mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
mass replaced all methods to pascal case
This commit is contained in:
@@ -33,12 +33,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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}
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#region Inventory Management
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public void initList(List<InventoryItem> itemsFromDB)
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public void InitList(List<InventoryItem> itemsFromDB)
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{
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list = itemsFromDB;
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}
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public InventoryItem getItemBySlot(ushort slot)
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public InventoryItem GetItemBySlot(ushort slot)
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{
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if (slot < list.Count)
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return list[slot];
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@@ -46,7 +46,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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return null;
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}
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public InventoryItem getItemById(ulong itemId)
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public InventoryItem GetItemById(ulong itemId)
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{
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foreach (InventoryItem item in list)
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{
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@@ -58,41 +58,41 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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public void RefreshItem(InventoryItem item)
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(item);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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SendInventoryPackets(item);
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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public void RefreshItem(params InventoryItem[] items)
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(items.ToList());
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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SendInventoryPackets(items.ToList());
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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public void RefreshItem(List<InventoryItem> items)
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(items);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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SendInventoryPackets(items);
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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public void addItem(uint itemId)
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public void AddItem(uint itemId)
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{
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addItem(itemId, 1, 1);
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AddItem(itemId, 1, 1);
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}
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public void addItem(uint itemId, int quantity)
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public void AddItem(uint itemId, int quantity)
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{
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addItem(itemId, quantity, 1);
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AddItem(itemId, quantity, 1);
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}
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public void addItem(uint itemId, int quantity, byte quality)
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public void AddItem(uint itemId, int quantity, byte quality)
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{
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if (!isSpaceForAdd(itemId, quantity))
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if (!IsSpaceForAdd(itemId, quantity))
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return;
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Item gItem = Server.getItemGamedata(itemId);
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Item gItem = Server.GetItemGamedata(itemId);
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List<ushort> slotsToUpdate = new List<ushort>();
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List<SubPacket> addItemPackets = new List<SubPacket>();
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@@ -121,73 +121,73 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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// return ITEMERROR_FULL;
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//Update lists and db
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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//These had their quantities changed
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//These had their quantities Changed
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foreach (ushort slot in slotsToUpdate)
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{
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Database.setQuantity(owner, slot, inventoryCode, list[slot].quantity);
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Database.SetQuantity(owner, slot, inventoryCode, list[slot].quantity);
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if (inventoryCode != CURRENCY && inventoryCode != KEYITEMS)
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sendInventoryPackets(list[slot]);
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SendInventoryPackets(list[slot]);
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}
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//New item that spilled over
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while (quantityCount > 0)
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{
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InventoryItem addedItem = Database.addItem(owner, itemId, Math.Min(quantityCount, gItem.maxStack), quality, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
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InventoryItem addedItem = Database.AddItem(owner, itemId, Math.Min(quantityCount, gItem.maxStack), quality, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
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list.Add(addedItem);
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if (inventoryCode != CURRENCY && inventoryCode != KEYITEMS)
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sendInventoryPackets(addedItem);
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SendInventoryPackets(addedItem);
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quantityCount -= gItem.maxStack;
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}
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if (inventoryCode == CURRENCY || inventoryCode == KEYITEMS)
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sendFullInventory();
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SendFullInventory();
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void addItem(uint[] itemId)
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public void AddItem(uint[] itemId)
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{
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if (!isSpaceForAdd(itemId[0], itemId.Length))
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if (!IsSpaceForAdd(itemId[0], itemId.Length))
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return;
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//Update lists and db
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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int startPos = list.Count;
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//New item that spilled over
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for (int i = 0; i < itemId.Length; i++)
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{
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Item gItem = Server.getItemGamedata(itemId[i]);
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InventoryItem addedItem = Database.addItem(owner, itemId[i], 1, (byte)1, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
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Item gItem = Server.GetItemGamedata(itemId[i]);
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InventoryItem addedItem = Database.AddItem(owner, itemId[i], 1, (byte)1, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
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list.Add(addedItem);
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}
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sendInventoryPackets(startPos);
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SendInventoryPackets(startPos);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void removeItem(uint itemId, int quantity)
