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packet_parsing.lua
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packet_parsing.lua
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--Copyright (c) 2013~2016, Byrthnoth
--All rights reserved.
--Redistribution and use in source and binary forms, with or without
--modification, are permitted provided that the following conditions are met:
-- * Redistributions of source code must retain the above copyright
-- notice, this list of conditions and the following disclaimer.
-- * Redistributions in binary form must reproduce the above copyright
-- notice, this list of conditions and the following disclaimer in the
-- documentation and/or other materials provided with the distribution.
-- * Neither the name of <addon name> nor the
-- names of its contributors may be used to endorse or promote products
-- derived from this software without specific prior written permission.
--THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
--ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
--WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
--DISCLAIMED. IN NO EVENT SHALL <your name> BE LIABLE FOR ANY
--DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
--(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
--LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
--ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
--(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
--SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
parse = {
i={}, -- Incoming packets
o={} -- Outgoing packets, currently none are really parsed for information
}
parse.i[0x00A] = function (data)
windower.debug('zone change')
command_registry = Command_Registry.new()
table.clear(not_sent_out_equip)
player.id = data:unpack('I',0x05)
player.index = data:unpack('H',0x09)
if player.main_job_id and player.main_job_id ~= data:byte(0xB5) and player.name and player.name == data:unpack('z',0x85) and not gearswap_disabled then
windower.debug('job change on zone')
load_user_files(data:byte(0xB5))
else
player.name = data:unpack('z',0x85)
end
player.main_job_id = data:byte(0xB5)
player.sub_job_id = data:byte(0xB8)
player.vitals.max_hp = data:unpack('I',0xE9)
player.vitals.max_mp = data:unpack('I',0xED)
player.max_hp = data:unpack('I',0xE9)
player.max_mp = data:unpack('I',0xED)
update_job_names()
world.zone_id = data:unpack('H',0x31)
_ExtraData.world.conquest = false
for i,v in pairs(region_to_zone_map) do
if v:contains(world.zone_id) then
_ExtraData.world.conquest = {
region_id = i,
region_name = res.regions[i][language],
}
break
end
end
weather_update(data:byte(0x69))
world.logged_in = true
_ExtraData.world.in_mog_house = data:byte(0x81) == 1
_ExtraData.player.base_str = data:unpack('H',0xCD)
_ExtraData.player.base_dex = data:unpack('H',0xCF)
_ExtraData.player.base_vit = data:unpack('H',0xD1)
_ExtraData.player.base_agi = data:unpack('H',0xD3)
_ExtraData.player.base_int = data:unpack('H',0xD5)
_ExtraData.player.base_mnd = data:unpack('H',0xD7)
_ExtraData.player.base_chr = data:unpack('H',0xD9)
_ExtraData.player.add_str = data:unpack('h',0xDB)
_ExtraData.player.add_dex = data:unpack('h',0xDD)
_ExtraData.player.add_vit = data:unpack('h',0xDF)
_ExtraData.player.add_agi = data:unpack('h',0xE1)
_ExtraData.player.add_int = data:unpack('h',0xE3)
_ExtraData.player.add_mnd = data:unpack('h',0xE5)
_ExtraData.player.add_chr = data:unpack('h',0xE7)
_ExtraData.player.str = _ExtraData.player.base_str + _ExtraData.player.add_str
_ExtraData.player.dex = _ExtraData.player.base_dex + _ExtraData.player.add_dex
_ExtraData.player.vit = _ExtraData.player.base_vit + _ExtraData.player.add_vit
_ExtraData.player.agi = _ExtraData.player.base_agi + _ExtraData.player.add_agi
_ExtraData.player.int = _ExtraData.player.base_int + _ExtraData.player.add_int
_ExtraData.player.mnd = _ExtraData.player.base_mnd + _ExtraData.player.add_mnd
_ExtraData.player.chr = _ExtraData.player.base_chr + _ExtraData.player.add_chr
refresh_ffxi_info()
blank_0x063_v9_inc = true
end
parse.i[0x00B] = function(data)
-- Blank temporary items when zoning.
