Beispiel #1
0
CharacterComponent::CharacterComponent(Entity &entity, MessageIn &msg):
    mClient(NULL),
    mConnected(true),
    mTransactionHandler(NULL),
    mSpecialUpdateNeeded(false),
    mDatabaseID(-1),
    mHairStyle(0),
    mHairColor(0),
    mLevel(1),
    mLevelProgress(0),
    mUpdateLevelProgress(false),
    mRecalculateLevel(true),
    mParty(0),
    mTransaction(TRANS_NONE),
    mTalkNpcId(0),
    mNpcThread(0),
    mKnuckleAttackInfo(0),
    mBaseEntity(&entity)
{
    auto *beingComponent = entity.getComponent<BeingComponent>();

    const AttributeManager::AttributeScope &attributes =
                           attributeManager->getAttributeScope(CharacterScope);
    LOG_DEBUG("Character creation: initialisation of "
              << attributes.size() << " attributes.");
    for (auto attributeScope : attributes)
        beingComponent->createAttribute(attributeScope.first,
                                        *attributeScope.second);

    auto *actorComponent = entity.getComponent<ActorComponent>();
    actorComponent->setWalkMask(Map::BLOCKMASK_WALL);
    actorComponent->setBlockType(BLOCKTYPE_CHARACTER);
    actorComponent->setSize(16);


    CombatComponent *combatcomponent = new CombatComponent(entity);
    entity.addComponent(combatcomponent);
    combatcomponent->getAttacks().attack_added.connect(
            sigc::mem_fun(this, &CharacterComponent::attackAdded));
    combatcomponent->getAttacks().attack_removed.connect(
            sigc::mem_fun(this, &CharacterComponent::attackRemoved));

    // Default knuckle attack
    int damageBase = beingComponent->getModifiedAttribute(ATTR_STR);
    int damageDelta = damageBase / 2;
    Damage knuckleDamage;
    knuckleDamage.skill = skillManager->getDefaultSkillId();
    knuckleDamage.base = damageBase;
    knuckleDamage.delta = damageDelta;
    knuckleDamage.cth = 2;
    knuckleDamage.element = ELEMENT_NEUTRAL;
    knuckleDamage.type = DAMAGE_PHYSICAL;
    knuckleDamage.range = DEFAULT_TILE_LENGTH;

    mKnuckleAttackInfo = new AttackInfo(0, knuckleDamage, 7, 3, 0);
    combatcomponent->addAttack(mKnuckleAttackInfo);

    // Get character data.
    mDatabaseID = msg.readInt32();
    beingComponent->setName(msg.readString());

    CharacterData characterData(&entity, this);
    deserializeCharacterData(characterData, msg);

    Inventory(&entity, mPossessions).initialize();
    modifiedAllAttributes(entity);;

    beingComponent->signal_attribute_changed.connect(sigc::mem_fun(
            this, &CharacterComponent::attributeChanged));
}
void CLobbyServerPlayer::ProcessGetCharacters(const PacketData& packetData)
{
	CLog::GetInstance().LogMessage(LOG_NAME, "GetCharacters");

	if(m_dbConnection.IsEmpty())
	{
		CLog::GetInstance().LogMessage(LOG_NAME, "No database connection available. Bailing.");
		m_disconnect = true;
		return;
	}

	PacketData outgoingPacket(std::begin(g_characterListPacket), std::end(g_characterListPacket));

	CCharacter character;

	try
	{
		auto query = string_format("SELECT * FROM ffxiv_characters WHERE userId = %d", m_userId);
		auto result = m_dbConnection.Query(query.c_str());
		if(result.GetRowCount() != 0)
		{
			character = CCharacter(result);
		}
	}
	catch(const std::exception& exception)
	{
		CLog::GetInstance().LogError(LOG_NAME, "Failed to fetch characters for user (id = %d): %s", m_userId, exception.what());
		m_disconnect = true;
		return;
	}

