More inventory fixing after I broke it. Added preliminary final trade code. Moved recalc stats to the end of equipcommand, not on every modification of the referred item package.

This commit is contained in:
Filip Maj 2019-06-04 00:11:36 -04:00
parent 88ff22e55e
commit 69d4b19979
13 changed files with 388 additions and 170 deletions

View File

@ -1131,12 +1131,9 @@ namespace FFXIVClassic_Map_Server
} }
public static uint[] GetEquipment(Player player, ushort classId) public static InventoryItem[] GetEquipment(Player player, ushort classId)
{ {
uint[] equipment = new uint[player.GetEquipment().GetCapacity()]; InventoryItem[] equipment = new InventoryItem[player.GetEquipment().GetCapacity()];
for (int i = 0; i < equipment.Length; i++)
equipment[i] = 0xFFFFFFFF;
using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD))) using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
{ {
@ -1162,7 +1159,7 @@ namespace FFXIVClassic_Map_Server
ushort equipSlot = reader.GetUInt16(0); ushort equipSlot = reader.GetUInt16(0);
ulong uniqueItemId = reader.GetUInt16(1); ulong uniqueItemId = reader.GetUInt16(1);
InventoryItem item = player.GetItemPackage(ItemPackage.NORMAL).GetItemByUniqueId(uniqueItemId); InventoryItem item = player.GetItemPackage(ItemPackage.NORMAL).GetItemByUniqueId(uniqueItemId);
equipment[equipSlot] = (uint)((item.itemPackage << 16) | item.slot); equipment[equipSlot] = item;
} }
} }
} }