items.temporary = make_inventory_table()
end
parse.i[0x00E] = function (data)
if pet.index and pet.index == data:unpack('H',9) and math.floor((data:byte(11)%8)/4)== 1 then
local status_id = data:byte(32)
-- Filter all statuses aside from Idle/Engaged/Dead/Engaged dead.
if pet.status_id ~= status_id and (status_id < 4 or status_id == 33 or status_id == 47) then
if not next_packet_events then next_packet_events = {sequence_id = data:unpack('H',3)} end
next_packet_events.pet_status_change = {newstatus=res.statuses[status_id][language],oldstatus=pet.status}
pet.status = res.statuses[status_id][language]
pet.status_id = status_id
end
end
end
parse.i[0x01B] = function (data)
for job_id = 1,23 do
player.jobs[to_windower_api(res.jobs[job_id].english)] = data:byte(job_id + 72)
end
local enc = data:unpack('H',0x61)
local tab = {}
for slot_id,slot_name in pairs(default_slot_map) do
local tf = (((enc%(2^(slot_id+1))) / 2^slot_id) >= 1)
if encumbrance_table[slot_id] and not tf and not_sent_out_equip[slot_name] and not disable_table[i] then
tab[slot_name] = not_sent_out_equip[slot_name]
not_sent_out_equip[slot_name] = nil
end
if encumbrance_table[slot_id] and not tf then
msg.debugging("Your "..slot_name.." slot is now unlocked.")
end
encumbrance_table[slot_id] = tf
end
if table.length(tab) > 0 and not gearswap_disabled then
refresh_globals()
equip_sets('equip_command',nil,tab)
end
end
parse.i[0x01E] = function (data)
local bag = to_windower_compact(res.bags[data:byte(0x09)].english)
local slot = data:byte(0x0A)
local count = data:unpack('I',5)
local status = data:byte(0x0B)
if not items[bag][slot] then items[bag][slot] = make_empty_item_table(slot) end
items[bag][slot].count = count
items[bag][slot].status = status
if count == 0 then
items[bag][slot].id = 0
items[bag][slot].bazaar = 0
items[bag][slot].status = 0
end
end
parse.i[0x01F] = function (data)
local bag = to_windower_compact(res.bags[data:byte(0x0B)].english)
local slot = data:byte(0x0C)
if not items[bag][slot] then items[bag][slot] = make_empty_item_table(slot) end
items[bag][slot].id = data:unpack('H',9)
items[bag][slot].count = data:unpack('I',5)
items[bag][slot].status = data:byte(0x0D)
end
parse.i[0x020] = function (data)
local bag = to_windower_compact(res.bags[data:byte(0x0F)].english)
local slot = data:byte(0x10)
if not items[bag][slot] then items[bag][slot] = make_empty_item_table(slot) end
items[bag][slot].id = data:unpack('H',0x0D)
items[bag][slot].count = data:unpack('I',5)
items[bag][slot].bazaar = data:unpack('I',9)
items[bag][slot].status = data:byte(0x11)
items[bag][slot].extdata = data:sub(0x12,0x29)
-- Did not mess with linkshell stuff
end
parse.i[0x037] = function (data)
player.status_id = data:byte(0x31)
--[[local bitmask = data:sub(0x4D,0x54)
for i = 1,32 do
local bitmask_position = 2*((i-1)%4)
local id = data:byte(4+i) + 256*math.floor(bitmask:byte(1+math.floor((i-1)/4))%(2^(bitmask_position+2))/(2^bitmask_position))
if player.buffs[i] ~= id then
if id == 255 and player.buffs[i] then
player.buffs[i] = nil
elseif id ~= 255 then
player.buffs[i] = id
end
end
end]]
local indi_byte = data:byte(0x59)
if indi_byte%128/64 >= 1 then
local temp_indi = _ExtraData.player.indi
_ExtraData.player.indi = {
element = res.elements[indi_byte%8][language],
element_id = indi_byte%8,
size = math.floor((indi_byte%64)/16) + 1, -- Size range of 1~4
}
if (indi_byte%16)/8 >= 1 then
_ExtraData.player.indi.target = 'Enemy'
else
_ExtraData.player.indi.target = 'Ally'
end
if not gearswap_disabled then
if not temp_indi then
-- There was not an indi spell up
refresh_globals()
equip_sets('indi_change',nil,_ExtraData.player.indi,true)
elseif temp_indi.element_id ~= _ExtraData.player.indi.element_id or temp_indi.target ~= _ExtraData.player.indi.target or temp_indi.size ~= _ExtraData.player.indi.size then
-- There was already an indi spell up, so check if it changed
refresh_globals()
equip_sets('indi_change',nil,temp_indi,false)
equip_sets('indi_change',nil,_ExtraData.player.indi,true)
end
end
elseif _ExtraData.player.indi then
-- An indi effect has been lost.
