobo Rental Expirey
if (rentalExpireTime != 0)
{
uint tickUTC = Utils.UnixTimeStampUTC(tick);
//Rental has expired, dismount
if (rentalExpireTime <= tickUTC)
{
rentalExpireTime = 0;
rentalMinLeft = 0;
ChangeMusic(GetZone().bgmDay);
SetMountState(0);
ChangeSpeed(0.0f, 2.0f, 5.0f, 5.0f);
ChangeState(0);
}
else
{
rentalMinLeft = (byte) ((rentalExpireTime - tickUTC) /60);
}
}
aiContainer.Update(tick);
statusEffects.Update(tick);
}
public override void PostUpdate(DateTime tick, List<SubPacket> packets = null)
{
// todo: is this correct?
if (this.playerSession.isUpdatesLocked)
return;
// todo: should probably add another flag for battleTemp since all this uses reflection
packets = new List<SubPacket>();
// we only want the latest update for the player
if ((updateFlags & ActorUpdateFlags.Position) != 0)
{
if (positionUpdates.Count > 1)
positionUpdates.RemoveRange(1, positionUpdates.Count - 1);
}
if ((updateFlags & ActorUpdateFlags.HpTpMp) != 0)
{
var propPacketUtil = new ActorPropertyPacketUtil("charaWork/stateAtQuicklyForAll", this);
// todo: should this be using job as index?
propPacketUtil.AddProperty("charaWork.parameterSave.hp[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.hpMax[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkill[0]");
propPacketUtil.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
packets.AddRange(propPacketUtil.Done());
}
if ((updateFlags & ActorUpdateFlags.Stats) != 0)
{
var propPacketUtil = new ActorPropertyPacketUtil("charaWork/battleParameter", this);
for (uint i = 0; i < 35; i++)
{
if (GetMod(i) != charaWork.battleTemp.generalParameter[i])
{
charaWork.battleTemp.generalParameter[i] = (short)GetMod(i);
propPacketUtil.AddProperty(String.Format("charaWork.battleTemp.generalParameter[{0}]", i));
}
}
QueuePackets(propPacketUtil.Done());
}
if ((updateFlags & ActorUpdateFlags.Hotbar) != 0)
{
UpdateHotbar(hotbarSlotsToUpdate);
hotbarSlotsToUpdate.Clear();
updateFlags ^= ActorUpdateFlags.Hotbar;
}
base.PostUpdate(tick, packets);
}
public override void Die(DateTime tick, CommandResultContainer actionContainer = null)
{
// todo: death timer
aiContainer.InternalDie(tick, 60);
}
//Update commands and recast timers for the entire hotbar
public void UpdateHotbar()
{
for (ushort i = charaWork.commandBorder; i < charaWork.commandBorder + 30; i++)
{
hotbarSlotsToUpdate.Add(i);
}
updateFlags |= ActorUpdateFlags.Hotbar;
}
//Updates the hotbar and recast timers for only certain hotbar slots
public void UpdateHotbar(List<ushort> slotsToUpdate)
{
UpdateHotbarCommands(slotsToUpdate);
UpdateRecastTimers(slotsToUpdate);
}
//Update command ids for the passed in hotbar slots
public void UpdateHotbarCommands(List<ushort> slotsToUpdate)
{
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/command", this);
foreach (ushort slot in slotsToUpdate)
{
propPacketUtil.AddProperty(String.Format("charaWork.command[{0}]", slot));
propPacketUtil.AddProperty(String.Format("charaWork.commandCategory[{0}]", slot));
}
propPacketUtil.NewTarget("charaWork/commandDetailForSelf");
//Enable or disable slots based on whether there is an ability in that slot
foreach (ushort slot in slotsToUpdate)
{
charaWork.parameterSave.commandSlot_compatibility[slot - charaWork.commandBorder] = charaWork.command[slot] != 0;
propPacketUtil.AddProperty(String.Format("charaWork.parameterSave.commandSlot_compatibility[{0}]", slot - charaWork.commandBorder));
}
QueuePackets(propPacketUtil.Done());
//QueuePackets(compatibiltyUtil.Done());
}
//Update recast timers for the passed in hotbar slots
public void UpdateRecastTimers(List<ushort> slotsToUpdate)
{
ActorPropertyPacketUtil recastPacketUtil = new ActorPropertyPacketUtil("charaWork/commandDetailForSelf", this);
foreach (ushort slot in slotsToUpdate)
{
recastPacketUtil.AddProperty(String.Format("charaWork.parameterTemp.maxCommandRecastTime[{0}]", slot - charaWork.commandBorder));
recastPacketUtil.AddProperty(String.Format("charaWork.parameterSave.commandSlot_recastTime[{0}]", slot - charaWork.commandBorder));
}
QueuePackets(recastPacketUtil.Done());
}
//Find the first open slot in classId's hotbar and equip an ability there.