View File

@ -1362,18 +1362,152 @@ namespace FFXIVClassic_Map_Server
DeleteTradeGroup(group.groupIndex); DeleteTradeGroup(group.groupIndex);
} }
public void SwapTradedItems(Player p1, Player p2) public void CompleteTrade(Player p1, Player p2)
{ {
lock (tradeLock) if (!p1.IsTradeAccepted() || !p2.IsTradeAccepted())
{ return;
if (p1.IsTradeAccepted() && p2.IsTradeAccepted())
{
//move items around
p1.FinishTradeTransaction(); TradeGroup group = GetTradeGroup(p1.actorId);
p2.FinishTradeTransaction();
if (group == null)
{
p1.SendMessage(0x20, "", "MASSIVE ERROR: No tradegroup found!!!");
return;
}
ReferencedItemPackage p1Offer = p1.GetTradeOfferings();
ReferencedItemPackage p2Offer = p2.GetTradeOfferings();
int failCode = 0;
Player failurePlayerOffer = null;
Player failureCauser = null;
//TODO Add full inventory check
//Check items. If there is a failcode abort and set.
for (ushort i = 0; i < p1Offer.GetCapacity(); i++)
{
InventoryItem p1ItemToP2 = p1Offer.GetItemAtSlot(i);
InventoryItem p2ItemToP1 = p2Offer.GetItemAtSlot(i);
int failCodeP1 = CheckIfCanTrade(p1, p2, p1ItemToP2); //P2's inv caused a failcode for P1
int failCodeP2 = CheckIfCanTrade(p2, p1, p2ItemToP1); //P1's inv caused a failcode for P2
if (failCodeP1 != 0)
{
failCode = failCodeP1;
failurePlayerOffer = p1;
failureCauser = p2;
break;
}
if (failCodeP2 != 0)
{
failCode = failCodeP2;
failurePlayerOffer = p2;
failureCauser = p1;
break;
} }
} }
//Do we have a failcode?
switch (failCode)
{
case 1:
failurePlayerOffer.SendGameMessage(GetActor(), 25100, 0x20, (object)failureCauser); //Transaction failed. X inventory is either full or X can only hold one of the selected items.
failureCauser.SendGameMessage(GetActor(), 25100, 0x20, (object)failureCauser); //Transaction failed. X inventory is either full or X can only hold one of the selected items.
break;
case 2:
failurePlayerOffer.SendGameMessage(GetActor(), 25100, 0x20, (object)failureCauser); //Transaction failed. X inventory is either full or X can only hold one of the selected items.
failureCauser.SendGameMessage(GetActor(), 25103, 0x20); //Unable to complete transaction. You can only hold one of the selected items.
break;
case 3:
failurePlayerOffer.SendGameMessage(GetActor(), 25099, 0x20); //Unable to complete transaction.
failureCauser.SendGameMessage(GetActor(), 25104, 0x20); //Unable to complete transaction. You cannot receive the incoming payment.
break;
}
//If all good, perform the swap.
if (failCode == 0)
{
lock (tradeLock)
{
for (ushort i = 0; i < p1Offer.GetCapacity(); i++)
{
InventoryItem p1ItemToP2 = p1Offer.GetItemAtSlot(i);
InventoryItem p2ItemToP1 = p2Offer.GetItemAtSlot(i);
//Transfer P1 -> P2
if (p1ItemToP2 != null)
{
/*
if (p1ItemToP2.GetItemData().maxStack > 1)
{
p1.GetItemPackage(p1ItemToP2.itemPackage).RemoveItem(p1ItemToP2.itemId, p1ItemToP2.GetTradeQuantity(), p1ItemToP2.quality);
p2.GetItemPackage(p1ItemToP2.itemPackage).AddItem(p1ItemToP2.itemId, p1ItemToP2.GetTradeQuantity(), p1ItemToP2.quality);
}
else
{
p1.GetItemPackage(p1ItemToP2.itemPackage).RemoveItem(p1ItemToP2);
p2.GetItemPackage(p1ItemToP2.itemPackage).AddItem(p1ItemToP2);
}
*/
}
//Transfer P2 -> P1
if (p2ItemToP1 != null)
{
/*
if (p2ItemToP1.GetItemData().maxStack > 1)
{
p2.GetItemPackage(p2ItemToP1.itemPackage).RemoveItem(p2ItemToP1.itemId, p2ItemToP1.GetTradeQuantity(), p2ItemToP1.quality);
p1.GetItemPackage(p2ItemToP1.itemPackage).AddItem(p2ItemToP1.itemId, p2ItemToP1.GetTradeQuantity(), p2ItemToP1.quality);
}
else
{
p2.GetItemPackage(p2ItemToP1.itemPackage).RemoveItem(p2ItemToP1);
p1.GetItemPackage(p2ItemToP1.itemPackage).AddItem(p2ItemToP1);
}
*/
}
}
}
p1.SendGameMessage(GetActor(), 25039, 0x20); //The trade is complete.
p2.SendGameMessage(GetActor(), 25039, 0x20); //The trade is complete.
}
//Cleanup the trade and delete the tradegroup.
p1.FinishTradeTransaction();
p2.FinishTradeTransaction();
DeleteTradeGroup(group.groupIndex);
}
private int CheckIfCanTrade(Player itemOwner, Player itemReceiver, InventoryItem item)
{
if (item == null)
return 0;
//Check if their inventory can't hold all these things
if (false)
{
return 1;
}
//Check if they already have a unique
else if (item.GetItemData().isRare && itemReceiver.HasItem(item.itemId))
{
return 2;
}
//Check if gil is max
else if (item.itemId == 100001 && item.dealingAttached3 + itemReceiver.GetCurrentGil() > item.GetItemData().maxStack)
{
return 3;
}
return 0;
} }
public InventoryItem CreateItem(uint itemId, int amount, byte quality = 1, InventoryItem.ItemModifier modifiers = null) public InventoryItem CreateItem(uint itemId, int amount, byte quality = 1, InventoryItem.ItemModifier modifiers = null)