local temp_indi = _ExtraData.player.indi
_ExtraData.player.indi = nil
if not gearswap_disabled then
refresh_globals()
equip_sets('indi_change',nil,temp_indi,false)
end
end
local subj_ind = data:unpack('H', 0x35) / 8
if subj_ind == 0 and pet.isvalid then
if not next_packet_events then next_packet_events = {sequence_id = data:unpack('H',3)} end
refresh_globals()
pet.isvalid = false
_ExtraData.pet = {}
next_packet_events.pet_change = {pet = table.reassign({},pet)}
elseif subj_ind ~= 0 and not pet.isvalid then
if not next_packet_events then next_packet_events = {sequence_id = data:unpack('H',3)} end
_ExtraData.pet.tp = 0
next_packet_events.pet_change = {subj_ind = subj_ind}
end
end
function parse_equip_chunk(chunk)
local inv_slot = chunk:byte(1) -- 0 indicates unequipping the item
local equip_slot = toslotname(chunk:byte(2))
if inv_slot == 0 then -- Unequipping
local bag_id = items.equipment[equip_slot].bag_id
inv_slot = items.equipment[equip_slot].slot
if inv_slot == empty then return end -- unequipping something that was already unequipped?
local inv = items[to_windower_compact(res.bags[bag_id].english)]
if not inv[inv_slot] then inv[inv_slot] = make_empty_item_table(inv_slot) end
inv[inv_slot].status = 0 -- Set the status to "unequipped"
items.equipment[equip_slot] = {slot=empty,bag_id=0}
else
local bag_id = chunk:byte(3)
local inv = items[to_windower_compact(res.bags[bag_id].english)]
items.equipment[equip_slot] = {slot=inv_slot,bag_id = bag_id}
if not inv[inv_slot] then inv[inv_slot] = make_empty_item_table(inv_slot) end
inv[inv_slot].status = 5 -- Set the status to "equipped"
end
end
parse.o[0x050] = function (data,injected) --equip
if injected then return end
-- Because of the way windower works, uninjected chunks will appear after
-- injected chunks in the chunk events but will hit the server before them.
-- Thus, I use insert here instead of append
injected_equipment_registry[data:byte(6)]:insert(1,data:sub(5,7))
end
parse.o[0x051] = function (data,injected) --equipset
if injected then return end
for i=9,9+4*(data:byte(5)-1),4 do
injected_equipment_registry[data:byte(i+1)]:insert(1,data:sub(i,i+2))
end
end
parse.i[0x050] = function (data)
-- should simplify this code using return when I gain confidence in it
parse_equip_chunk(data:sub(5,7))
local slot = data:byte(6)
for chunk,ind in injected_equipment_registry[slot]:it() do
if chunk == data:sub(5,7) then
-- Matched
injected_equipment_registry[slot] = injected_equipment_registry[slot]:slice(ind+1) -- Eliminate current and all preceding packets if we get a match
matched = true
return
end
--[[for i=9,9+4*(chunk:byte(5)-1),4 do -- The server replies to equipset packets with both single equip packets and equipset packets.
if chunk:sub(i,i+2) == data:sub(5,7) then
matched = true
break
end
end]]
end
-- Unexpected packet found!