public void EquipAbilityInFirstOpenSlot(byte classId, uint commandId, bool printMessage = true)
{
//Find first open slot on class's hotbar slot, then call EquipAbility with that slot.
ushort hotbarSlot = 0;
//If the class we're equipping for is the current class, we can just look at charawork.command
if(classId == charaWork.parameterSave.state_mainSkill[0])
hotbarSlot = FindFirstCommandSlotById(0);
//Otherwise, we need to check the database.
else
hotbarSlot = (ushort) (Database.FindFirstCommandSlot(this, classId) + charaWork.commandBorder);
EquipAbility(classId, commandId, hotbarSlot, printMessage);
}
//Add commandId to classId's hotbar at hotbarSlot.
//If classId is not the current class, do it in the database
//hotbarSlot starts at 32
public void EquipAbility(byte classId, uint commandId, ushort hotbarSlot, bool printMessage = true)
{
var ability = Server.GetWorldManager().GetBattleCommand(commandId);
uint trueCommandId = 0xA0F00000 | commandId;
ushort lowHotbarSlot = (ushort)(hotbarSlot - charaWork.commandBorder);
ushort maxRecastTime = (ushort)(ability != null ? ability.maxRecastTimeSeconds : 5);
uint recastEnd = Utils.UnixTimeStampUTC() + maxRecastTime;
Database.EquipAbility(this, classId, (ushort) (hotbarSlot - charaWork.commandBorder), commandId, recastEnd);
//If the class we're equipping for is the current class (need to find out if state_mainSkill is supposed to change when you're a job)
//then equip the ability in charawork.commands and save in databse, otherwise just save in database
if (classId == GetCurrentClassOrJob())
{
charaWork.command[hotbarSlot] = trueCommandId;
charaWork.commandCategory[hotbarSlot] = 1;
charaWork.parameterTemp.maxCommandRecastTime[lowHotbarSlot] = maxRecastTime;
charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot] = recastEnd;
hotbarSlotsToUpdate.Add(hotbarSlot);
updateFlags |= ActorUpdateFlags.Hotbar;
}
if(printMessage)
SendGameMessage(Server.GetWorldManager().GetActor(), 30603, 0x20, 0, commandId);
}
//Doesn't take a classId because the only way to swap abilities is through the ability equip widget oe /eaction, which only apply to current class
//hotbarSlot 1 and 2 are 32-indexed.
public void SwapAbilities(ushort hotbarSlot1, ushort hotbarSlot2)
{
//0 indexed hotbar slots for saving to database and recast timers
uint lowHotbarSlot1 = (ushort)(hotbarSlot1 - charaWork.commandBorder);
uint lowHotbarSlot2 = (ushort)(hotbarSlot2 - charaWork.commandBorder);
//Store information about first command
uint commandId = charaWork.command[hotbarSlot1];
uint recastEnd = charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot1];
ushort recastMax = charaWork.parameterTemp.maxCommandRecastTime[lowHotbarSlot1];
//Move second command's info to first hotbar slot
charaWork.command[hotbarSlot1] = charaWork.command[hotbarSlot2];
charaWork.parameterTemp.maxCommandRecastTime[lowHotbarSlot1] = charaWork.parameterTemp.maxCommandRecastTime[lowHotbarSlot2];
charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot1] = charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot2];
//Move first command's info to second slot
charaWork.command[hotbarSlot2] = commandId;
charaWork.parameterTemp.maxCommandRecastTime[lowHotbarSlot2] = recastMax;
charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot2] = recastEnd;
//Save changes to both slots
Database.EquipAbility(this, GetCurrentClassOrJob(), (ushort)(lowHotbarSlot1), 0xA0F00000 ^ charaWork.command[hotbarSlot1], charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot1]);
Database.EquipAbility(this, GetCurrentClassOrJob(), (ushort)(lowHotbarSlot2), 0xA0F00000 ^ charaWork.command[hotbarSlot2], charaWork.parameterSave.commandSlot_recastTime[lowHotbarSlot2]);
//Update slots on client
hotbarSlotsToUpdate.Add(hotbarSlot1);
hotbarSlotsToUpdate.Add(hotbarSlot2);
updateFlags |= ActorUpdateFlags.Hotbar;
}
public void UnequipAbility(ushort hotbarSlot, bool printMessage = true)
{
ushort trueHotbarSlot = (ushort)(hotbarSlot + charaWork.commandBorder - 1);
uint commandId = charaWork.command[trueHotbarSlot];
Database.UnequipAbility(this, hotbarSlot);
charaWork.command[trueHotbarSlot] = 0;
hotbarSlotsToUpdate.Add(trueHotbarSlot);
if (printMessage && commandId != 0)
SendGameMessage(Server.GetWorldManager().GetActor(), 30604, 0x20, 0, 0xA0F00000 ^ commandId);
updateFlags |= ActorUpdateFlags.Hotbar;
}
//Finds the first hotbar slot with a given commandId.