	PacketData characterData(std::begin(g_characterData), std::end(g_characterData));
	
	characterData[0x21] = CCharacter::GetModelFromTribe(character.tribe);
	characterData[0x9F] = character.tribe;
	characterData[0xC7] = character.guardian;
	characterData[0xC8] = character.birthMonth;
	characterData[0xC9] = character.birthDay;
	characterData[0xE8] = character.allegiance;

	*reinterpret_cast<uint32*>(&characterData[0x25]) = character.size;				//size

	*reinterpret_cast<uint32*>(&characterData[0x29]) = character.GetColorInfo();	//hairColor + skinColor
	*reinterpret_cast<uint32*>(&characterData[0x2D]) = character.GetFaceInfo();		//face Stuff?
	*reinterpret_cast<uint32*>(&characterData[0x31]) = character.hairStyle << 10;	//hair model
	*reinterpret_cast<uint32*>(&characterData[0x35]) = character.voice;				//voice
	*reinterpret_cast<uint32*>(&characterData[0x39]) = character.weapon1;			//weapon1
	*reinterpret_cast<uint32*>(&characterData[0x3D]) = character.weapon2;			//weapon2
	*reinterpret_cast<uint32*>(&characterData[0x55]) = character.headGear;			//headGear
	*reinterpret_cast<uint32*>(&characterData[0x59]) = character.bodyGear;			//bodyGear
	*reinterpret_cast<uint32*>(&characterData[0x5D]) = character.legsGear;			//legsGear
	*reinterpret_cast<uint32*>(&characterData[0x61]) = character.handsGear;			//handsGear
	*reinterpret_cast<uint32*>(&characterData[0x65]) = character.feetGear;			//feetGear
	*reinterpret_cast<uint32*>(&characterData[0x69]) = character.waistGear;			//waistGear
//	*reinterpret_cast<uint32*>(&characterData[0x6D]) = 0;							//???
	*reinterpret_cast<uint32*>(&characterData[0x71]) = character.rightEarGear;		//rightEarGear
	*reinterpret_cast<uint32*>(&characterData[0x75]) = character.leftEarGear;		//leftEarGear
//	*reinterpret_cast<uint32*>(&characterData[0x79]) = 0;							//???
//	*reinterpret_cast<uint32*>(&characterData[0x7D]) = 0;							//???
	*reinterpret_cast<uint32*>(&characterData[0x81]) = character.rightFingerGear;	//rightFingerGear
	*reinterpret_cast<uint32*>(&characterData[0x85]) = character.leftFingerGear;	//leftFingerGear

	auto encodedCharacterData = Framework::ToBase64(characterData.data(), characterData.size());
	std::replace(std::begin(encodedCharacterData), std::end(encodedCharacterData), '+', '-');
	std::replace(std::begin(encodedCharacterData), std::end(encodedCharacterData), '/', '_');

	static const uint32 characterInfoBase = 0x860;

	if(character.active)
	{
		for(unsigned int i = 0; i < encodedCharacterData.size(); i++)
		{
			outgoingPacket[characterInfoBase + 0x40 + i] = encodedCharacterData[i];
		}

		*reinterpret_cast<uint32*>(&outgoingPacket[characterInfoBase + 0x00]) = 0x0158E7FC;
		*reinterpret_cast<uint32*>(&outgoingPacket[characterInfoBase + 0x04]) = character.id;
		*reinterpret_cast<uint32*>(&outgoingPacket[characterInfoBase + 0x0C]) = 0x000000F4;

		//Insert character name
		for(unsigned int i = 0; i < character.name.size(); i++)
		{
			outgoingPacket[characterInfoBase + 0x10 + i] = character.name[i];
		}
		outgoingPacket[characterInfoBase + 0x10 + character.name.size()] = 0;
	}

	CPacketUtils::EncryptPacket(outgoingPacket);
	QueuePacket(outgoingPacket);
}