end
function update_equipment()
local tab = {}
for i,v in pairs(items.equipment) do
tab[i] = {bag_id = v.bag_id,slot=v.slot}
end
for i,v in pairs(injected_equipment_registry) do
local last = v:last()
if last then
tab[default_slot_map[i]] = {
bag_id = last:byte(3),
slot = last:byte(1) == 0 and empty or last:byte(1),
}
end
end
return tab
end
-- The server always sends both equip responses and equipset responses following an equipset command
-- Equip responses are sent for pieces the successfully equip
-- The equipset response contains a copy of the original equipset and a new list of all your currently worn gear
-- It always comes after the equip commands, so one way to address this is to simply read the new list of currently worn gear
-- and act as if it's all unexpected.
parse.i[0x117] = function (data)
-- should simplify this code using return when I gain confidence in it
for i=9,9+4*(data:byte(5)-1),4 do -- Byte position for the start of the current chunk
local slot = data:byte(i+1)
for chunk,ind in injected_equipment_registry[slot]:it() do
if chunk == data:sub(i,i+2) then
-- This is the response to an injected equipset packet, so remove those packets from the registry even if it actually failed to swap.
injected_equipment_registry[slot] = injected_equipment_registry[slot]:slice(ind+1)
end
end
end
for i=0x49,0x85,4 do
-- Update items.equipment
parse_equip_chunk(data:sub(i,i+2))
end
end
parse.i[0x053] = function (data)
if data:unpack('H',0xD) == 0x12D and player then
-- You're unable to use trust magic if you're not the party leader or solo
local ts,tab = command_registry:find_by_time()
if tab and tab.spell and tab.spell.prefix ~= '/pet' and not gearswap_disabled then
tab.spell.action_type = 'Interruption'
tab.spell.interrupted = true
equip_sets('aftercast',nil,tab.spell)
end
end
end
parse.i[0x05E] = function (data)
-- Conquest ID
if _ExtraData.world.conquest then
local offset = _ExtraData.world.conquest.region_id*4 + 11
if offset == 99 then
offset = 95
elseif offset == 107 then
offset = 99
end
local strength_map = {[0]='Minimal',[1]='Minor',[2]='Major',[3]='Dominant'}
local nation_map = {[0]={english='Neutral',japanese='Neutral'},[1]=res.regions[0],[2]=res.regions[1],
[3]=res.regions[2],[4]={english='Beastman',japanese='Beastman'},[0xFF]=res.regions[3]}
_ExtraData.world.conquest.strengths = {
sandoria=strength_map[data:byte(offset+2)%4],
bastok=strength_map[math.floor(data:byte(offset+2)%16/4)],
windurst=strength_map[math.floor(data:byte(offset+2)%64/16)],
beastmen=strength_map[math.floor(data:byte(offset+2)/64)],}
_ExtraData.world.conquest.nation = nation_map[data:byte(offset+3)][language]
_ExtraData.world.conquest.sandoria = data:byte(0x87)
_ExtraData.world.conquest.bastok = data:byte(0x88)
_ExtraData.world.conquest.windurst = data:byte(0x89)
_ExtraData.world.conquest.beastmen = 100-data:byte(0x87)-data:byte(0x88)-data:byte(0x89)
end
end
parse.i[0x061] = function (data)
player.vitals.max_hp = data:unpack('I',5)
player.vitals.max_mp = data:unpack('I',9)
player.max_hp = data:unpack('I',5)
player.max_mp = data:unpack('I',9)
player.main_job_id = data:byte(13)
player.main_job_level = data:byte(14)
_ExtraData.player.nation_id = data:byte(0x51)
_ExtraData.player.nation = res.regions[_ExtraData.player.nation_id][language] or 'None'
_ExtraData.player.base_str = data:unpack('H',0x15)
_ExtraData.player.base_dex = data:unpack('H',0x17)
_ExtraData.player.base_vit = data:unpack('H',0x19)
_ExtraData.player.base_agi = data:unpack('H',0x1B)
_ExtraData.player.base_int = data:unpack('H',0x1D)
_ExtraData.player.base_mnd = data:unpack('H',0x1F)
_ExtraData.player.base_chr = data:unpack('H',0x21)