//If the returned value is outside the hotbar, it indicates it wasn't found.
public ushort FindFirstCommandSlotById(uint commandId)
{
if(commandId != 0)
commandId |= 0xA0F00000;
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;
}
private void UpdateHotbarTimer(uint commandId, uint recastTimeMs)
{
ushort slot = FindFirstCommandSlotById(commandId);
charaWork.parameterSave.commandSlot_recastTime[slot - charaWork.commandBorder] = Utils.UnixTimeStampUTC(DateTime.Now.AddMilliseconds(recastTimeMs));
var slots = new List<ushort>();
slots.Add(slot);
UpdateRecastTimers(slots);
}
private uint GetHotbarTimer(uint commandId)
{
ushort slot = FindFirstCommandSlotById(commandId);
return charaWork.parameterSave.commandSlot_recastTime[slot - charaWork.commandBorder];
}
public override void Cast(uint spellId, uint targetId = 0)
{
if (aiContainer.CanChangeState())
aiContainer.Cast(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), spellId);
else if (aiContainer.IsCurrentState<MagicState>())
// You are already casting.
SendGameMessage(Server.GetWorldManager().GetActor(), 32536, 0x20);
else
// Please wait a moment and try again.
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20);
}
public override void Ability(uint abilityId, uint targetId = 0)
{
if (aiContainer.CanChangeState())
aiContainer.Ability(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), abilityId);
else
// Please wait a moment and try again.
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20);
}
public override void WeaponSkill(uint skillId, uint targetId = 0)
{
if (aiContainer.CanChangeState())
aiContainer.WeaponSkill(zone.FindActorInArea<Character>(targetId == 0 ? currentTarget : targetId), skillId);
else
// Please wait a moment and try again.
SendGameMessage(Server.GetWorldManager().GetActor(), 32535, 0x20);
}
public override bool IsValidTarget(Character target, ValidTarget validTarget)
{
if (target == null)
{
// Target does not exist.
SendGameMessage(Server.GetWorldManager().GetActor(), 32511, 0x20);
return false;
}
if (target.isMovingToSpawn)
{
// That command cannot be performed on the current target.
SendGameMessage(Server.GetWorldManager().GetActor(), 32547, 0x20);
return false;
}
// enemy only
if ((validTarget & ValidTarget.Enemy) != 0)
{
// todo: this seems ambiguous
if (target.isStatic)
{
// That command cannot be performed on the current target.
SendGameMessage(Server.GetWorldManager().GetActor(), 32547, 0x20);
return false;
}
if (currentParty != null && target.currentParty == currentParty)
{
// That command cannot be performed on a party member.
SendGameMessage(Server.GetWorldManager().GetActor(), 32548, 0x20);
return false;
}
// todo: pvp?
if (target.allegiance == allegiance)
{
// That command cannot be performed on an ally.