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public void RemoveItem(uint itemId, int quantity)
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{
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if (!hasItem(itemId, quantity))
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if (!HasItem(itemId, quantity))
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return;
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List<ushort> slotsToUpdate = new List<ushort>();
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List<InventoryItem> itemsToRemove = new List<InventoryItem>();
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List<ushort> slotsToRemove = new List<ushort>();
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List<SubPacket> addItemPackets = new List<SubPacket>();
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List<SubPacket> AddItemPackets = new List<SubPacket>();
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//Remove as we go along
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int quantityCount = quantity;
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@@ -220,13 +220,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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for (int i = 0; i < slotsToUpdate.Count; i++)
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{
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Database.setQuantity(owner, slotsToUpdate[i], inventoryCode, list[slotsToUpdate[i]].quantity);
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Database.SetQuantity(owner, slotsToUpdate[i], inventoryCode, list[slotsToUpdate[i]].quantity);
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}
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int oldListSize = list.Count;
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for (int i = 0; i < itemsToRemove.Count; i++)
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{
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Database.removeItem(owner, itemsToRemove[i].uniqueId, inventoryCode);
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Database.RemoveItem(owner, itemsToRemove[i].uniqueId, inventoryCode);
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list.Remove(itemsToRemove[i]);
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}
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@@ -241,21 +241,21 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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slotsToRemove.Add((ushort)i);
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}
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(lowestSlot);
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sendInventoryRemovePackets(slotsToRemove);
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SendInventoryPackets(lowestSlot);
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SendInventoryRemovePackets(slotsToRemove);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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if (inventoryCode == NORMAL)
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owner.getEquipment().SendFullEquipment(false);
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owner.GetEquipment().SendFullEquipment(false);
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void removeItem(ulong itemDBId)
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public void RemoveItem(ulong itemDBId)
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{
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ushort slot = 0;
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InventoryItem toDelete = null;
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@@ -274,104 +274,104 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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int oldListSize = list.Count;
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list.RemoveAt(slot);
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Database.removeItem(owner, itemDBId, inventoryCode);
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Database.RemoveItem(owner, itemDBId, inventoryCode);
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//Realign slots
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for (int i = slot; i < list.Count; i++)
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list[i].slot = (ushort)i;
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(slot);
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sendInventoryRemovePackets(slot);
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SendInventoryPackets(slot);
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SendInventoryRemovePackets(slot);
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if (slot != oldListSize - 1)
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sendInventoryRemovePackets((ushort)(oldListSize - 1));
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SendInventoryRemovePackets((ushort)(oldListSize - 1));
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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if (inventoryCode == NORMAL)
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owner.getEquipment().SendFullEquipment(false);
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owner.GetEquipment().SendFullEquipment(false);
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void removeItem(ushort slot)
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public void RemoveItem(ushort slot)
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{
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if (slot >= list.Count)
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return;
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int oldListSize = list.Count;
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list.RemoveAt((int)slot);
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Database.removeItem(owner, slot, inventoryCode);
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Database.RemoveItem(owner, slot, inventoryCode);
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//Realign slots
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for (int i = slot; i < list.Count; i++)
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list[i].slot = (ushort)i;
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(slot);
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sendInventoryRemovePackets(slot);
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SendInventoryPackets(slot);
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SendInventoryRemovePackets(slot);
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if (slot != oldListSize - 1)
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sendInventoryRemovePackets((ushort)(oldListSize - 1));
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SendInventoryRemovePackets((ushort)(oldListSize - 1));
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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if (inventoryCode == NORMAL)
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owner.getEquipment().SendFullEquipment(false);
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owner.GetEquipment().SendFullEquipment(false);
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void changeDurability(uint slot, uint durabilityChange)
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public void ChangeDurability(uint slot, uint durabilityChange)
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{
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}
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public void changeSpiritBind(uint slot, uint spiritBindChange)
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public void ChangeSpiritBind(uint slot, uint spiritBindChange)
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{
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}
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public void changeMateria(uint slot, byte materiaSlot, byte materiaId)
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public void ChangeMateria(uint slot, byte materiaSlot, byte materiaId)
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{
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}
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#endregion
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#region Packet Functions
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public void sendFullInventory()
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public void SendFullInventory()
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(0);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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SendInventoryPackets(0);
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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private void sendInventoryPackets(InventoryItem item)
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private void SendInventoryPackets(InventoryItem item)
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{