_ExtraData.player.add_str = data:unpack('h',0x23)
_ExtraData.player.add_dex = data:unpack('h',0x25)
_ExtraData.player.add_vit = data:unpack('h',0x27)
_ExtraData.player.add_agi = data:unpack('h',0x29)
_ExtraData.player.add_int = data:unpack('h',0x2B)
_ExtraData.player.add_mnd = data:unpack('h',0x2D)
_ExtraData.player.add_chr = data:unpack('h',0x2F)
_ExtraData.player.attack = data:unpack('H',0x31)
_ExtraData.player.defense = data:unpack('H',0x33)
_ExtraData.player.fire_resistance = data:unpack('h',0x35)
_ExtraData.player.wind_resistance = data:unpack('h',0x37)
_ExtraData.player.lightning_resistance = data:unpack('h',0x39)
_ExtraData.player.light_resistance = data:unpack('h',0x3B)
_ExtraData.player.ice_resistance = data:unpack('h',0x3D)
_ExtraData.player.earth_resistance = data:unpack('h',0x3F)
_ExtraData.player.water_resistance = data:unpack('h',0x41)
_ExtraData.player.dark_resistance = data:unpack('h',0x43)
_ExtraData.player.str = _ExtraData.player.base_str + _ExtraData.player.add_str
_ExtraData.player.dex = _ExtraData.player.base_dex + _ExtraData.player.add_dex
_ExtraData.player.vit = _ExtraData.player.base_vit + _ExtraData.player.add_vit
_ExtraData.player.agi = _ExtraData.player.base_agi + _ExtraData.player.add_agi
_ExtraData.player.int = _ExtraData.player.base_int + _ExtraData.player.add_int
_ExtraData.player.mnd = _ExtraData.player.base_mnd + _ExtraData.player.add_mnd
_ExtraData.player.chr = _ExtraData.player.base_chr + _ExtraData.player.add_chr
if player.sub_job_id ~= data:byte(15) then
-- Subjob change event
local temp_sub = player.sub_job
player.sub_job_id = data:byte(15)
player.sub_job_level = data:byte(16)
update_job_names()
if not gearswap_disabled then
refresh_globals()
equip_sets('sub_job_change',nil,player.sub_job,temp_sub)
end
end
update_job_names()
end
parse.i[0x062] = function (data)
for i = 1,0x71,2 do
local skill = data:unpack('H',i + 0x82)%32768
local current_skill = res.skills[math.floor(i/2)+1]
if current_skill then
player.skills[to_windower_api(current_skill.english)] = skill
end
end
end
parse.i[0x063] = function (data)
if data:byte(0x05) == 0x09 and blank_0x063_v9_inc then
-- After zoning, players receive a blank 0x063 v9 packet
-- (because their buff line is temporarily empty)
-- So this flag is set in 0x00A
blank_0x063_v9_inc = false
-- However, players can also reload gearswap and fail to get a 0x063 v9 packet from
-- windower.packets.last_incoming, which leaves them without buff information but with a
-- informative 0x063 v9 packet coming next. So this step checks confirms the packet is
-- empty before returning
if data:sub(0x49,0xC8) == string.char(0):rep(128) then
return
end
end
if data:byte(0x05) == 0x09 then
local newbuffs = {}
for i=1,32 do
local buff_id = data:unpack('H',i*2+7)
if buff_id ~= 255 and buff_id ~= 0 then -- 255 is used for "no buff"
local t = data:unpack('I',i*4+0x45)/60+1439307535
newbuffs[i] = setmetatable({
name=res.buffs[buff_id].name,
buff=copy_entry(res.buffs[buff_id]),
id = buff_id,
time=t,
date=os.date('*t',t),
},
{__index=function(t,k)
if k and k=='duration' then
return rawget(t,'time')-os.time()
else
return rawget(t,k)
end
end})
end
end
if seen_0x063_type9 then
-- Look for exact matches
for n,new in pairs(newbuffs) do
newbuffs[n].matched_exactly = nil
for i,old in pairs(_ExtraData.player.buff_details) do
-- Find unchanged buffs
if old.id == new.id and math.abs(old.time-new.time) < 1 and not old.matched_exactly then
newbuffs[n].matched_exactly = true
_ExtraData.player.buff_details[i].matched_exactly = true
break
end
end
end
-- Look for time-independent matches, which are assumedly a spell overwriting itself
