mass replaced all methods to pascal case

This commit is contained in:
Tahir Akhlaq
2016-06-14 21:29:10 +01:00
parent ed0a0a58f7
commit 24f55139dd
179 changed files with 1585 additions and 1585 deletions

View File

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