mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Added retainer inventory code. Renamed CURRENCY inv type to CURRENCY_CRYSTALS so I don't forget.
This commit is contained in:
@@ -13,19 +13,16 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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{
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class Inventory
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{
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public const ushort NORMAL = 0x0000; //Max 0xC8
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public const ushort TRADE = 0x0001; //Max 0x96
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public const ushort LOOT = 0x0004; //Max 0xA
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public const ushort MELDREQUEST = 0x0005; //Max 0x04
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public const ushort BAZAAR = 0x0007; //Max 0x0A
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public const ushort RETAINER_BAZAAR = 0x0008; //????
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public const ushort CURRENCY = 0x0063; //Max 0x140
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public const ushort KEYITEMS = 0x0064; //Max 0x500
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public const ushort EQUIPMENT = 0x00FE; //Max 0x23
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public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
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private int endOfListIndex = 0;
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public const ushort NORMAL = 0; //Max 0xC8
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public const ushort TRADE = 1; //Max 0x96
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public const ushort LOOT = 4; //Max 0xA
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public const ushort MELDREQUEST = 5; //Max 0x04
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public const ushort BAZAAR = 7; //Max 0x0A
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public const ushort CURRENCY_CRYSTALS = 99; //Max 0x140
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public const ushort KEYITEMS = 100; //Max 0x500
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public const ushort EQUIPMENT = 0x00FE; //Max 0x23
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public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
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private Character owner;
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private ushort inventoryCapacity;
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private ushort inventoryCode;
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@@ -33,6 +30,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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private InventoryItem[] list;
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private bool[] isDirty;
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private int endOfListIndex = 0;
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public Inventory(Character ownerPlayer, ushort capacity, ushort code, bool temporary = false)
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{
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owner = ownerPlayer;
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@@ -281,7 +280,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
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isDirty[slot] = true;
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SendUpdatePackets((Player)owner);
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SendUpdatePackets();
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}
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}
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@@ -431,9 +430,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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if (owner is Player)
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Database.AddItem((Player)owner, addedItem, inventoryCode);
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else if (owner is Retainer)
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{
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}
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Database.AddItem((Retainer)owner, addedItem, inventoryCode);
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}
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private void DoDatabaseQuantity(ulong itemDBId, int quantity)
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@@ -444,9 +441,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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if (owner is Player)
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Database.SetQuantity((Player)owner, itemDBId, inventoryCode);
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else if (owner is Retainer)
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{
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}
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Database.SetQuantity((Retainer)owner, itemDBId, inventoryCode);
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}
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private void DoDatabaseRemove(ulong itemDBId)
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@@ -457,18 +452,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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if (owner is Player)
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Database.RemoveItem((Player)owner, itemDBId);
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else if (owner is Retainer)
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{
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}
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Database.RemoveItem((Retainer)owner, itemDBId);
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}
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private void SendUpdatePackets()
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{
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if (owner is Player)
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SendUpdatePackets((Player)owner);
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{
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SendUpdatePackets((Player)owner, true);
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}
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}
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private void SendUpdatePackets(Player player)
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public void SendUpdatePackets(Player player, bool doneImmediate = false)
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{
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List<InventoryItem> items = new List<InventoryItem>();
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List<ushort> slotsToRemove = new List<ushort>();
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@@ -487,7 +482,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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slotsToRemove.Add((ushort)i);
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}
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Array.Clear(isDirty, 0, isDirty.Length);
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if (doneImmediate)
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DoneSendUpdate();
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player.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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@@ -498,6 +494,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void DoneSendUpdate()
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{
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Array.Clear(isDirty, 0, isDirty.Length);
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}
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#endregion
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#region Inventory Utils
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@@ -161,7 +161,7 @@ namespace FFXIVClassic_Map_Server.Actors
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inventories[Inventory.NORMAL] = new Inventory(this, MAXSIZE_INVENTORY_NORMAL, Inventory.NORMAL);
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inventories[Inventory.KEYITEMS] = new Inventory(this, MAXSIZE_INVENTORY_KEYITEMS, Inventory.KEYITEMS);
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inventories[Inventory.CURRENCY] = new Inventory(this, MAXSIZE_INVENTORY_CURRANCY, Inventory.CURRENCY);
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inventories[Inventory.CURRENCY_CRYSTALS] = new Inventory(this, MAXSIZE_INVENTORY_CURRANCY, Inventory.CURRENCY_CRYSTALS);
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inventories[Inventory.MELDREQUEST] = new Inventory(this, MAXSIZE_INVENTORY_MELDREQUEST, Inventory.MELDREQUEST);
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inventories[Inventory.BAZAAR] = new Inventory(this, MAXSIZE_INVENTORY_BAZAAR, Inventory.BAZAAR);
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inventories[Inventory.LOOT] = new Inventory(this, MAXSIZE_INVENTORY_LOOT, Inventory.LOOT);
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@@ -535,7 +535,7 @@ namespace FFXIVClassic_Map_Server.Actors
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#region Inventory & Equipment
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QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
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inventories[Inventory.NORMAL].SendFullInventory(this);
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inventories[Inventory.CURRENCY].SendFullInventory(this);
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inventories[Inventory.CURRENCY_CRYSTALS].SendFullInventory(this);
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inventories[Inventory.KEYITEMS].SendFullInventory(this);
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inventories[Inventory.BAZAAR].SendFullInventory(this);
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inventories[Inventory.MELDREQUEST].SendFullInventory(this);
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@@ -1048,8 +1048,8 @@ namespace FFXIVClassic_Map_Server.Actors
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public int GetCurrentGil()
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{
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if (GetInventory(Inventory.CURRENCY).HasItem(1000001))
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return GetInventory(Inventory.CURRENCY).GetItemByCatelogId(1000001).quantity;
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if (GetInventory(Inventory.CURRENCY_CRYSTALS).HasItem(1000001))
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return GetInventory(Inventory.CURRENCY_CRYSTALS).GetItemByCatelogId(1000001).quantity;
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else
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return 0;
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}
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@@ -1745,20 +1745,16 @@ namespace FFXIVClassic_Map_Server.Actors
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public Retainer SpawnMyRetainer(Npc bell, int retainerIndex)
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{
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Tuple<uint, uint, string> retainerData = Database.GetRetainer(this, retainerIndex);
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ActorClass actorClass = Server.GetWorldManager().GetActorClass(retainerData.Item2);
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if (actorClass == null)
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return null;
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Retainer retainer = Database.LoadRetainer(this, retainerIndex);
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float distance = (float)Math.Sqrt(((positionX - bell.positionX) * (positionX - bell.positionX)) + ((positionZ - bell.positionZ) * (positionZ - bell.positionZ)));
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float posX = bell.positionX - ((-1.0f * (bell.positionX - positionX)) / distance);
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float posZ = bell.positionZ - ((-1.0f * (bell.positionZ - positionZ)) / distance);
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Retainer retainer = new Retainer(retainerData.Item3, actorClass, this, posX, bell.positionY, positionZ, (float)Math.Atan2(positionX - posX, positionZ - posZ));
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retainer.LoadEventConditions(actorClass.eventConditions);
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retainer.positionX = posX;
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retainer.positionY = positionY;
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retainer.positionZ = posZ;
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retainer.rotation = (float)Math.Atan2(positionX - posX, positionZ - posZ);
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retainerMeetingGroup = new RetainerMeetingRelationGroup(5555, this, retainer);
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retainerMeetingGroup.SendGroupPackets(playerSession);
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