for n,new in pairs(newbuffs) do
newbuffs[n].matched_imprecisely = nil
if not new.matched_exactly then
for i,old in pairs(_ExtraData.player.buff_details) do
-- Buffs can be overwritten
if old.id == new.id and not (old.matched_exactly or old.matched_imprecisely) then
newbuffs[n].matched_imprecisely = true
_ExtraData.player.buff_details[i].matched_imprecisely = true
break
end
end
end
end
for n,new in pairs(newbuffs) do
if new.matched_exactly then
newbuffs[n].matched_exactly = nil
elseif new.matched_imprecisely then
newbuffs[n].matched_imprecisely = nil
-- Matched a previous buff, but the time didn't jive so it's assumed
-- that it was overwritten with the same status effect
if not res.buffs[new.id] then
error('GearSwap: No known status for buff id #'..tostring(new.id))
end
local buff_name = res.buffs[new.id][language]
windower.debug('refresh buff '..buff_name..' ('..tostring(new.id)..')')
if not gearswap_disabled then
refresh_globals()
equip_sets('buff_refresh',nil,buff_name,new)
end
else
-- Not matched, so it's assumed the buff is new
if not res.buffs[new.id] then
error('GearSwap: No known status for buff id #'..tostring(new.id))
end
local buff_name = res.buffs[new.id][language]
windower.debug('gain buff '..buff_name..' ('..tostring(new.id)..')')
-- Need to figure out what I'm going to do with this:
if T{'terror','sleep','stun','petrification','charm','weakness'}:contains(buff_name:lower()) then
for ts,v in pairs(command_registry) do
if v.midaction then
command_registry:delete_entry(ts)
end
end
end
if not gearswap_disabled then
refresh_globals()
equip_sets('buff_change',nil,buff_name,true,new)
end
end
end
for i,old in pairs(_ExtraData.player.buff_details) do
if not (old.matched_exactly or old.matched_imprecisely) then
-- Old status was not matched to any new status, so it's assumed it was lost
if not res.buffs[old.id] then
error('GearSwap: No known status for buff id #'..tostring(old.id))
end
local buff_name = res.buffs[old.id][language]
windower.debug('lose buff '..buff_name..' ('..tostring(old.id)..')')
if not gearswap_disabled then
refresh_globals()
equip_sets('buff_change',nil,buff_name,false,old)
end
end
end
end
table.reassign(_ExtraData.player.buff_details,newbuffs)
for i=1,32 do
player.buffs[i] = (newbuffs[i] and newbuffs[i].id) or nil
end
-- Cannot reliably recall this packet using last_incoming on load because there
-- are 9 version of it and you only get the last one. Hence, this flag:
seen_0x063_type9 = true
end
end
parse.i[0x067] = function (data)
if player.index == data:unpack('H',0x0D) then -- You are the owner
_ExtraData.pet.tp = data:unpack('H',0x11)
end
end
parse.i[0x068] = function (data)
if player.index == data:unpack('H',0x07) then -- You are the owner
_ExtraData.pet.tp = data:unpack('H',0x11)
end
end
parse.i[0x076] = function (data)
partybuffs = {}
for i = 0,4 do
if data:unpack('I',i*48+5) == 0 then
break
else
local index = data:unpack('H',i*48+5+4)
partybuffs[index] = {
id = data:unpack('I',i*48+5+0),
index = data:unpack('H',i*48+5+4),
buffs = {}
}
for n=1,32 do
partybuffs[index].buffs[n] = data:byte(i*48+5+16+n-1) + 256*( math.floor( data:byte(i*48+5+8+ math.floor((n-1)/4)) / 4^((n-1)%4) )%4)
end
if alliance[1] then
local cur_player
for n,m in pairs(alliance[1]) do
if type(m) == 'table' and m.mob and m.mob.index == index then
cur_player = m
break
end
end
local new_buffs = convert_buff_list(partybuffs[index].buffs)
if cur_player and cur_player.buffactive and not gearswap_disabled then
local old_buffs = cur_player.buffactive
-- Make sure the character existed before (with a buffactive list) - Avoids zoning.