SendGameMessage(Server.GetWorldManager().GetActor(), 32549, 0x20);
return false;
}
bool partyEngaged = false;
// todo: replace with confrontation status effect? (see how dsp does it)
if (target.aiContainer.IsEngaged())
{
if (currentParty != null)
{
if (target is BattleNpc)
{
var helpingActorId = ((BattleNpc)target).GetMobMod((uint)MobModifier.CallForHelp);
partyEngaged = this.actorId == helpingActorId || (((BattleNpc)target).GetMobMod((uint)MobModifier.FreeForAll) != 0);
}
if (!partyEngaged)
{
foreach (var memberId in ((Party)currentParty).members)
{
if (memberId == target.currentLockedTarget)
{
partyEngaged = true;
break;
}
}
}
}
else if (target.currentLockedTarget == actorId)
{
partyEngaged = true;
}
}
else
{
partyEngaged = true;
}
if (!partyEngaged)
{
// That target is already engaged.
SendGameMessage(Server.GetWorldManager().GetActor(), 32520, 0x20);
return false;
}
}
if ((validTarget & ValidTarget.Ally) != 0 && target.allegiance != allegiance)
{
// That command cannot be performed on the current target.
SendGameMessage(Server.GetWorldManager().GetActor(), 32547, 0x20);
return false;
}
// todo: isStatic seems ambiguous?
if ((validTarget & ValidTarget.NPC) != 0 && target.isStatic)
return true;
// todo: why is player always zoning?
// cant target if zoning
if (target is Player && ((Player)target).playerSession.isUpdatesLocked)
{
// That command cannot be performed on the current target.
SendGameMessage(Server.GetWorldManager().GetActor(), 32547, 0x20);
return false;
}
return true;
}
//Do we need separate functions? they check the same things
public override bool CanUse(Character target, BattleCommand skill, CommandResult error = null)
{
if (!skill.IsValidMainTarget(this, target, error) || !IsValidTarget(target, skill.mainTarget))
{
// error packet is set in IsValidTarget
return false;
}
//Might want to do these with a BattleAction instead to be consistent with the rest of command stuff
if (GetHotbarTimer(skill.id) > Utils.UnixTimeStampUTC())
{
// todo: this needs confirming
// Please wait a moment and try again.
error?.SetTextId(32535);
return false;
}
if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) > skill.range)
{
// The target is too far away.
error?.SetTextId(32539);
return false;
}
if (Utils.XZDistance(positionX, positionZ, target.positionX, target.positionZ) < skill.minRange)
{
// The target is too close.
error?.SetTextId(32538);
return false;
}
if (target.positionY - positionY > (skill.rangeHeight / 2))
{
// The target is too far above you.
error?.SetTextId(32540);
return false;
}
if (positionY - target.positionY > (skill.rangeHeight / 2))
{
// The target is too far below you.
error?.SetTextId(32541);
return false;
}
if (skill.CalculateMpCost(this) > GetMP())
{
// You do not have enough MP.
error?.SetTextId(32545);
return false;
}
if (skill.CalculateTpCost(this) > GetTP())
{
// You do not have enough TP.
error?.SetTextId(32546);
return false;
}
//Proc requirement
if (skill.procRequirement != BattleCommandProcRequirement.None && !charaWork.battleTemp.timingCommandFlag[(int)skill.procRequirement - 1])
{
//Conditions for use are not met
error?.SetTextId(32556);
return false;
}
return true;
}
public override void OnAttack(State state, CommandResult action, ref CommandResult error)
{
var target = state.GetTarget();
base.OnAttack(state, action, ref error);
// todo: switch based on main weap (also probably move this anim assignment somewhere else)
action.animation = 0x19001000;
if (error == null)
{
// melee attack animation
//action.animation = 0x19001000;
}
if (target is BattleNpc)
{
((BattleNpc)target).hateContainer.UpdateHate(this, action.enmity);
}
LuaEngine.GetInstance().OnSignal("playerAttack");
}
public override void OnCast(State state, CommandResult[] actions, BattleCommand spell, ref CommandResult[] errors)
{
// todo: update hotbar timers to skill's recast time (also needs to be done on class change or equip crap)
base.OnCast(state, actions, spell, ref errors);
// todo: should just make a thing that updates the one slot cause this is dumb as hell
UpdateHotbarTimer(spell.id, spell.recastTimeMs);
//LuaEngine.GetInstance().OnSignal("spellUse");
}
public override void OnWeaponSkill(State state, CommandResult[] actions, BattleCommand skill, ref CommandResult[] errors)
{
// todo: update hotbar timers to skill's recast time (also needs to be done on class change or equip crap)
base.OnWeaponSkill(state, actions, skill, ref errors);
// todo: should just make a thing that updates the one slot cause this is dumb as hell
UpdateHotbarTimer(skill.id, skill.recastTimeMs);
// todo: this really shouldnt be called on each ws?
