mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-05-20 08:26:59 -04:00
Merge branch 'develop' of https://bitbucket.org/Ioncannon/ffxiv-classic-server into develop
Fix Excruciate removign status from enemy rather than caster
This commit is contained in:
@@ -1,16 +1,17 @@
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.area;
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic_Map_Server.actors.group;
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using FFXIVClassic_Map_Server.Actors.Chara;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.packets.send.actor;
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using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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using FFXIVClassic_Map_Server.utils;
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using FFXIVClassic_Map_Server.actors.chara.ai;
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using System;
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using System.Collections.Generic;
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using FFXIVClassic_Map_Server.actors.chara;
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using FFXIVClassic_Map_Server.packets.send.actor.battle;
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using FFXIVClassic_Map_Server.packets.send;
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using FFXIVClassic_Map_Server.actors.chara.ai.state;
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using FFXIVClassic_Map_Server.actors.chara.ai.utils;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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@@ -107,7 +108,7 @@ namespace FFXIVClassic_Map_Server.Actors
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public Group currentParty = null;
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public ContentGroup currentContentGroup = null;
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//public DateTime lastAiUpdate;
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public AIContainer aiContainer;
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@@ -131,8 +132,13 @@ namespace FFXIVClassic_Map_Server.Actors
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public float extraFloat;
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protected Dictionary<string, UInt64> tempVars = new Dictionary<string, UInt64>();
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//Inventory
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protected Dictionary<ushort, ItemPackage> itemPackages = new Dictionary<ushort, ItemPackage>();
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protected ReferencedItemPackage equipment;
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public Character(uint actorID) : base(actorID)
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public Character(uint actorID)
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: base(actorID)
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{
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//Init timer array to "notimer"
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for (int i = 0; i < charaWork.statusShownTime.Length; i++)
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@@ -207,7 +213,7 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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return propPacketUtil.Done();
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}
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public void PlayAnimation(uint animId, bool onlySelf = false)
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{
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if (onlySelf)
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@@ -218,7 +224,7 @@ namespace FFXIVClassic_Map_Server.Actors
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else
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zone.BroadcastPacketAroundActor(this, PlayAnimationOnActorPacket.BuildPacket(actorId, animId));
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}
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public void DoBattleAction(ushort commandId, uint animationId)
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{
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zone.BroadcastPacketAroundActor(this, CommandResultX00Packet.BuildPacket(actorId, animationId, commandId));
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@@ -504,7 +510,7 @@ namespace FFXIVClassic_Map_Server.Actors
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}
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return false;
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}
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public virtual void Cast(uint spellId, uint targetId = 0)
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{
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if (aiContainer.CanChangeState())
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@@ -1154,5 +1160,180 @@ namespace FFXIVClassic_Map_Server.Actors
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targetFind.FindWithinArea(this, ValidTarget.Party, TargetFindAOETarget.Self);
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return targetFind.GetTargets();
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}
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#region Inventory
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public void SendItemPackage(Player player, uint id)
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{
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if (!itemPackages.ContainsKey((ushort)id))
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return;
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player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
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itemPackages[(ushort)id].SendUpdate(player);
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
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}
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public void AddItem(uint catalogID)
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{
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AddItem(catalogID, 1);
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}
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public void AddItem(uint catalogID, int quantity)
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{
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AddItem(catalogID, quantity, 1);
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}
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public void AddItem(uint catalogID, int quantity, byte quality)
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{
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ushort itemPackage = GetPackageForItem(catalogID);
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if (itemPackages.ContainsKey(itemPackage))
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{
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itemPackages[itemPackage].AddItem(catalogID, quantity, quality);
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}
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}
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public void AddItem(InventoryItem item)
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{
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ushort itemPackage = GetPackageForItem(item.GetItemData().catalogID);
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if (itemPackages.ContainsKey(itemPackage))
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{
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itemPackages[itemPackage].AddItem(item);
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}
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}
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public void SetItem(InventoryItem item, ushort itemPackage, ushort slot)
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{
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if (itemPackages.ContainsKey(itemPackage))
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{
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itemPackages[itemPackage].SetItem(slot, item);
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}
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}
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public void MoveItem(InventoryItem item, ushort destinationPackage)
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{
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ushort sourcePackage = item.itemPackage;
