project-meteor-server/Map Server/Actors/Chara/Player/Player.cs

2824 lines
108 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;
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 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 byte chocoboAppearance;
public string chocoboName;
public byte mountState = 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 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));
else if (mountState == 2)
subpackets.Add(SetCurrentMountGoobbuePacket.BuildPacket(actorId, 1));
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));
QueuePacket(SetMusicPacket.BuildPacket(actorId, zone.bgmDay, 0x01));
QueuePacket(SetWeatherPacket.BuildPacket(actorId, SetWeatherPacket.WEATHER_CLEAR, 1));
QueuePacket(SetMapPacket.BuildPacket(actorId, zone.regionId, zone.actorId));
QueuePackets(GetSpawnPackets(this, spawnType));
//GetSpawnPackets(actorId, spawnType).DebugPrintPacket();
#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);
//Inn Packets (Dream, Cutscenes, Armoire)
if (zone.isInn)
{
SetCutsceneBookPacket cutsceneBookPacket = new SetCutsceneBookPacket();
for (int i = 0; i < 2048; i++)
cutsceneBookPacket.cutsceneFlags[i] = true;
SubPacket packet = cutsceneBookPacket.BuildPacket(actorId, "<Path Companion>", 11, 1, 1);
packet.DebugPrintSubPacket();
QueuePacket(packet);
QueuePacket(SetPlayerItemStoragePacket.BuildPacket(actorId));
}
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);
}
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);
}
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));
}
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 SendMountAppearance()
{
if (mountState == 1)
BroadcastPacket(SetCurrentMountChocoboPacket.BuildPacket(actorId, chocoboAppearance), 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 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 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);
appearanceIds[SetActorAppearancePacket.OFFHAND] = graphicId;
}
}
Database.SavePlayerAppearance(this);
BroadcastPacket(CreateAppearancePacket(), true);
}
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)
{
Actor actor = Server.GetStaticActors(name);
if (actor == null)
return;
uint id = actor.actorId;
int freeSlot = GetFreeQuestSlot();
if (freeSlot == -1)
return;
playerWork.questScenario[freeSlot] = id;
questScenario[freeSlot] = new Quest(this, playerWork.questScenario[freeSlot], name, null, 0, 0);
Database.SaveQuest(this, questScenario[freeSlot]);
SendQuestClientUpdate(freeSlot);
if (!isSilent)
{
SendGameMessage(Server.GetWorldManager().GetActor(), 25224, 0x20, (object)questScenario[freeSlot].GetQuestId());
questScenario[freeSlot].NextPhase(0);
}
}
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)
{
Actor actor = Server.GetStaticActors((0xA0F00000 | newId));
playerWork.questScenario[i] = (0xA0F00000 | newId);
questScenario[i] = new Quest(this, playerWork.questScenario[i], actor.actorName, null, 0, 0);
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 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.scriptOwnerActorID;
currentEventName = start.triggerName;
LuaEngine.GetInstance().EventStarted(this, owner, start);
}
public void UpdateEvent(EventUpdatePacket update)
{
LuaEngine.GetInstance().OnEventUpdate(this, update.luaParams);
}
public void KickEvent(Actor actor, string conditionName, params object[] parameters)
{
if (actor == null)
return;
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = KickEventPacket.BuildPacket(actorId, actor.actorId, 0x75dc1705, conditionName, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void KickEventSpecial(Actor actor, uint unknown, string conditionName, params object[] parameters)
{
if (actor == null)
return;
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = KickEventPacket.BuildPacket(actorId, actor.actorId, unknown, conditionName, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void SetEventStatus(Actor actor, string conditionName, bool enabled, byte unknown)
{
QueuePacket(packets.send.actor.events.SetEventStatus.BuildPacket(actor.actorId, enabled, unknown, conditionName));
}
public void RunEventFunction(string functionName, params object[] parameters)
{
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = RunEventFunctionPacket.BuildPacket(actorId, currentEventOwner, currentEventName, functionName, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void EndEvent()
{
SubPacket p = EndEventPacket.BuildPacket(actorId, currentEventOwner, currentEventName);
p.DebugPrintSubPacket();
QueuePacket(p);
currentEventOwner = 0;
currentEventName = "";
currentEventRunning = null;
}
public void BroadcastCountdown(byte countdownLength, ulong syncTime)
{
BroadcastPacket(StartCountdownPacket.BuildPacket(actorId, countdownLength, syncTime, "Go!"), true);
}
public void SendInstanceUpdate()
{
//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);
}
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;
}
public void ChangeChocoboAppearance(byte appearanceId)
{
Database.ChangePlayerChocoboAppearance(this, appearanceId);
chocoboAppearance = appearanceId;
}
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)
{
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, GetLevel());
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;
}
}
}