View File

@ -32,12 +32,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
public const ushort MAXSIZE_EQUIPMENT = 35; public const ushort MAXSIZE_EQUIPMENT = 35;
public const ushort MAXSIZE_EQUIPMENT_OTHERPLAYER = 0x23; public const ushort MAXSIZE_EQUIPMENT_OTHERPLAYER = 0x23;
public enum INV_ERROR { public const int ERROR_SUCCESS = 0;
SUCCESS = 0, public const int ERROR_FULL = 1;
INVENTORY_FULL, public const int ERROR_HAS_UNIQUE = 2;
ALREADY_HAS_UNIQUE, public const int ERROR_SYSTEM = 3;
SYSTEM_ERROR
};
private Character owner; private Character owner;
private ushort itemPackageCapacity; private ushort itemPackageCapacity;
@ -121,24 +119,64 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
return null; return null;
} }
public INV_ERROR AddItem(uint itemId) public int AddItem(uint itemId)
{ {
return AddItem(itemId, 1, 1); return AddItem(itemId, 1, 1);
} }
public INV_ERROR AddItem(uint itemId, int quantity) public int AddItem(uint itemId, int quantity)
{ {
return AddItem(itemId, quantity, 1); return AddItem(itemId, quantity, 1);
} }
public bool AddItems(uint[] itemIds) public int AddItems(uint[] itemIds, uint[] quantity, byte[] quality)
{ {
bool canAdd = GetFreeSlots() - itemIds.Length >= 0; if (itemIds.Length != quantity.Length && itemIds.Length != quality.Length)
if (canAdd) return ERROR_SYSTEM;
//Check if has space
if (!CanAdd(itemIds, quantity, quality))
return ERROR_FULL;
for (int i = 0; i < itemIds.Length; i++)
{ {
foreach (uint id in itemIds) ItemData gItem = Server.GetItemGamedata(itemIds[i]);
//If it's unique, abort
if (HasItem(itemIds[i]) && gItem.isExclusive)
return ERROR_HAS_UNIQUE;
if (gItem == null)
{
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemIds[i]);
return ERROR_SYSTEM;
}
//Check if item id exists
int quantityCount = (int) quantity[i];
for (int j = 0; j < endOfListIndex; j++)
{
InventoryItem item = list[j];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == itemIds[i] && item.quality == quantity[i] && item.quantity < gItem.maxStack)
{
int oldQuantity = item.quantity;
item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
isDirty[j] = true;
quantityCount -= (gItem.maxStack - oldQuantity);
DoDatabaseQuantity(item.uniqueId, item.quantity);
if (quantityCount <= 0)
break;
}
}
//New item that spilled over
while (quantityCount > 0)
{ {
ItemData gItem = Server.GetItemGamedata(id);
InventoryItem.ItemModifier modifiers = null; InventoryItem.ItemModifier modifiers = null;
if (gItem.durability != 0) if (gItem.durability != 0)
{ {
@ -146,31 +184,82 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
modifiers.durability = (uint)gItem.durability; modifiers.durability = (uint)gItem.durability;
} }
InventoryItem addedItem = Database.CreateItem(id, Math.Min(1, gItem.maxStack), 0, modifiers); InventoryItem addedItem = Database.CreateItem(itemIds[i], Math.Min(quantityCount, gItem.maxStack), quality[i], modifiers);
addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex); addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
isDirty[endOfListIndex] = true; isDirty[endOfListIndex] = true;
list[endOfListIndex++] = addedItem; list[endOfListIndex++] = addedItem;
quantityCount -= gItem.maxStack;
DoDatabaseAdd(addedItem); DoDatabaseAdd(addedItem);
} }
} }
return canAdd;
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
return ERROR_SUCCESS;
} }
public INV_ERROR AddItem(InventoryItem itemRef) public bool CanAdd(uint[] itemIds, uint[] quantity, byte[] quality)
{
if (itemIds.Length != quantity.Length && itemIds.Length != quality.Length)
return false;
int tempInvSize = GetCount();
for (int i = 0; i < itemIds.Length; i++)
{
ItemData gItem = Server.GetItemGamedata(itemIds[i]);
//Check if item id exists and fill up til maxstack
int quantityCount = (int) quantity[i];
for (int j = 0; j < endOfListIndex; j++)
{
InventoryItem item = list[j];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == itemIds[i] && item.quality == quality[i] && item.quantity < gItem.maxStack)
{
quantityCount -= (gItem.maxStack - item.quantity);
if (quantityCount <= 0)
break;
}
}
//New items that spilled over creating new stacks
while (quantityCount > 0)
{
quantityCount -= gItem.maxStack;
tempInvSize++;
}
//If the new stacks push us over capacity, can't add these items