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if (!itemPackages.ContainsKey(sourcePackage) && !itemPackages.ContainsKey(destinationPackage))
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return;
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itemPackages[sourcePackage].RemoveItem(item);
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itemPackages[destinationPackage].AddItem(item);
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}
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public void RemoveItem(uint catalogID)
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{
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RemoveItem(catalogID, 1);
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}
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public void RemoveItem(uint catalogID, int quantity)
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{
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RemoveItem(catalogID, quantity, 1);
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}
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public void RemoveItem(uint catalogID, int quantity, byte quality)
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{
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ushort itemPackage = GetPackageForItem(catalogID);
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if (itemPackages.ContainsKey(itemPackage))
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{
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itemPackages[itemPackage].RemoveItem(catalogID, quantity, quality);
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}
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}
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public void RemoveItemAtSlot(ushort itemPackage, ushort slot)
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{
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if (itemPackages.ContainsKey(itemPackage))
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{
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itemPackages[itemPackage].RemoveItemAtSlot(slot);
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}
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}
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public void RemoveItem(InventoryItem item)
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{
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RemoveItem(item, 1);
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}
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public void RemoveItem(InventoryItem item, int quantity)
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{
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if (itemPackages.ContainsKey(item.itemPackage))
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{
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itemPackages[item.itemPackage].RemoveItem(item, quantity);
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}
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}
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public bool HasItem(uint catalogID)
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{
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return HasItem(catalogID, 1);
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}
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public bool HasItem(uint catalogID, int minQuantity)
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{
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return HasItem(catalogID, minQuantity, 1);
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}
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public bool HasItem(uint catalogID, int minQuantity, byte quality)
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{
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ushort itemPackage = GetPackageForItem(catalogID);
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if (itemPackages.ContainsKey(itemPackage))
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{
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return itemPackages[itemPackage].HasItem(catalogID, minQuantity, quality);
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}
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return false;
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}
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public bool HasItem(InventoryItem item)
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{
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ushort itemPackage = GetPackageForItem(item.GetItemData().catalogID);
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if (itemPackages.ContainsKey(itemPackage))
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{
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//return itemPackages[itemPackage].HasItem(item);
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return false; //TODO FIX
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}
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else
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return false;
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}
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public InventoryItem GetItem(LuaUtils.ItemRefParam reference)
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{
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if (reference.actorId != actorId)
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return null;
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if (itemPackages.ContainsKey(reference.itemPackage))
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{
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return itemPackages[reference.itemPackage].GetItemAtSlot(reference.slot);
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}
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return null;
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}
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public ItemPackage GetItemPackage(ushort package)
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{
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if (itemPackages.ContainsKey(package))
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return itemPackages[package];
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else
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return null;
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}
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public ushort GetPackageForItem(uint catalogID)
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{
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ItemData data = Server.GetItemGamedata(catalogID);
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if (data == null)
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return ItemPackage.NORMAL;
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else
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{
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if (data.IsMoney())
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return ItemPackage.CURRENCY_CRYSTALS;
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else if (data.IsImportant())
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return ItemPackage.KEYITEMS;
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else
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return ItemPackage.NORMAL;
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}
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}
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//public void removeItem(byUniqueId)
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//public void removeItem(byUniqueId, quantity)
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//public void removeItem(slot)
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//public void removeItem(slot, quantity)
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#endregion
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}
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}
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File diff suppressed because it is too large
Load Diff
@@ -1,8 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FFXIVClassic_Map_Server.actors.chara
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{
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@@ -1,9 +1,5 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using FFXIVClassic_Map_Server.actors.chara.npc;
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namespace FFXIVClassic_Map_Server.actors.chara
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{