lua.LuaEngine.CallLuaBattleFunction(this, "onWeaponSkill", this, state.GetTarget(), skill);
LuaEngine.GetInstance().OnSignal("weaponskillUse");
}
public override void OnAbility(State state, CommandResult[] actions, BattleCommand ability, ref CommandResult[] errors)
{
base.OnAbility(state, actions, ability, ref errors);
UpdateHotbarTimer(ability.id, ability.recastTimeMs);
LuaEngine.GetInstance().OnSignal("abilityUse");
}
//Handles exp being added, does not handle figuring out exp bonus from buffs or skill/link chains or any of that
//Returns CommandResults that can be sent to display the EXP gained number and level ups
//exp should be a ushort single the exp graphic overflows after ~65k
public List<CommandResult> AddExp(int exp, byte classId, byte bonusPercent = 0)
{
List<CommandResult> actionList = new List<CommandResult>();
exp += (int) Math.Ceiling((exp * bonusPercent / 100.0f));
//You earn [exp] (+[bonusPercent]%) experience points.
//In non-english languages there are unique messages for each language, hence the use of ClassExperienceTextIds
actionList.Add(new CommandResult(actorId, BattleUtils.ClassExperienceTextIds[classId], 0, (ushort)exp, bonusPercent));
bool leveled = false;
int diff = MAXEXP[GetLevel() - 1] - charaWork.battleSave.skillPoint[classId - 1];
//While there is enough experience to level up, keep leveling up, unlocking skills and removing experience from exp until we don't have enough to level up
while (exp >= diff && GetLevel() < charaWork.battleSave.skillLevelCap[classId])
{
//Level up
LevelUp(classId, actionList);
leveled = true;
//Reduce exp based on how much exp is needed to level
exp -= diff;
diff = MAXEXP[GetLevel() - 1];
}
if(leveled)
{
//Set exp to current class to 0 so that exp is added correctly
charaWork.battleSave.skillPoint[classId - 1] = 0;
//send new level
ActorPropertyPacketUtil levelPropertyPacket = new ActorPropertyPacketUtil("charaWork/stateForAll", this);
levelPropertyPacket.AddProperty(String.Format("charaWork.battleSave.skillLevel[{0}]", classId - 1));
levelPropertyPacket.AddProperty("charaWork.parameterSave.state_mainSkillLevel");
QueuePackets(levelPropertyPacket.Done());
Database.SetLevel(this, classId, GetLevel());
Database.SavePlayerCurrentClass(this);
}
//Cap experience for level 50
charaWork.battleSave.skillPoint[classId - 1] = Math.Min(charaWork.battleSave.skillPoint[classId - 1] + exp, MAXEXP[GetLevel() - 1]);
ActorPropertyPacketUtil expPropertyPacket = new ActorPropertyPacketUtil("charaWork/battleStateForSelf", this);
expPropertyPacket.AddProperty(String.Format("charaWork.battleSave.skillPoint[{0}]", classId - 1));
QueuePackets(expPropertyPacket.Done());
Database.SetExp(this, classId, charaWork.battleSave.skillPoint[classId - 1]);
return actionList;
}
//Equips any abilities for the given classId at the given level. If actionList is not null, adds a "You learn Command" message
private void EquipAbilitiesAtLevel(byte classId, short level, List<CommandResult> actionList = null)
{
//If there's any abilites that unlocks at this level, equip them.
List<ushort> commandIds = Server.GetWorldManager().GetBattleCommandIdByLevel(classId, level);
foreach (ushort commandId in commandIds)
{
EquipAbilityInFirstOpenSlot(classId, commandId, false);
byte jobId = ConvertClassIdToJobId(classId);
if (jobId != classId)
EquipAbilityInFirstOpenSlot(jobId, commandId, false);
//33926: You learn [command].
if (actionList != null)
{
if (classId == GetCurrentClassOrJob() || jobId == GetCurrentClassOrJob())
actionList.Add(new CommandResult(actorId, 33926, 0, commandId));
}
}
}
//Increaess level of current class and equips new abilities earned at that level
public void LevelUp(byte classId, List<CommandResult> actionList = null)
{
if (charaWork.battleSave.skillLevel[classId - 1] < charaWork.battleSave.skillLevelCap[classId])
{
//Increase level
charaWork.battleSave.skillLevel[classId - 1]++;
charaWork.parameterSave.state_mainSkillLevel++;
//33909: You attain level [level].
