Implemented mode trade methods. Figured out the modifiers portion of the item packet and rewrote how they are stored.

This commit is contained in:
Filip Maj
2017-10-08 12:26:22 -04:00
parent 94491903f7
commit 59e3b2379a
6 changed files with 300 additions and 116 deletions

View File

@@ -111,6 +111,8 @@ namespace FFXIVClassic_Map_Server.Actors
//Trading
private Player otherTrader = null;
private Inventory myOfferings;
private bool isTradeAccepted = false;
private bool isTradeLocked = false;
//GC Related
public byte gcCurrent;
@@ -1600,7 +1602,18 @@ namespace FFXIVClassic_Map_Server.Actors
return;
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = KickEventPacket.BuildPacket(actorId, actor.actorId, conditionName, lParams);
SubPacket spacket = KickEventPacket.BuildPacket(actorId, actor.actorId, 0x75dc1, conditionName, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
public void KickEventSpecial(Actor actor, uint unknown, string conditionName, params object[] parameters)
{
if (actor == null)
return;
List<LuaParam> lParams = LuaUtils.CreateLuaParamList(parameters);
SubPacket spacket = KickEventPacket.BuildPacket(actorId, actor.actorId, unknown, conditionName, lParams);
spacket.DebugPrintSubPacket();
QueuePacket(spacket);
}
@@ -1786,19 +1799,98 @@ namespace FFXIVClassic_Map_Server.Actors
myOfferings = new Inventory(this, 4, Inventory.TRADE, true);
Inventory otherPlayerOfferings = new Inventory(otherPlayer, 4, Inventory.TRADE, true);
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
QueuePacket(InventorySetBeginPacket.BuildPacket(actorId, 4, Inventory.TRADE));
QueuePacket(EquipmentListX01Packet.BuildPacket(actorId, 1, 1));
QueuePacket(InventorySetEndPacket.BuildPacket(actorId));
QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
myOfferings.SendFullInventory(this);
myOfferings.StartSendUpdate();
myOfferings.SendUpdatePackets(this);
myOfferings.SendUpdatePackets(otherPlayer);
myOfferings.DoneSendUpdate();
otherTrader = otherPlayer;
isTradeAccepted = false;
}
public Player GetOtherTrader()
{
return otherTrader;
}
public Inventory GetTradeOfferings()
{
return myOfferings;
}
public bool IsTrading()
{
return otherTrader != null;
}
public bool IsTradeAccepted()
{
return isTradeAccepted;
}
public void AddTradeItem(ushort slot, ushort linkedSlot, int subquantity)
{
if (!IsTrading())
return;
InventoryItem mine = inventories[Inventory.NORMAL].GetItemAtSlot(linkedSlot);
InventoryItem tradeItem = new InventoryItem(mine, slot);
myOfferings.StartSendUpdate();
myOfferings.AddItem(mine.itemId, mine.quantity, mine.quality);
myOfferings.SendUpdatePackets(otherTrader);
myOfferings.DoneSendUpdate();
}
public void AddTradeGil(int quantity)
{
if (!IsTrading())
return;
myOfferings.StartSendUpdate();
myOfferings.AddItem(1000001, quantity, 1);
myOfferings.SendUpdatePackets(otherTrader);
myOfferings.DoneSendUpdate();
}
public void RemoveTradeItem(ushort slot)
{
if (!IsTrading())
return;
myOfferings.StartSendUpdate();
myOfferings.RemoveItemAtSlot(slot);
myOfferings.SendUpdatePackets(otherTrader);
myOfferings.DoneSendUpdate();
}
public void ClearTradeItems(ushort slot)
{
if (!IsTrading())
return;
myOfferings.StartSendUpdate();
myOfferings.Clear();
myOfferings.SendUpdatePackets(otherTrader);
myOfferings.DoneSendUpdate();
}
public void AcceptTrade(bool accepted)
{
if (!IsTrading())
return;
isTradeAccepted = accepted;
}
public void FinishTradeTransaction()
{
isTradeAccepted = false;
myOfferings = null;
otherTrader = null;
}
public void Test()
{
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
@@ -1820,22 +1912,5 @@ namespace FFXIVClassic_Map_Server.Actors
QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
}
public Inventory GetTradeOfferings()
{
return myOfferings;
}
public void FinishTradeTransaction()
{
myOfferings = null;
otherTrader = null;
}
public void CancelTradeTransaction()
{
myOfferings = null;
otherTrader = null;
}
}
}