if (tempInvSize > itemPackageCapacity)
return false;
}
return true;
}
public int AddItem(InventoryItem itemRef)
{ {
//If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR) //If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR)
if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1) if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1)
return AddItem(itemRef.itemId, itemRef.quantity, itemRef.quality); return AddItem(itemRef.itemId, itemRef.quantity, itemRef.quality);
if (!IsSpaceForAdd(itemRef.itemId, itemRef.quantity, itemRef.quality)) if (!IsSpaceForAdd(itemRef.itemId, itemRef.quantity, itemRef.quality))
return INV_ERROR.INVENTORY_FULL; return ERROR_FULL;
ItemData gItem = Server.GetItemGamedata(itemRef.itemId); ItemData gItem = Server.GetItemGamedata(itemRef.itemId);
if (gItem == null) if (gItem == null)
{ {
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemRef.itemId); Program.Log.Error("Inventory.AddItem: unable to find item %u", itemRef.itemId);
return INV_ERROR.SYSTEM_ERROR; return ERROR_SYSTEM;
} }
itemRef.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex); itemRef.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
@ -179,26 +268,31 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
list[endOfListIndex++] = itemRef; list[endOfListIndex++] = itemRef;
DoDatabaseAdd(itemRef); DoDatabaseAdd(itemRef);
SendUpdate(); if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
return INV_ERROR.SUCCESS; return ERROR_SUCCESS;
} }
public INV_ERROR AddItem(uint itemId, int quantity, byte quality) public int AddItem(uint itemId, int quantity, byte quality)
{ {
if (!IsSpaceForAdd(itemId, quantity, quality)) if (!IsSpaceForAdd(itemId, quantity, quality))
return INV_ERROR.INVENTORY_FULL; return ERROR_FULL;
ItemData gItem = Server.GetItemGamedata(itemId); ItemData gItem = Server.GetItemGamedata(itemId);
//If it's unique, abort //If it's unique, abort
if (HasItem(itemId) && gItem.isExclusive) if (HasItem(itemId) && gItem.isExclusive)
return INV_ERROR.ALREADY_HAS_UNIQUE; return ERROR_HAS_UNIQUE;
if (gItem == null) if (gItem == null)
{ {
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId); Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
return INV_ERROR.SYSTEM_ERROR; return ERROR_SYSTEM;
} }
//Check if item id exists //Check if item id exists
@ -242,15 +336,25 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
DoDatabaseAdd(addedItem); DoDatabaseAdd(addedItem);
} }
SendUpdate(); if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
return INV_ERROR.SUCCESS; return ERROR_SUCCESS;
} }
public void SetItem(ushort slot, InventoryItem item) public void SetItem(ushort slot, InventoryItem item)
{ {
list[slot] = item; list[slot] = item;
SendUpdate(); if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
item.RefreshPositioning(owner, itemPackageCode, slot); item.RefreshPositioning(owner, itemPackageCode, slot);
} }
@ -309,7 +413,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
DoRealign(); DoRealign();
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
} }
public void RemoveItem(InventoryItem item) public void RemoveItem(InventoryItem item)
@ -358,7 +468,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
isDirty[slot] = true; isDirty[slot] = true;
DoRealign(); DoRealign();
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
} }
public void RemoveItemAtSlot(ushort slot) public void RemoveItemAtSlot(ushort slot)
@ -373,7 +489,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
isDirty[slot] = true; isDirty[slot] = true;
DoRealign(); DoRealign();
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
} }
public void RemoveItemAtSlot(ushort slot, int quantity) public void RemoveItemAtSlot(ushort slot, int quantity)
@ -397,7 +519,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity); DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
isDirty[slot] = true; isDirty[slot] = true;
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
} }
} }
@ -411,7 +539,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
} }
endOfListIndex = 0; endOfListIndex = 0;
SendUpdate(); if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
} }
public void MarkDirty(InventoryItem item) public void MarkDirty(InventoryItem item)