if (actionList != null)
actionList.Add(new CommandResult(actorId, 33909, 0, (ushort)charaWork.battleSave.skillLevel[classId - 1]));
EquipAbilitiesAtLevel(classId, GetLevel(), actionList);
}
}
public static byte ConvertClassIdToJobId(byte classId)
{
byte jobId = classId;
switch(classId)
{
case CLASSID_PUG:
case CLASSID_GLA:
case CLASSID_MRD:
jobId += 13;
break;
case CLASSID_ARC:
case CLASSID_LNC:
jobId += 11;
break;
case CLASSID_THM:
case CLASSID_CNJ:
jobId += 4;
break;
}
return jobId;
}
public void SetCurrentJob(byte jobId)
{
currentJob = jobId;
BroadcastPacket(SetCurrentJobPacket.BuildPacket(actorId, jobId), true);
Database.LoadHotbar(this);
SendCharaExpInfo();
}
//Gets the id of the player's current job. If they aren't a job, gets the id of their class
public byte GetCurrentClassOrJob()
{
if (currentJob != 0)
return (byte) currentJob;
return charaWork.parameterSave.state_mainSkill[0];
}
public void hpstuff(uint hp)
{
SetMaxHP(hp);
SetHP(hp);
mpMaxBase = (ushort)hp;
charaWork.parameterSave.mpMax = (short)hp;
charaWork.parameterSave.mp = (short)hp;
AddTP(3000);
updateFlags |= ActorUpdateFlags.HpTpMp;
}
public void SetCombos(int comboId1 = 0, int comboId2 = 0)
{
SetCombos(new int[] { comboId1, comboId2 });
}
public void SetCombos(int[] comboIds)
{
Array.Copy(comboIds, playerWork.comboNextCommandId, 2);
//If we're starting or continuing a combo chain, add the status effect and combo cost bonus
if (comboIds[0] != 0)
{
StatusEffect comboEffect = new StatusEffect(this, Server.GetWorldManager().GetStatusEffect((uint) StatusEffectId.Combo));
comboEffect.SetDuration(13);
comboEffect.SetOverwritable(1);
statusEffects.AddStatusEffect(comboEffect, this);
playerWork.comboCostBonusRate = 1;
}
//Otherwise we're ending a combo, remove the status
else
{
statusEffects.RemoveStatusEffect(statusEffects.GetStatusEffectById((uint) StatusEffectId.Combo));
playerWork.comboCostBonusRate = 0;
}
ActorPropertyPacketUtil comboPropertyPacket = new ActorPropertyPacketUtil("playerWork/combo", this);
comboPropertyPacket.AddProperty("playerWork.comboCostBonusRate");
comboPropertyPacket.AddProperty("playerWork.comboNextCommandId[0]");
comboPropertyPacket.AddProperty("playerWork.comboNextCommandId[1]");
QueuePackets(comboPropertyPacket.Done());
}
public override void CalculateBaseStats()
{
base.CalculateBaseStats();
//Add weapon property mod
var equip = GetEquipment();
var mainHandItem = equip.GetItemAtSlot(SLOT_MAINHAND);
var damageAttribute = 0;
var attackDelay = 3000;
var hitCount = 1;
if (mainHandItem != null)
{
var mainHandWeapon = (Server.GetItemGamedata(mainHandItem.itemId) as WeaponItem);
damageAttribute = mainHandWeapon.damageAttributeType1;
attackDelay = (int) (mainHandWeapon.damageInterval * 1000);
hitCount = mainHandWeapon.frequency;
}
var hasShield = equip.GetItemAtSlot(SLOT_OFFHAND) != null ? 1 : 0;
SetMod((uint)Modifier.CanBlock, hasShield);
SetMod((uint)Modifier.AttackType, damageAttribute);
SetMod((uint)Modifier.Delay, attackDelay);
SetMod((uint)Modifier.HitCount, hitCount);
//These stats all correlate in a 3:2 fashion
//It seems these stats don't actually increase their respective stats. The magic stats do, however
AddMod((uint)Modifier.Attack, (long)(GetMod(Modifier.Strength) * 0.667));
AddMod((uint)Modifier.Accuracy, (long)(GetMod(Modifier.Dexterity) * 0.667));
AddMod((uint)Modifier.Defense, (long)(GetMod(Modifier.Vitality) * 0.667));
//These stats correlate in a 4:1 fashion. (Unsure if MND is accurate but it would make sense for it to be)
