project-meteor-server/FFXIVClassic Map Server/packets/send/Actor/battle/BattleActionX01Packet.cs
Tahir Akhlaq c070f5b80e added ion's and showmo's enums
- added nullable DateTime param to UnixTimeStampUTC
2017-08-26 17:46:45 +01:00

135 lines
5.7 KiB
C#

using FFXIVClassic.Common;
using System;
using System.IO;
namespace FFXIVClassic_Map_Server.packets.send.actor.battle
{
// see xtx_command
enum BattleActionX01PacketCommand : ushort
{
Disengage = 12002,
Attack = 22104,
}
//These flags can be stacked and mixed, but the client will prioritize certain flags over others.
[Flags]
public enum HitEffect : uint
{
//Not setting RecoilLv2 or RecoilLv3 results in the weaker RecoilLv1.
//These are the recoil animations that play on the target, ranging from weak to strong.
//The recoil that gets set was likely based on the percentage of HP lost from the attack.
RecoilLv1 = 0,
RecoilLv2 = 1 << 0,
RecoilLv3 = 1 << 1,
//Setting both recoil flags triggers the "Critical!" pop-up text and hit visual effect.
CriticalHit = RecoilLv2 | RecoilLv3,
//Hit visual and sound effects when connecting with the target.
//Mixing these flags together will yield different results.
//Each visual likely relates to a specific weapon.
//Ex: HitVisual4 flag alone appears to be the visual and sound effect for hand-to-hand attacks.
HitVisual1 = 1 << 2,
HitVisual2 = 1 << 3,
HitVisual3 = 1 << 4,
HitVisual4 = 1 << 5,
//An additional visual effect that plays on the target when attacked if:
//The attack is physical and they have the protect buff on.
//The attack is magical and they have the shell buff on.
//Special Note: Shell was removed in later versions of the game.
//Another effect plays when both Protect and Shell flags are activated.
//Not sure what this effect is.
//Random guess: if the attack was a hybrid of both physical and magical and the target had both Protect and Shell buffs applied.
Protect = 1 << 6,
Shell = 1 << 7,
ProtectShellSpecial = Protect | Shell,
//Unknown = 1 << 8, -- Not sure what this flag does.
//If only HitEffect1 is set out of the hit effects, the "Evade!" pop-up text triggers along with the evade visual.
//If no hit effects are set, the "Miss!" pop-up is triggered and no hit visual is played.
HitEffect1 = 1 << 9,
HitEffect2 = 1 << 10, //Plays the standard hit visual effect, but with no sound if used alone.
Hit = HitEffect1 | HitEffect2, //A standard hit effect with sound effect.
HitEffect3 = 1 << 11,
HitEffect4 = 1 << 12,
HitEffect5 = 1 << 13,
GustyHitEffect = HitEffect3 | HitEffect2,
GreenTintedHitEffect = HitEffect4 | HitEffect1,
//Knocks you back away from the attacker.
KnockbackLv1 = HitEffect4 | HitEffect2 | HitEffect1,
KnockbackLv2 = HitEffect4 | HitEffect3,
KnockbackLv3 = HitEffect4 | HitEffect3 | HitEffect1,
KnockbackLv4 = HitEffect4 | HitEffect3 | HitEffect2,
KnockbackLv5 = HitEffect4 | HitEffect3 | HitEffect2 | HitEffect1,
//Knocks you away from the attacker in a counter-clockwise direction.
KnockbackCounterClockwiseLv1 = HitEffect5,
KnockbackCounterClockwiseLv2 = HitEffect5 | HitEffect1,
//Knocks you away from the attacker in a clockwise direction.
KnockbackClockwiseLv1 = HitEffect5 | HitEffect2,
KnockbackClockwiseLv2 = HitEffect5 | HitEffect2 | HitEffect1,
//Completely drags target to the attacker, even across large distances.
DrawIn = HitEffect5 | HitEffect3,
//An additional visual effect that plays on the target based on according buff.
UnknownShieldEffect = HitEffect5 | HitEffect4,
Stoneskin = HitEffect5 | HitEffect4 | HitEffect1,
//Unknown = 1 << 14, -- Not sure what this flag does; might be another HitEffect.
//A special effect when performing appropriate skill combos in succession.
//Ex: Thunder (SkillCombo1 Effect) -> Thundara (SkillCombo2 Effect) -> Thundaga (SkillCombo3 Effect)
//Special Note: SkillCombo4 was never actually used in 1.0 since combos only chained up to 3 times maximum.
SkillCombo1 = 1 << 15,
SkillCombo2 = 1 << 16,
SkillCombo3 = SkillCombo1 | SkillCombo2,
SkillCombo4 = 1 << 17
//Flags beyond here are unknown/untested.
}
class BattleActionX01Packet
{
public const ushort OPCODE = 0x0139;
public const uint PACKET_SIZE = 0x58;
public static SubPacket BuildPacket(uint playerActorID, uint sourceActorId, uint targetActorId, uint animationId, uint effectId, ushort worldMasterTextId, ushort commandId, ushort amount, byte param)
{
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)1); //Num actions (always 1 for this)
binWriter.Write((UInt16)commandId);
binWriter.Write((UInt16)0x810); //?
binWriter.Write((UInt32)targetActorId);
binWriter.Write((UInt16)amount);
binWriter.Write((UInt16)worldMasterTextId);
binWriter.Write((UInt32)effectId);
binWriter.Write((Byte)param);
binWriter.Write((Byte)1); //?
}
}
return new SubPacket(OPCODE, sourceActorId, data);
}
}
}