View File

@ -13,7 +13,7 @@ namespace FFXIVClassic_Map_Server.actors.chara
const uint EMPTY = 0xFFFFFFFF; const uint EMPTY = 0xFFFFFFFF;
private readonly Player owner; private readonly Player owner;
private readonly uint[] contentList; private readonly InventoryItem[] referenceList;
private readonly ushort itemPackageCode; private readonly ushort itemPackageCode;
private readonly ushort itemPackageCapacity; private readonly ushort itemPackageCapacity;
private bool writeToDB = false; private bool writeToDB = false;
@ -23,13 +23,10 @@ namespace FFXIVClassic_Map_Server.actors.chara
this.owner = owner; this.owner = owner;
itemPackageCode = code; itemPackageCode = code;
itemPackageCapacity = capacity; itemPackageCapacity = capacity;
contentList = new uint[capacity]; referenceList = new InventoryItem[capacity];
if (code == ItemPackage.EQUIPMENT) if (code == ItemPackage.EQUIPMENT)
writeToDB = true; writeToDB = true;
for (int i = 0; i < contentList.Length; i++)
contentList[i] = EMPTY;
} }
public void ToggleDBWrite(bool flag) public void ToggleDBWrite(bool flag)
@ -38,25 +35,25 @@ namespace FFXIVClassic_Map_Server.actors.chara
} }
#region Package Management #region Package Management
public void SetList(uint[] toSet) public void SetList(InventoryItem[] toSet)
{ {
Debug.Assert(contentList.Length == itemPackageCapacity); Debug.Assert(referenceList.Length == itemPackageCapacity);
toSet.CopyTo(contentList, 0); toSet.CopyTo(referenceList, 0);
} }
public void SetList(ushort[] positions, uint[] values) public void SetList(ushort[] positions, InventoryItem[] values)
{ {
Debug.Assert(positions.Length == values.Length); Debug.Assert(positions.Length == values.Length);
for (int i = 0; i < positions.Length; i++) for (int i = 0; i < positions.Length; i++)
{ {
InventoryItem item = GetItem(values[i]); InventoryItem item = values[i];
if (item == null) if (item == null)
continue; continue;
//Database.EquipItem(owner, positions[i], item.uniqueId); //Database.EquipItem(owner, positions[i], item.uniqueId);
contentList[positions[i]] = values[i]; referenceList[positions[i]] = values[i];
} }
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId)); owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
@ -76,21 +73,25 @@ namespace FFXIVClassic_Map_Server.actors.chara
public void Set(ushort position, InventoryItem item) public void Set(ushort position, InventoryItem item)
{ {
if (position >= contentList.Length) if (position >= referenceList.Length)
return; return;
if (writeToDB) if (writeToDB)
Database.EquipItem(owner, position, item.uniqueId); Database.EquipItem(owner, position, item.uniqueId);
ItemPackage newPackage = owner.GetItemPackage(item.itemPackage); ItemPackage newPackage = owner.GetItemPackage(item.itemPackage);
ItemPackage oldPackage = GetItemPackage(contentList[position]); ItemPackage oldPackage = null;
InventoryItem oldItem = GetItem(contentList[position]);
if (oldPackage != null && oldItem != null) if (referenceList[position] != null)
{
oldPackage = owner.GetItemPackage(referenceList[position].itemPackage);
InventoryItem oldItem = referenceList[position];
oldPackage.MarkDirty(oldItem); oldPackage.MarkDirty(oldItem);
}
newPackage.MarkDirty(item); newPackage.MarkDirty(item);
contentList[position] = GetValue(item.itemPackage, item.slot); referenceList[position] = item;
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId)); owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
if (oldPackage != null) if (oldPackage != null)
@ -98,48 +99,44 @@ namespace FFXIVClassic_Map_Server.actors.chara
newPackage.SendUpdate(); newPackage.SendUpdate();
SendSingleUpdate(position); SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId)); owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.CalculateBaseStats();// RecalculateStats();
} }
public void Clear(ushort position) public void Clear(ushort position)
{ {
if (position >= contentList.Length) if (position >= referenceList.Length)
return; return;
if (writeToDB) if (writeToDB)
Database.UnequipItem(owner, position); Database.UnequipItem(owner, position);
ItemPackage oldItemPackage = GetItemPackage(contentList[position]); ItemPackage oldItemPackage = owner.GetItemPackage(referenceList[position].itemPackage);
oldItemPackage.MarkDirty(GetItem(contentList[position])); oldItemPackage.MarkDirty(referenceList[position]);
contentList[position] = EMPTY; referenceList[position] = null;
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId)); owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
oldItemPackage.SendUpdate(); oldItemPackage.SendUpdate();
SendSingleUpdate(position); SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId)); owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.RecalculateStats();
} }
public void ClearAll() public void ClearAll()
{ {
List<ItemPackage> packagesToRefresh = new List<ItemPackage>(); List<ItemPackage> packagesToRefresh = new List<ItemPackage>();
for (int i = 0; i < contentList.Length; i++) for (int i = 0; i < referenceList.Length; i++)
{ {
if (contentList[i] == EMPTY) if (referenceList[i] == null)
continue; continue;
if (writeToDB) if (writeToDB)
Database.UnequipItem(owner, (ushort)i); Database.UnequipItem(owner, (ushort)i);
ItemPackage package = GetItemPackage(contentList[i]); ItemPackage package = owner.GetItemPackage(referenceList[i].itemPackage);
