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class_name Constants


enum Gender {
	Female,
	Male,
	Both,
	Server,
}

## rAthena: enum pincode_state
enum PinCodeState {
	Ok = 0,
	Ask = 1,
	NotSet = 2,
	Expired = 3,
	New = 4,
	Illegal = 5,
	KSSN = 6,
	Passed = 7,
	Wrong = 8,
}

enum LoginFailedReason {
	ServerClosed = 1,
	AlreadyLoggedIn = 2,
	AlreadyOnline = 8,
}

enum StatusType {
	Weight,
	MaximumWeight,
	MovementSpeed,
	BaseLevel,
	JobLevel,
}

enum EmotionType {
	Surprise,
	Question,
	Delight,
	Throb,
	Sweat,
	Aha,
	Fret,
	Anger,
	Money,
	Think,
	Scissor,
	Rock,
	Wrap,
	Flag,
	BigThrob,
	Thanks,
	Kek,
	Sorry,
	Smile,
	# ... TODO
}

enum Job {
	Novice = 0,
	Swordman = 1,
	Magician = 2,
	Archer = 3,
	Acolyte = 4,
}


static var PacketDB = {
	#LoginServerLoginPacket.HEADER: LoginServerLoginPacket,
	LoginServerLoginSuccessPacket.HEADER: LoginServerLoginSuccessPacket,
	#CharacterServerLoginPacket.HEADER: CharacterServerLoginPacket,
	CharacterServerLoginSuccessPacket.HEADER: CharacterServerLoginSuccessPacket,
	CharacterServerLoginSuccessCharacterListPacket.HEADER: CharacterServerLoginSuccessCharacterListPacket,
	CharacterListSizePacket.HEADER: CharacterListSizePacket,
	LoginFailedPacket.HEADER: LoginFailedPacket,
	BlockCharacterPacket.HEADER: BlockCharacterPacket,
	PinCodeStatePacket.HEADER: PinCodeStatePacket,
	#RequestCharacterListPacket.HEADER: RequestCharacterListPacket,
	RequestCharacterListSuccessPacket.HEADER: RequestCharacterListSuccessPacket,
	#SelectCharacterPacket.HEADER: SelectCharacterPacket,
	CharacterSelectionSuccessPacket.HEADER: CharacterSelectionSuccessPacket,
	CharacterSelectionFailedPacket.HEADER: CharacterSelectionFailedPacket,
	#MapServerLoginPacket.HEADER: MapServerLoginPacket,
	MapServerLoginSuccessPacket.HEADER: MapServerLoginSuccessPacket,
	FriendListPacket.HEADER: FriendListPacket,
	ServerMessagePacket.HEADER: ServerMessagePacket,
	ChangeMapPacket.HEADER: ChangeMapPacket,
	ParameterChangePacket.HEADER: ParameterChangePacket,
	CoupleStatusPacket.HEADER: CoupleStatusPacket,
	UpdateAttackRangePacket.HEADER: UpdateAttackRangePacket,
	NewMailStatusPacket.HEADER: NewMailStatusPacket,
	QuestListPacket.HEADER: QuestListPacket,
	AchievementUpdatePacket.HEADER: AchievementUpdatePacket,
	AchievementListPacket.HEADER: AchievementListPacket,
	UpdateCriticalWeightPacket.HEADER: UpdateCriticalWeightPacket,
	#MapLoadedPacket.HEADER: MapLoadedPacket,
	SpriteChangePacket.HEADER: SpriteChangePacket,
	InventoryStartPacket.HEADER: InventoryStartPacket,
	RegularItemListPacket.HEADER: RegularItemListPacket,
	EquippableItemListPacket.HEADER: EquippableItemListPacket,
	InventoryEndPacket.HEADER: InventoryEndPacket,
	EquippableSwitchItemListPacket.HEADER: EquippableSwitchItemListPacket,
	MapTypePacket.HEADER: MapTypePacket,
	EntityAppeared2Packet.HEADER: EntityAppeared2Packet,
	UpdateSkillTreePacket.HEADER: UpdateSkillTreePacket,
	UpdateHotkeysPacket.HEADER: UpdateHotkeysPacket,
	ParameterChange2Packet.HEADER: ParameterChange2Packet,
	InitialStatusPacket.HEADER: InitialStatusPacket,
	ParameterChange3Packet.HEADER: ParameterChange3Packet,
	UpdatePartyInvitationState.HEADER: UpdatePartyInvitationState,
	UpdateShowEquipPacket.HEADER: UpdateShowEquipPacket,
	UpdateConfigurationPacket.HEADER: UpdateConfigurationPacket,
	ReputationPacket.HEADER: ReputationPacket,
	QuestEffectPacket.HEADER: QuestEffectPacket,
	MovingEntityAppearedPacket.HEADER: MovingEntityAppearedPacket,
	EntityDisappearedPacket.HEADER: EntityDisappearedPacket,
	NavigateToTargetPacket.HEADER: NavigateToTargetPacket,
	BroadcastFormattedMessagePacket.HEADER: BroadcastFormattedMessagePacket,
	DisplayEmotionPacket.HEADER: DisplayEmotionPacket,
	CloseDialogButtonPacket.HEADER: CloseDialogButtonPacket,
}


class FilePaths:
	const female := "¿©"
	const male := "³²"
	
	const player_head := "Àΰ£Á·/¸Ó¸®Åë"
	const player_body := "Àΰ£Á·/¸öÅë"
	
	const male_head_lookup := [2, 2, 1, 7, 5, 4, 3, 6, 8, 9, 10, 12, 11]
	const female_head_lookup := [2, 2, 4, 7, 1, 5, 3, 6, 12, 10, 9, 11, 8]
	
	
	static func get_gender_path(gender: Gender) -> String:
		if gender == Gender.Female:
			return female
		else:
			return male
	
	
	static func get_job_path(job_id: int) -> String:
		match job_id:
			Job.Novice: # NOVICE
				return "Ãʺ¸ÀÚ"
			Job.Swordman: # SWORDMAN
				return "°Ë»Ç"
			Job.Magician: # MAGICIAN
				return "À§Àúµå"
			Job.Archer: # ARCHER
				return "±Ã¼Ö"
			Job.Acolyte: # ACOLYTE
				return "¼ºÁ÷ÀÚ"
			5: # MERCHANT
				return "»ÓÀÎ"
			6: # THIEF
				return "µµµÏ"
			7: # KNIGHT
				return "񃯇"
			8: # PRIEST
				return "¼ºÅõ»ç"
			9: # WIZARD
				return "¸¶¹Ý»Ç"
			10: # BLACKSMITH
				return "Á¦Ã¶°ø"
			11: # HUNTER
				return "ÇåÅÍ"
			# ... TODO
			
			_: # NOVICE
				return "Ãʺ¸ÀÚ"
	
	
	static func get_player_head(gender: Gender, head_id: int) -> String:
		var real_head_id := head_id
		if gender == Gender.Female and head_id < female_head_lookup.size():
			real_head_id = female_head_lookup[head_id]
		elif gender == Gender.Male and head_id < male_head_lookup.size():
			real_head_id = male_head_lookup[head_id]
		
		return "%s/%s/%s_%s" % [
			player_head,
			get_gender_path(gender),
			real_head_id,
			get_gender_path(gender),
		]
	
	
	static func get_player_body(gender: Gender, job_id: int):
		return "%s/%s/%s_%s" % [
			player_body,
			get_gender_path(gender),
			get_job_path(job_id),
			get_gender_path(gender),
		]