AddMod((uint)Modifier.AttackMagicPotency, (long)((float)GetMod(Modifier.Intelligence) * 0.25));
AddMod((uint)Modifier.MagicAccuracy, (long)((float)GetMod(Modifier.Mind) * 0.25));
AddMod((uint)Modifier.HealingMagicPotency, (long)((float)GetMod(Modifier.Mind) * 0.25));
AddMod((uint)Modifier.MagicEvasion, (long)((float)GetMod(Modifier.Piety) * 0.25));
AddMod((uint)Modifier.EnfeeblingMagicPotency, (long)((float)GetMod(Modifier.Piety) * 0.25));
//VIT correlates to HP in a 1:1 fashion
AddMod((uint)Modifier.Hp, (long)((float)Modifier.Vitality));
CalculateTraitMods();
}
public bool HasTrait(ushort id)
{
BattleTrait trait = Server.GetWorldManager().GetBattleTrait(id);
return HasTrait(trait);
}
public bool HasTrait(BattleTrait trait)
{
return (trait != null) && (trait.job == GetClass()) && (trait.level <= GetLevel());
}
public void CalculateTraitMods()
{
var traitIds = Server.GetWorldManager().GetAllBattleTraitIdsForClass((byte) GetClass());
foreach(var traitId in traitIds)
{
var trait = Server.GetWorldManager().GetBattleTrait(traitId);
if(HasTrait(trait))
{
AddMod(trait.modifier, trait.bonus);
}
}
}
public bool HasItemEquippedInSlot(uint itemId, ushort slot)
{
var equippedItem = equipment.GetItemAtSlot(slot);
return equippedItem != null && equippedItem.itemId == itemId;
}
public Retainer GetSpawnedRetainer()
{
return currentSpawnedRetainer;
}
public void StartTradeTransaction(Player otherPlayer)
{
myOfferings = new ReferencedItemPackage(this, ItemPackage.MAXSIZE_TRADE, ItemPackage.TRADE);
otherTrader = otherPlayer;
isTradeAccepted = false;
}
public Player GetOtherTrader()
{
return otherTrader;
}
public ReferencedItemPackage GetTradeOfferings()
{
return myOfferings;
}
public bool IsTrading()
{
return otherTrader != null;
}
public bool IsTradeAccepted()
{
return isTradeAccepted;
}
public void AddTradeItem(ushort slot, ItemRefParam chosenItem, int tradeQuantity)
{
if (!IsTrading())
return;
//Get chosen item
InventoryItem offeredItem = itemPackages[chosenItem.itemPackage].GetItemAtSlot(chosenItem.slot);
offeredItem.SetTradeQuantity(tradeQuantity);
myOfferings.Set(slot, offeredItem);
SendTradePackets();
}
public void RemoveTradeItem(ushort slot)
{
if (!IsTrading())
return;
InventoryItem offeredItem = myOfferings.GetItemAtSlot(slot);
offeredItem.SetNormal();
myOfferings.Clear(slot);
SendTradePackets();
}
public void ClearTradeItems()
{
if (!IsTrading())
return;
for (ushort i = 0; i < myOfferings.GetCapacity(); i++)
{
InventoryItem offeredItem = myOfferings.GetItemAtSlot(i);
if (offeredItem != null)
offeredItem.SetNormal();
}
myOfferings.ClearAll();
SendTradePackets();
}
private void SendTradePackets()
{
//Send to self
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
myOfferings.SendUpdate(this);
QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
//Send to other trader
otherTrader.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
myOfferings.SendUpdateAsItemPackage(otherTrader);
otherTrader.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
}
public void AcceptTrade(bool accepted)
{
if (!IsTrading())
return;
isTradeAccepted = accepted;
}
public void FinishTradeTransaction()
{
if (myOfferings != null)
{
myOfferings.ClearAll();
for (ushort i = 0; i < myOfferings.GetCapacity(); i++)
{
InventoryItem offeredItem = myOfferings.GetItemAtSlot(i);
if (offeredItem != null)
offeredItem.SetNormal();
}
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
myOfferings.SendUpdate(this);
QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
}
isTradeAccepted = false;
myOfferings = null;
otherTrader = null;
}
}
}