package.MarkDirty(GetItem(contentList[i])); package.MarkDirty(referenceList[i]);
packagesToRefresh.Add(package); packagesToRefresh.Add(package);
contentList[i] = EMPTY; referenceList[i] = null;
} }
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId)); owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
@ -147,8 +144,6 @@ namespace FFXIVClassic_Map_Server.actors.chara
packagesToRefresh[i].SendUpdate(); packagesToRefresh[i].SendUpdate();
SendUpdate(); SendUpdate();
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId)); owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.RecalculateStats();
} }
#endregion #endregion
@ -169,9 +164,9 @@ namespace FFXIVClassic_Map_Server.actors.chara
{ {
List<ushort> slotsToUpdate = new List<ushort>(); List<ushort> slotsToUpdate = new List<ushort>();
for (ushort i = 0; i < contentList.Length; i++) for (ushort i = 0; i < referenceList.Length; i++)
{ {
if (contentList[i] != EMPTY) if (referenceList[i] != null)
slotsToUpdate.Add(i); slotsToUpdate.Add(i);
} }
@ -189,14 +184,14 @@ namespace FFXIVClassic_Map_Server.actors.chara
{ {
List<InventoryItem> items = new List<InventoryItem>(); List<InventoryItem> items = new List<InventoryItem>();
for (ushort i = 0; i < contentList.Length; i++) for (ushort i = 0; i < referenceList.Length; i++)
{ {
if (contentList[i] == EMPTY) if (referenceList[i] == null)
continue; continue;
InventoryItem item = GetItem(contentList[i]); InventoryItem item = referenceList[i];
item.linkSlot = i; //We have to set the linkSlot as this is the position in the Referenced IP, not the original IP it's linked from. item.linkSlot = i; //We have to set the linkSlot as this is the position in the Referenced IP, not the original IP it's linked from.
items.Add(GetItem(contentList[i])); items.Add(referenceList[i]);
} }
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode)); targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode));
@ -204,11 +199,11 @@ namespace FFXIVClassic_Map_Server.actors.chara
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId)); targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
//Clean Up linkSlots //Clean Up linkSlots
for (ushort i = 0; i < contentList.Length; i++) for (ushort i = 0; i < referenceList.Length; i++)
{ {
if (contentList[i] == EMPTY) if (referenceList[i] == null)
continue; continue;
InventoryItem item = GetItem(contentList[i]); InventoryItem item = referenceList[i];
item.linkSlot = 0xFFFF; item.linkSlot = 0xFFFF;
} }
} }
@ -217,10 +212,10 @@ namespace FFXIVClassic_Map_Server.actors.chara
#region Packet Functions (Private) #region Packet Functions (Private)
private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position) private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position)
{ {
if (contentList[position] == EMPTY) if (referenceList[position] == null)
targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position)); targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position));
else else
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, contentList[position])); targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, referenceList[position]));
} }
private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate) private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate)
@ -230,16 +225,16 @@ namespace FFXIVClassic_Map_Server.actors.chara
while (true) while (true)
{ {
if (slotsToUpdate.Count - currentIndex >= 64) if (slotsToUpdate.Count - currentIndex >= 64)
targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex)); targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 32) else if (slotsToUpdate.Count - currentIndex >= 32)
targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex)); targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 16) else if (slotsToUpdate.Count - currentIndex >= 16)
targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex)); targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex > 1) else if (slotsToUpdate.Count - currentIndex > 1)
targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex)); targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex == 1) else if (slotsToUpdate.Count - currentIndex == 1)
{ {
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], contentList[slotsToUpdate[currentIndex]])); targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], referenceList[slotsToUpdate[currentIndex]]));
currentIndex++; currentIndex++;
} }
else else
@ -290,35 +285,11 @@ namespace FFXIVClassic_Map_Server.actors.chara
public InventoryItem GetItemAtSlot(ushort position) public InventoryItem GetItemAtSlot(ushort position)
{ {
if (position < contentList.Length) if (position < referenceList.Length)
return GetItem(contentList[position]); return referenceList[position];
else else
return null; return null;
} }
#endregion #endregion
#region Utils
private ItemPackage GetItemPackage(uint value)
{
if (value == EMPTY)
return null;
return owner.GetItemPackage((ushort)((value >> 16) & 0xFFFF));
}
private InventoryItem GetItem(uint value)
{
if (value == EMPTY)
return null;
ItemPackage package = GetItemPackage(value);
if (package != null)
return package.GetItemAtSlot((ushort)(value & 0xFFFF));
return null;
}
private uint GetValue(ushort code, ushort slot)
{
return (uint) ((code << 16) | slot);
}
#endregion
} }
} }