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295
FFXIVClassic Map Server/actors/chara/ReferencedItemPackage.cs
Normal file
295
FFXIVClassic Map Server/actors/chara/ReferencedItemPackage.cs
Normal file
@@ -0,0 +1,295 @@
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic_Map_Server.Actors;
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using FFXIVClassic_Map_Server.dataobjects;
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using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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using System.Collections.Generic;
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using System.Diagnostics;
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namespace FFXIVClassic_Map_Server.actors.chara
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{
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class ReferencedItemPackage
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{
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const uint EMPTY = 0xFFFFFFFF;
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private readonly Player owner;
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private readonly InventoryItem[] referenceList;
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private readonly ushort itemPackageCode;
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private readonly ushort itemPackageCapacity;
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private bool writeToDB = false;
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public ReferencedItemPackage(Player owner, ushort capacity, ushort code)
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{
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this.owner = owner;
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itemPackageCode = code;
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itemPackageCapacity = capacity;
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referenceList = new InventoryItem[capacity];
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if (code == ItemPackage.EQUIPMENT)
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writeToDB = true;
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}
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public void ToggleDBWrite(bool flag)
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{
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writeToDB = flag;
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}
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#region Package Management
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public void SetList(InventoryItem[] toSet)
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{
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Debug.Assert(referenceList.Length == itemPackageCapacity);
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toSet.CopyTo(referenceList, 0);
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}
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public void Set(ushort[] positions, ushort[] itemSlots, ushort itemPackage)
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{
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Debug.Assert(positions.Length == itemSlots.Length);
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for (int i = 0; i < positions.Length; i++)
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{
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InventoryItem item = owner.GetItemPackage(itemPackage)?.GetItemAtSlot(itemSlots[i]);
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if (item == null)
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continue;
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Database.EquipItem(owner, positions[i], item.uniqueId);
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referenceList[positions[i]] = item;
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}
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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SendUpdate();
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void Set(ushort position, ushort itemPackagePosition, ushort itemPackageCode)
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{
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InventoryItem item = owner.GetItemPackage(itemPackageCode).GetItemAtSlot(itemPackagePosition);
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if (item == null)
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return;
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Set(position, item);
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}
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|
||||
public void Set(ushort position, InventoryItem item)
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{
|
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if (position >= referenceList.Length)
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return;
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||||
if (writeToDB)
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||||
Database.EquipItem(owner, position, item.uniqueId);
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||||
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ItemPackage newPackage = owner.GetItemPackage(item.itemPackage);
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||||
ItemPackage oldPackage = null;
|
||||
|
||||
if (referenceList[position] != null)
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||||
{
|
||||
oldPackage = owner.GetItemPackage(referenceList[position].itemPackage);
|
||||
InventoryItem oldItem = referenceList[position];
|
||||
oldPackage.MarkDirty(oldItem);
|
||||
}
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||||
|
||||
newPackage.MarkDirty(item);
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||||
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||||
referenceList[position] = item;
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||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
if (oldPackage != null)
|
||||
oldPackage.SendUpdate();
|
||||
newPackage.SendUpdate();
|
||||
SendSingleUpdate(position);
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void Clear(ushort position)
|
||||
{
|
||||
if (position >= referenceList.Length)
|
||||
return;
|
||||
|
||||
if (writeToDB)
|
||||
Database.UnequipItem(owner, position);
|
||||
|
||||
ItemPackage oldItemPackage = owner.GetItemPackage(referenceList[position].itemPackage);
|
||||
|
||||
oldItemPackage.MarkDirty(referenceList[position]);
|
||||
referenceList[position] = null;
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
oldItemPackage.SendUpdate();
|
||||
SendSingleUpdate(position);
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void ClearAll()
|
||||
{
|
||||
List<ItemPackage> packagesToRefresh = new List<ItemPackage>();
|
||||
|
||||
for (int i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] == null)
|
||||
continue;
|
||||
|
||||
if (writeToDB)
|
||||
Database.UnequipItem(owner, (ushort)i);
|
||||
|
||||
ItemPackage package = owner.GetItemPackage(referenceList[i].itemPackage);
|
||||
package.MarkDirty(referenceList[i]);
|
||||
packagesToRefresh.Add(package);
|
||||
|
||||
referenceList[i] = null;
|
||||
}
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
for (int i = 0; i < packagesToRefresh.Count; i++)
|
||||
packagesToRefresh[i].SendUpdate();
|
||||
SendUpdate();
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Send Update Functions
|
||||
public void SendSingleUpdate(ushort position)
|
||||
{
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendSingleLinkedItemPacket(owner, position);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SendUpdate()
|
||||
{
|
||||
SendUpdate(owner);
|
||||
}
|
||||
|
||||
public void SendUpdate(Player targetPlayer)
|
||||
{
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
|
||||
for (ushort i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] != null)
|
||||
slotsToUpdate.Add(i);
|
||||
}
|
||||
|
||||
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendLinkedItemPackets(targetPlayer, slotsToUpdate);
|
||||
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SendUpdateAsItemPackage(Player targetPlayer)
|
||||
{
|
||||
SendUpdateAsItemPackage(targetPlayer, itemPackageCapacity, itemPackageCode);
|
||||
}
|
||||
|
||||
public void SendUpdateAsItemPackage(Player targetPlayer, ushort destinationCapacity, ushort destinationCode)
|
||||
{
|
||||
List<InventoryItem> items = new List<InventoryItem>();
|
||||
|
||||
for (ushort i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] == null)
|
||||
continue;
|
||||
|
||||
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.
