project-meteor-server/FFXIVClassic Map Server/dataobjects/chara/PlayerActor.cs

71 lines
2.8 KiB
C#

using FFXIVClassic_Lobby_Server;
using FFXIVClassic_Lobby_Server.common;
using FFXIVClassic_Lobby_Server.dataobjects;
using FFXIVClassic_Map_Server.dataobjects.database;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace FFXIVClassic_Map_Server.dataobjects.chara
{
class PlayerActor : Actor
{
public PlayerActor(uint actorID) : base(actorID)
{
DBStats stats = Database.getCharacterStats(actorID);
charaWork.property[0] = 1;
charaWork.property[1] = 1;
charaWork.property[2] = 1;
charaWork.property[4] = 1;
charaWork.parameterSave.hp[0] = stats.hp;
charaWork.parameterSave.hpMax[0] = stats.hpMax;
charaWork.parameterSave.mp = stats.mp;
charaWork.parameterSave.mpMax = stats.mpMax;
charaWork.parameterSave.state_mainSkill[0] = 3;
charaWork.parameterSave.state_mainSkillLevel = 1;
charaWork.battleSave.skillLevel = 1;
charaWork.battleSave.skillLevelCap = 2;
charaWork.battleSave.potencial = 0.5f;
charaWork.battleSave.physicalExp = 1;
charaWork.battleSave.negotiationFlag[0] = false;
charaWork.battleSave.negotiationFlag[1] = false;
for (int i = 0; i < 20; i++)
charaWork.statusShownTime[i] = 0xFFFFFFFF;
setPlayerAppearance();
}
public void setPlayerAppearance()
{
DBAppearance appearance = Database.getAppearance(actorID);
modelID = DBAppearance.getTribeModel(appearance.tribe);
appearanceIDs[SIZE] = appearance.size;
appearanceIDs[COLORINFO] = (uint)(appearance.skinColor | (appearance.hairColor << 10) | (appearance.eyeColor << 20));
appearanceIDs[FACEINFO] = PrimitiveConversion.ToUInt32(appearance.getFaceInfo());
appearanceIDs[HIGHLIGHT_HAIR] = (uint)(appearance.hairHighlightColor | appearance.hairStyle << 10);
appearanceIDs[VOICE] = appearance.voice;
appearanceIDs[WEAPON1] = appearance.mainHand;
appearanceIDs[WEAPON2] = appearance.offHand;
appearanceIDs[HEADGEAR] = appearance.head;
appearanceIDs[BODYGEAR] = appearance.body;
appearanceIDs[LEGSGEAR] = appearance.legs;
appearanceIDs[HANDSGEAR] = appearance.hands;
appearanceIDs[FEETGEAR] = appearance.feet;
appearanceIDs[WAISTGEAR] = appearance.waist;
appearanceIDs[R_EAR] = appearance.rightEar;
appearanceIDs[L_EAR] = appearance.leftEar;
appearanceIDs[R_FINGER] = appearance.rightFinger;
appearanceIDs[L_FINGER] = appearance.leftFinger;
}
}
}