View File

@ -982,7 +982,7 @@ namespace FFXIVClassic_Map_Server.Actors
return max; return max;
} }
public uint[] GetGearset(ushort classId) public InventoryItem[] GetGearset(ushort classId)
{ {
return Database.GetEquipment(this, classId); return Database.GetEquipment(this, classId);
} }

View File

@ -24,8 +24,8 @@ namespace FFXIVClassic_Map_Server.dataobjects
public uint itemId; public uint itemId;
public int quantity = 1; public int quantity = 1;
public byte dealingVal = 0; public byte dealingVal = 0;
public byte dealingMode = DEALINGMODE_NONE; public byte dealingMode = DEALINGMODE_NONE;
public int dealingAttached1 = 0; public int dealingAttached1 = 0;
public int dealingAttached2 = 0; public int dealingAttached2 = 0;
public int dealingAttached3 = 0; public int dealingAttached3 = 0;
@ -134,20 +134,6 @@ namespace FFXIVClassic_Map_Server.dataobjects
tags[1] = itemData.isExclusive ? TAG_EXCLUSIVE : (byte)0; tags[1] = itemData.isExclusive ? TAG_EXCLUSIVE : (byte)0;
} }
//For check and trade commands
public InventoryItem(InventoryItem item, ushort slot)
{
this.uniqueId = item.uniqueId;
this.itemData = item.itemData;
this.itemId = item.itemId;
this.quantity = item.quantity;
this.slot = slot;
this.tags = item.tags;
this.tagValues = item.tagValues;
this.quality = item.quality;
this.modifiers = item.modifiers;
}
public InventoryItem(uint uniqueId, ItemData itemData, int quantity, byte qualityNumber, ItemModifier modifiers = null) public InventoryItem(uint uniqueId, ItemData itemData, int quantity, byte qualityNumber, ItemModifier modifiers = null)
{ {
this.uniqueId = uniqueId; this.uniqueId = uniqueId;
@ -318,6 +304,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
owner.GetItemPackage(itemPackage).MarkDirty(this); owner.GetItemPackage(itemPackage).MarkDirty(this);
} }
public int GetTradeQuantity()
{
return dealingAttached3;
}
public ItemData GetItemData() public ItemData GetItemData()
{ {
return itemData; return itemData;
@ -334,5 +325,6 @@ namespace FFXIVClassic_Map_Server.dataobjects
{ {
return GetBazaarMode() == TYPE_SINGLE || GetBazaarMode() == TYPE_MULTI || GetBazaarMode() == TYPE_STACK; return GetBazaarMode() == TYPE_SINGLE || GetBazaarMode() == TYPE_MULTI || GetBazaarMode() == TYPE_STACK;
} }
} }
} }

View File

@ -2,6 +2,7 @@
using System.IO; using System.IO;
using FFXIVClassic.Common; using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.dataobjects;
namespace FFXIVClassic_Map_Server.packets.send.actor.inventory namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
{ {
@ -10,7 +11,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
public const ushort OPCODE = 0x014D; public const ushort OPCODE = 0x014D;
public const uint PACKET_SIZE = 0x28; public const uint PACKET_SIZE = 0x28;
public static SubPacket BuildPacket(uint playerActorID, ushort position, uint linkedItem) public static SubPacket BuildPacket(uint playerActorID, ushort position, InventoryItem linkedItem)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -19,24 +20,8 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
using (BinaryWriter binWriter = new BinaryWriter(mem)) using (BinaryWriter binWriter = new BinaryWriter(mem))
{ {
binWriter.Write((UInt16)position); binWriter.Write((UInt16)position);
binWriter.Write((UInt32)linkedItem); binWriter.Write((UInt16)linkedItem.slot);
} binWriter.Write((UInt16)linkedItem.itemPackage);
}
return new SubPacket(OPCODE, playerActorID, data);
}
public static SubPacket BuildPacket(uint playerActorID, ushort position, ushort itemSlot, ushort itemPackageCode)
{
byte[] data = new byte[PACKET_SIZE - 0x20];
using (MemoryStream mem = new MemoryStream(data))
{
using (BinaryWriter binWriter = new BinaryWriter(mem))
{
binWriter.Write((UInt16)position);
binWriter.Write((UInt16)itemSlot);
binWriter.Write((UInt16)itemPackageCode);
} }
} }

