-Damage mostly works

-Death kinda sorta works; need to fix an ordering issue in source (we send death before damage on killing blow)
-Fix animation
-Fix auto attack
-Camp
This commit is contained in:
KimLS 2024-12-01 23:42:28 -08:00
parent 591fa0eb1d
commit 392998325b
4 changed files with 126 additions and 5 deletions

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@ -2601,6 +2601,62 @@ namespace Laurion
FINISH_ENCODE();
}
ENCODE(OP_Damage) {
SETUP_DIRECT_ENCODE(CombatDamage_Struct, structs::CombatDamage_Struct);
OUT(target);
OUT(source);
OUT(type);
OUT(spellid);
OUT(damage);
OUT(force);
OUT(hit_heading);
OUT(hit_pitch);
OUT(special);
FINISH_ENCODE();
}
ENCODE(OP_Animation)
{
ENCODE_LENGTH_EXACT(Animation_Struct);
SETUP_DIRECT_ENCODE(Animation_Struct, structs::Animation_Struct);
OUT(spawnid);
OUT(action);
OUT(speed);
FINISH_ENCODE();
}
ENCODE(OP_Death)
{
ENCODE_LENGTH_EXACT(Death_Struct);
SETUP_DIRECT_ENCODE(Death_Struct, structs::Death_Struct);
OUT(spawn_id);
OUT(killer_id);
OUT(spell_id);
OUT(attack_skill);
OUT(damage);
//This is a hack, we need to actually fix the ordering in source as this wont respect filters etc
if (emu->attack_skill != 231) {
auto combat_packet = new EQApplicationPacket(OP_Damage, sizeof(structs::CombatDamage_Struct));
structs::CombatDamage_Struct* cds = (structs::CombatDamage_Struct*)combat_packet->pBuffer;
cds->target = emu->spawn_id;
cds->source = emu->killer_id;
cds->type = emu->attack_skill;
cds->damage = emu->damage;
cds->spellid = -1;
dest->FastQueuePacket(&combat_packet, ack_req);
}
FINISH_ENCODE();
}
// DECODE methods
DECODE(OP_EnterWorld)

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@ -27,6 +27,9 @@ E(OP_DeleteSpawn)
E(OP_FormattedMessage)
E(OP_Consider)
E(OP_HPUpdate)
E(OP_Damage)
E(OP_Animation)
E(OP_Death)
//list of packets we need to decode on the way in:
D(OP_EnterWorld)
D(OP_ZoneEntry)

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@ -525,6 +525,68 @@ namespace Laurion {
};
/*
Flags for special:
WildRampage: 0x1
Rampage: 0x2
NoCastOnText: 0x4
DoubleBowShot: 0x8
UnknownSpellFlag: 0x10
Flurry: 0x20
Riposte: 0x40
Critical: 0x80
Lucky: 0x100
FinishingBlow: 0x200
CripplingBlow: 0x400
Assassinate: 0x800
DeadlyStrike: 0x1000
SlayUndead: 0x2000
Headshot: 0x4000
Strikethrough: 0x8000
LuckyRiposte: 0x10000
Twincast: 0x20000
Might be more flags beyond this but I'm not sure
*/
struct CombatDamage_Struct
{
/*000*/ uint16 target;
/*002*/ uint16 source;
/*004*/ uint32 unknown1; //not read by the client
/*008*/ int64 damage;
/*016*/ uint32 special; //flags; will document above
/*020*/ int32 spellid;
/*024*/ uint32 spell_level; //spell caster level (unconfirmed; it is used for the spell link)
/*028*/ float force; //I haven't actually been able to confirm these three yet
/*032*/ float hit_heading;
/*036*/ int32 hit_pitch;
/*040*/ uint8 type;
/*041*/ uint8 padding[3];
/*044*/ uint32 unknown2; //not read by the client
/*048*/
};
struct Animation_Struct {
/*00*/ uint16 spawnid;
/*02*/ uint8 action;
/*03*/ uint8 speed;
/*04*/
};
struct Death_Struct
{
/*000*/ uint32 spawn_id;
/*004*/ uint32 killer_id;
/*008*/ uint32 corpseid; //not read by client
/*012*/ uint32 unknown1; //not read by client
/*016*/ uint32 spell_id;
/*020*/ uint32 attack_skill;
/*024*/ uint64 damage;
/*032*/ uint32 unknown2; //not read by client
/*036*/ uint32 unknown3; //not read by client
/*040*/
};
#pragma pack()
}; //end namespace structs

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@ -195,7 +195,7 @@ OP_Death=0x429a
OP_GMTraining=0x0000
OP_GMEndTraining=0x0000
OP_GMTrainSkill=0x0000
OP_Animation=0x0000
OP_Animation=0x79c7
OP_Begging=0x0000
OP_Consent=0x0000
OP_ConsentDeny=0x0000
@ -217,7 +217,7 @@ OP_CorpseDrop=0x0000
OP_Bug=0x0000
OP_Feedback=0x0000
OP_Report=0x0000
OP_Damage=0x0000
OP_Damage=0x7d07
OP_ChannelMessage=0x6adc
OP_Assist=0x0000
OP_AssistGroup=0x0000
@ -233,7 +233,7 @@ OP_Rewind=0x0000
OP_TargetCommand=0x3b18
OP_Hide=0x0000
OP_Jump=0x0000
OP_Camp=0x0000
OP_Camp=0x326f
OP_Emote=0x0000
OP_SetRunMode=0x0000
OP_BankerChange=0x0000
@ -250,8 +250,8 @@ OP_XTargetOpenResponse=0x0000
OP_BuffCreate=0x0000 #0x27a1
OP_BuffRemoveRequest=0x0000
OP_DeleteSpawn=0x7712
OP_AutoAttack=0x0000
OP_AutoAttack2=0x0000
OP_AutoAttack=0x3f03
OP_AutoAttack2=0x1c31
OP_Consume=0x0000
OP_MoveItem=0x0000
OP_MoveMultipleItems=0x0000