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owner.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, item));
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owner.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
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}
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private void sendInventoryPackets(List<InventoryItem> items)
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private void SendInventoryPackets(List<InventoryItem> items)
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{
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int currentIndex = 0;
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while (true)
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{
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if (items.Count - currentIndex >= 64)
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owner.queuePacket(InventoryListX64Packet.buildPacket(owner.actorId, items, ref currentIndex));
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owner.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 32)
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owner.queuePacket(InventoryListX32Packet.buildPacket(owner.actorId, items, ref currentIndex));
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owner.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 16)
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owner.queuePacket(InventoryListX16Packet.buildPacket(owner.actorId, items, ref currentIndex));
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owner.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex > 1)
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owner.queuePacket(InventoryListX08Packet.buildPacket(owner.actorId, items, ref currentIndex));
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owner.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex == 1)
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{
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owner.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, items[currentIndex]));
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owner.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
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currentIndex++;
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}
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else
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@@ -380,23 +380,23 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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|
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}
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|
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private void sendInventoryPackets(int startOffset)
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private void SendInventoryPackets(int startOffset)
|
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{
|
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int currentIndex = startOffset;
|
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|
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while (true)
|
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{
|
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if (list.Count - currentIndex >= 64)
|
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owner.queuePacket(InventoryListX64Packet.buildPacket(owner.actorId, list, ref currentIndex));
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owner.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex >= 32)
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owner.queuePacket(InventoryListX32Packet.buildPacket(owner.actorId, list, ref currentIndex));
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owner.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex >= 16)
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owner.queuePacket(InventoryListX16Packet.buildPacket(owner.actorId, list, ref currentIndex));
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owner.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex > 1)
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owner.queuePacket(InventoryListX08Packet.buildPacket(owner.actorId, list, ref currentIndex));
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owner.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex == 1)
|
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{
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owner.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, list[currentIndex]));
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owner.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, list[currentIndex]));
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currentIndex++;
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}
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else
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@@ -405,28 +405,28 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
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|
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}
|
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|
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private void sendInventoryRemovePackets(ushort index)
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private void SendInventoryRemovePackets(ushort index)
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{
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owner.queuePacket(InventoryRemoveX01Packet.buildPacket(owner.actorId, index));
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owner.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
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}
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|
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private void sendInventoryRemovePackets(List<ushort> indexes)
|
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private void SendInventoryRemovePackets(List<ushort> indexes)
|
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{
|
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int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (indexes.Count - currentIndex >= 64)
|
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owner.queuePacket(InventoryRemoveX64Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
|
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owner.QueuePacket(InventoryRemoveX64Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
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else if (indexes.Count - currentIndex >= 32)
|
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owner.queuePacket(InventoryRemoveX32Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
|
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owner.QueuePacket(InventoryRemoveX32Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
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else if (indexes.Count - currentIndex >= 16)
|
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owner.queuePacket(InventoryRemoveX16Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
owner.QueuePacket(InventoryRemoveX16Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex > 1)
|
||||
owner.queuePacket(InventoryRemoveX08Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
owner.QueuePacket(InventoryRemoveX08Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex == 1)
|
||||
{
|
||||
owner.queuePacket(InventoryRemoveX01Packet.buildPacket(owner.actorId, indexes[currentIndex]));
|
||||
owner.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, indexes[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
@@ -439,18 +439,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
|
||||
#region Inventory Utils
|
||||
|
||||
public bool isFull()
|
||||
public bool IsFull()
|
||||
{
|
||||
return list.Count >= inventoryCapacity;
|
||||
}
|
||||
|
||||
public bool isSpaceForAdd(uint itemId, int quantity)
|
||||
public bool IsSpaceForAdd(uint itemId, int quantity)
|
||||
{
|
||||
int quantityCount = quantity;
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
Item gItem = Server.getItemGamedata(item.itemId);
|
||||
Item gItem = Server.GetItemGamedata(item.itemId);
|
||||
if (item.itemId == itemId && item.quantity < gItem.maxStack)
|
||||
{
|
||||
quantityCount -= (gItem.maxStack - item.quantity);
|
||||
@@ -459,15 +459,15 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
}
|
||||
}
|
||||
|
||||
return quantityCount <= 0 || (quantityCount > 0 && !isFull());
|
||||
return quantityCount <= 0 || (quantityCount > 0 && !IsFull());
|
||||
}
|
||||
|
||||
public bool hasItem(uint itemId)
|
||||
public bool HasItem(uint itemId)
|
||||
{
|
||||
return hasItem(itemId, 1);
|
||||
return HasItem(itemId, 1);
|
||||
}
|
||||
|
||||
public bool hasItem(uint itemId, int minQuantity)
|
||||
public bool HasItem(uint itemId, int minQuantity)
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
@@ -483,7 +483,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
return false;
|
||||
}
|
||||
|
||||
public int getNextEmptySlot()
|
||||
public int GetNextEmptySlot()
|
||||
{
|
||||
return list.Count == 0 ? 0 : list.Count();
|
||||
}
|
||||
|
Reference in New Issue
Block a user