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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Renamed Type7Param to ItemRefParam. Changed a lot of "inventoryType" names to "itemPackage". Moved inventory code to Character class for easier use and auto-choosing the correct package.
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@@ -126,6 +126,8 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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return INV_ERROR.SYSTEM_ERROR;
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}
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itemRef.RefreshPositioning(inventoryCode, (ushort) endOfListIndex);
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isDirty[endOfListIndex] = true;
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list[endOfListIndex++] = itemRef;
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DoDatabaseAdd(itemRef);
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@@ -265,10 +267,15 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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public void RemoveItem(InventoryItem item)
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{
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RemoveItemByUniqueId(item.uniqueId);
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}
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public void RemoveItemByUniqueId(ulong itemDBId)
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RemoveItemByUniqueId(item.uniqueId, 1);
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}
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public void RemoveItem(InventoryItem item, int quantity)
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{
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RemoveItemByUniqueId(item.uniqueId, quantity);
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}
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public void RemoveItemByUniqueId(ulong itemDBId, int quantity)
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{
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ushort slot = 0;
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InventoryItem toDelete = null;
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@@ -288,10 +295,18 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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if (toDelete == null)
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return;
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if (quantity >= toDelete.quantity)
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{
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DoDatabaseRemove(toDelete.uniqueId);
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list[slot] = null;
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}
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else
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{
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list[slot].quantity -= quantity;
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//DoDatabaseUpdateQuantity(toDelete.uniqueId);
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}
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DoDatabaseRemove(toDelete.uniqueId);
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list[slot] = null;
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isDirty[slot] = true;
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DoRealign();
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@@ -104,10 +104,6 @@ namespace FFXIVClassic_Map_Server.Actors
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public bool isGM = false;
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public bool isZoneChanging = true;
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//Inventory
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private Dictionary<ushort, Inventory> inventories = new Dictionary<ushort, Inventory>();
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private Equipment equipment;
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//Trading
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private Player otherTrader = null;
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private Inventory myOfferings;
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@@ -172,14 +168,14 @@ namespace FFXIVClassic_Map_Server.Actors
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moveSpeeds[2] = SetActorSpeedPacket.DEFAULT_RUN;
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moveSpeeds[3] = SetActorSpeedPacket.DEFAULT_ACTIVE;
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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_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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itemPackages[Inventory.NORMAL] = new Inventory(this, MAXSIZE_INVENTORY_NORMAL, Inventory.NORMAL);
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itemPackages[Inventory.KEYITEMS] = new Inventory(this, MAXSIZE_INVENTORY_KEYITEMS, Inventory.KEYITEMS);
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itemPackages[Inventory.CURRENCY_CRYSTALS] = new Inventory(this, MAXSIZE_INVENTORY_CURRANCY, Inventory.CURRENCY_CRYSTALS);
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itemPackages[Inventory.MELDREQUEST] = new Inventory(this, MAXSIZE_INVENTORY_MELDREQUEST, Inventory.MELDREQUEST);
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itemPackages[Inventory.BAZAAR] = new Inventory(this, MAXSIZE_INVENTORY_BAZAAR, Inventory.BAZAAR);
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itemPackages[Inventory.LOOT] = new Inventory(this, MAXSIZE_INVENTORY_LOOT, Inventory.LOOT);
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equipment = new Equipment(this, inventories[Inventory.NORMAL], MAXSIZE_INVENTORY_EQUIPMENT, Inventory.EQUIPMENT);
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equipment = new Equipment(this, itemPackages[Inventory.NORMAL], MAXSIZE_INVENTORY_EQUIPMENT, Inventory.EQUIPMENT);
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//Set the Skill level caps of all FFXIV (classes)skills to 50
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for (int i = 0; i < charaWork.battleSave.skillLevelCap.Length; i++)
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@@ -559,12 +555,12 @@ 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_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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inventories[Inventory.LOOT].SendFullInventory(this);
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itemPackages[Inventory.NORMAL].SendFullInventory(this);
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itemPackages[Inventory.CURRENCY_CRYSTALS].SendFullInventory(this);
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itemPackages[Inventory.KEYITEMS].SendFullInventory(this);
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itemPackages[Inventory.BAZAAR].SendFullInventory(this);
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itemPackages[Inventory.MELDREQUEST].SendFullInventory(this);
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itemPackages[Inventory.LOOT].SendFullInventory(this);
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equipment.SendFullEquipment(false);
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playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
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#endregion
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@@ -1106,8 +1102,8 @@ namespace FFXIVClassic_Map_Server.Actors
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public Inventory GetInventory(ushort type)
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{
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if (inventories.ContainsKey(type))
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return inventories[type];
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if (itemPackages.ContainsKey(type))
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return itemPackages[type];
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else
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return null;
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}
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@@ -1891,7 +1887,7 @@ namespace FFXIVClassic_Map_Server.Actors
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if (!IsTrading())
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return;
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InventoryItem mine = inventories[Inventory.NORMAL].GetItemAtSlot(linkedSlot);
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InventoryItem mine = itemPackages[Inventory.NORMAL].GetItemAtSlot(linkedSlot);
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InventoryItem tradeItem = new InventoryItem(mine, slot);
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@@ -1948,7 +1944,6 @@ namespace FFXIVClassic_Map_Server.Actors
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otherTrader = null;
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}
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public void Test()
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{
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QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
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