project-meteor-server/FFXIVClassic Map Server/packets/send/Actor/inventory/SetInitialEquipmentPacket.cs
2016-06-14 21:29:10 +01:00

99 lines
3.2 KiB
C#

using FFXIVClassic_Lobby_Server.packets;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
{
class SetInitialEquipmentPacket
{
public const ushort OPCODE = 0x014E;
public const uint PACKET_SIZE = 0x58;
public const uint UNEQUIPPED = 0xFFFFFFFF;
public const int SLOT_MAINHAND = 0x00;
public const int SLOT_OFFHAND = 0x01;
public const int SLOT_THROWINGWEAPON = 0x04;
public const int SLOT_PACK = 0x05;
public const int SLOT_POUCH = 0x06;
public const int SLOT_HEAD = 0x08;
public const int SLOT_UNDERSHIRT = 0x09;
public const int SLOT_BODY = 0x0A;
public const int SLOT_UNDERGARMENT = 0x0B;
public const int SLOT_LEGS = 0x0C;
public const int SLOT_HANDS = 0x0D;
public const int SLOT_BOOTS = 0x0E;
public const int SLOT_WAIST = 0x0F;
public const int SLOT_NECK = 0x10;
public const int SLOT_EARS = 0x11;
public const int SLOT_WRISTS = 0x13;
public const int SLOT_RIGHTFINGER = 0x15;
public const int SLOT_LEFTFINGER = 0x16;
private uint[] equipment = new uint[0x17];
public SetInitialEquipmentPacket()
{
for (int i = 0; i < equipment.Length; i++)
equipment[i] = UNEQUIPPED; //We will use this as "Unequipped"
}
public void SetItem(int slot, uint itemSlot)
{
if (slot >= equipment.Length)
return;
equipment[slot] = itemSlot;
}
public List<SubPacket> BuildPackets(uint playerActorID)
{
List<SubPacket> packets = new List<SubPacket>();
int packetCount = 0;
int runningCount = 0;
byte[] data = new byte[PACKET_SIZE - 0x20];
MemoryStream mem = new MemoryStream(data);
BinaryWriter binWriter = new BinaryWriter(mem);
for (int i = 0; i < equipment.Length; i++)
{
if (equipment[i] == UNEQUIPPED)
continue;
binWriter.Write((UInt16)i);
binWriter.Write((UInt32)equipment[i]);
packetCount++;
runningCount++;
//Create another packet
if (runningCount >= 8)
{
packetCount = 0;
binWriter.Write((UInt32)8);
binWriter.Dispose();
mem.Dispose();
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
data = new byte[PACKET_SIZE - 0x20];
mem = new MemoryStream(data);
binWriter = new BinaryWriter(mem);
}
}
//Create any leftover subpacket
binWriter.BaseStream.Seek(0x30, SeekOrigin.Begin);
binWriter.Write((UInt32)packetCount);
binWriter.Dispose();
mem.Dispose();
packets.Add(new SubPacket(OPCODE, playerActorID, playerActorID, data));
return packets;
}
}
}