View File

@ -12,7 +12,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
public const ushort OPCODE = 0x14E; public const ushort OPCODE = 0x14E;
public const uint PACKET_SIZE = 0x58; public const uint PACKET_SIZE = 0x58;
public static SubPacket BuildPacket(uint playerActorId, uint[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset) public static SubPacket BuildPacket(uint playerActorId, InventoryItem[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -29,7 +29,8 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
for (int i = 0; i < max; i++) for (int i = 0; i < max; i++)
{ {
binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot
binWriter.Write((UInt32)linkedItemList[slotsToUpdate[i]]); //ItemPackage Slot + ItemPackage Code binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].slot); //ItemPackage Slot
binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].itemPackage); //ItemPackage Code
listOffset++; listOffset++;
} }

View File

@ -12,7 +12,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
public const ushort OPCODE = 0x14F; public const ushort OPCODE = 0x14F;
public const uint PACKET_SIZE = 0x80; public const uint PACKET_SIZE = 0x80;
public static SubPacket BuildPacket(uint playerActorId, uint[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset) public static SubPacket BuildPacket(uint playerActorId, InventoryItem[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -29,7 +29,8 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
for (int i = 0; i < max; i++) for (int i = 0; i < max; i++)
{ {
binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot
binWriter.Write((UInt32)linkedItemList[slotsToUpdate[i]]); //ItemPackage Slot + ItemPackage Code binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].slot); //ItemPackage Slot
binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].itemPackage); //ItemPackage Code
listOffset++; listOffset++;
} }

View File

@ -12,7 +12,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
public const ushort OPCODE = 0x150; public const ushort OPCODE = 0x150;
public const uint PACKET_SIZE = 0xE0; public const uint PACKET_SIZE = 0xE0;
public static SubPacket BuildPacket(uint playerActorId, uint[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset) public static SubPacket BuildPacket(uint playerActorId, InventoryItem[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -29,7 +29,8 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
for (int i = 0; i < max; i++) for (int i = 0; i < max; i++)
{ {
binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot
binWriter.Write((UInt32)linkedItemList[slotsToUpdate[i]]); //ItemPackage Slot + ItemPackage Code binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].slot); //ItemPackage Slot
binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].itemPackage); //ItemPackage Code
listOffset++; listOffset++;
} }

View File

@ -12,7 +12,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
public const ushort OPCODE = 0x151; public const ushort OPCODE = 0x151;
public const uint PACKET_SIZE = 0x194; public const uint PACKET_SIZE = 0x194;
public static SubPacket BuildPacket(uint playerActorId, uint[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset) public static SubPacket BuildPacket(uint playerActorId, InventoryItem[] linkedItemList, List<ushort> slotsToUpdate, ref int listOffset)
{ {
byte[] data = new byte[PACKET_SIZE - 0x20]; byte[] data = new byte[PACKET_SIZE - 0x20];
@ -29,7 +29,8 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
for (int i = 0; i < max; i++) for (int i = 0; i < max; i++)
{ {
binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot binWriter.Write((UInt16)slotsToUpdate[i]); //LinkedItemPackageSlot
binWriter.Write((UInt32)linkedItemList[slotsToUpdate[i]]); //ItemPackage Slot + ItemPackage Code binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].slot); //ItemPackage Slot
binWriter.Write((UInt16)linkedItemList[slotsToUpdate[i]].itemPackage); //ItemPackage Code
listOffset++; listOffset++;
} }

View File

@ -69,6 +69,8 @@ function onEventStarted(player, actor, triggerName, equippedItem, param1, param2
end end
end end
player.CalculateBaseStats(); --player.RecalculateStats();
player:EndEvent(); player:EndEvent();
end end

View File

@ -55,7 +55,7 @@ function onEventStarted(player, actor, triggerName)
--Check if both accepted the trade --Check if both accepted the trade
if (player:IsTradeAccepted() and player:GetOtherTrader():IsTradeAccepted()) then if (player:IsTradeAccepted() and player:GetOtherTrader():IsTradeAccepted()) then
callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandCloseTray"); callClientFunction(player, "delegateCommand", GetStaticActor("TradeExecuteCommand"), "processTradeCommandCloseTray");
GetWorldManager():SwapTradedItems(player, player:GetOtherTrader()); GetWorldManager():CompleteTrade(player, player:GetOtherTrader());
break; break;
end end