for n,m in pairs(new_buffs) do
if type(n) == 'number' and m ~= old_buffs[n] then
if not old_buffs[n] or m > old_buffs[n] then -- gaining buff
equip_sets('party_buff_change',nil,cur_player,res.buffs[n][language],true,copy_entry(res.buffs[n]))
old_buffs[n] = nil
else -- losing buff
equip_sets('party_buff_change',nil,cur_player,res.buffs[n][language],false,copy_entry(res.buffs[n]))
old_buffs[n] = nil
end
elseif type(n) ~= 'number' then
-- Clear out the string entries so we don't have to iterate over them in the second loop
old_buffs[n] = nil
end
end
for n,m in pairs(old_buffs) do
if type(n) == 'number' and m ~= new_buffs[n] then-- losing buff
equip_sets('party_buff_change',nil,cur_player,res.buffs[n][language],false,copy_entry(res.buffs[n]))
end
end
end
if cur_player then
cur_player.buffactive = new_buffs
end
end
end
end
end
parse.i[0x0DF] = function (data)
if data:unpack('I',5) == player.id then
player.vitals.hp = data:unpack('I',9)
player.vitals.mp = data:unpack('I',13)
player.vitals.tp = data:unpack('I',0x11)
player.vitals.hpp = data:byte(0x17)
player.vitals.mpp = data:byte(0x18)
player.hp = data:unpack('I',9)
player.mp = data:unpack('I',13)
player.tp = data:unpack('I',0x11)
player.hpp = data:byte(0x17)
player.mpp = data:byte(0x18)
end
end
parse.i[0x0E2] = function (data)
if data:unpack('I',5)==player.id then
player.vitals.hp = data:unpack('I',9)
player.vitals.mp = data:unpack('I',0xB)
player.vitals.tp = data:unpack('I',0x11)
player.vitals.hpp = data:byte(0x1E)
player.vitals.mpp = data:byte(0x1F)
player.hp = data:unpack('I',9)
player.mp = data:unpack('I',0xB)
player.tp = data:unpack('I',0x11)
player.hpp = data:byte(0x1E)
player.mpp = data:byte(0x1F)
end
end
parse.o[0x100] = function(data)
-- Scrub the equipment array if a valid outgoing job change packet is sent.
local newmain = data:byte(5)
if res.jobs[newmain] and newmain ~= 0 and newmain ~= player.main_job_id then
windower.debug('job change')
command_registry = Command_Registry.new()
table.clear(not_sent_out_equip)
table.clear(equip_list_history)
table.clear(equip_list)
player.main_job_id = newmain
update_job_names()
for i=0,15 do
injected_equipment_registry[i]:clear()
items.equipment[default_slot_map[i]] = {bag_id=0,slot=empty}
end
windower.send_command('lua i '.._addon.name..' load_user_files '..newmain)
end
if gearswap_disabled then return end
local newmain = data:byte(5)
if res.jobs[newmain] and newmain ~= player.main_job_id then
command_enable('main','sub','range','ammo','head','neck','lear','rear','body','hands','lring','rring','back','waist','legs','feet') -- enable all slots
end
end
function initialize_packet_parsing()
for i,v in pairs(parse.i) do
local lastpacket = windower.packets.last_incoming(i)
if lastpacket then
v(lastpacket)
end
if i == 0x63 and lastpacket and lastpacket:byte(5) ~= 9 then
-- Not receiving an accurate buff line on load because the wrong 0x063 packet was sent last
end
end
end