|
||||
items.Add(referenceList[i]);
|
||||
}
|
||||
|
||||
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode));
|
||||
SendItemPackets(targetPlayer, items);
|
||||
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
|
||||
//Clean Up linkSlots
|
||||
for (ushort i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] == null)
|
||||
continue;
|
||||
InventoryItem item = referenceList[i];
|
||||
item.linkSlot = 0xFFFF;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Packet Functions (Private)
|
||||
private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position)
|
||||
{
|
||||
if (referenceList[position] == null)
|
||||
targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position));
|
||||
else
|
||||
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, referenceList[position]));
|
||||
}
|
||||
|
||||
private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate)
|
||||
{
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (slotsToUpdate.Count - currentIndex >= 64)
|
||||
targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex >= 32)
|
||||
targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex >= 16)
|
||||
targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex > 1)
|
||||
targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex == 1)
|
||||
{
|
||||
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], referenceList[slotsToUpdate[currentIndex]]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SendItemPackets(Player player, List<InventoryItem> items)
|
||||
{
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (items.Count - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex > 1)
|
||||
player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex == 1)
|
||||
{
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Getters/Setters
|
||||
public ushort GetCode()
|
||||
{
|
||||
return itemPackageCode;
|
||||
}
|
||||
|
||||
public int GetCapacity()
|
||||
{
|
||||
return itemPackageCapacity;
|
||||
}
|
||||
|
||||
public Player GetOwner()
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
public InventoryItem GetItemAtSlot(ushort position)
|
||||
{
|
||||
if (position < referenceList.Length)
|
||||
return referenceList[position];
|
||||
else
|
||||
return null;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
@@ -1,10 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara
|
||||
namespace FFXIVClassic_Map_Server.actors.chara
|
||||
{
|
||||
class SubState
|
||||
{
|
||||
|
@@ -1,8 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.state;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
|
||||
|
@@ -1,11 +1,6 @@
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.actors.chara.player;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
|
||||
using MoonSharp.Interpreter;
|
||||
|
@@ -1,10 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai
|
||||
{
|
||||
class BattleTrait
|
||||
{
|
||||
|
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using System.Collections.Generic;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai
|
||||
|
@@ -1,12 +1,7 @@
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.lua;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using MoonSharp.Interpreter;
|
||||
using FFXIVClassic.Common;
|
||||
|
||||
|
@@ -1,16 +1,11 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.lua;
|
||||
using FFXIVClassic_Map_Server.actors.area;
|
||||
using FFXIVClassic_Map_Server.packets.send;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using System.Collections.ObjectModel;
|
||||
using FFXIVClassic_Map_Server.utils;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai
|
||||
|
@@ -1,11 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.actors.chara.npc;
|
||||
using FFXIVClassic.Common;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
||||
{
|
||||
|
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
||||
|
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
||||
|
@@ -1,11 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic.Common;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.controllers
|
||||
{
|
||||
|
@@ -1,11 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using MoonSharp;
|
||||
using MoonSharp.Interpreter;
|
||||
using FFXIVClassic_Map_Server.lua;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai
|
||||
|
@@ -1,14 +1,9 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server;
|
||||
using FFXIVClassic_Map_Server.utils;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.actors.area;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
|
||||
// port of https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/helpers/pathfind.h
|
||||
|
||||
|
@@ -1,14 +1,10 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
|
||||
using FFXIVClassic_Map_Server.actors.group;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
|
||||
// port of dsp's ai code https://github.com/DarkstarProject/darkstar/blob/master/src/map/ai/
|
||||
|
||||
|
@@ -1,13 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.packets.send;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
{
|
||||
|
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
|
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
|
||||
|
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
|
||||
|
@@ -1,8 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
|
@@ -1,10 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.actors.chara.player;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
|
@@ -1,14 +1,8 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.packets.send;
|
||||
using FFXIVClassic_Map_Server.utils;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
{
|
||||
|
@@ -1,10 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
|
@@ -1,13 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.packets.send;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.state
|
||||
{
|
||||
|
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
|
||||
{
|
||||
static class AttackUtils
|
||||
|
@@ -1,15 +1,10 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.actors.chara.player;
|
||||
using FFXIVClassic_Map_Server.actors.chara.npc;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
using FFXIVClassic.Common;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.ai.utils
|
||||
|
@@ -1,10 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.npc
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.npc
|
||||
{
|
||||
class ActorClass
|
||||
{
|
||||
|
@@ -1,9 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
|
||||
|
||||
|
@@ -1,22 +1,15 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.actors.chara.npc;
|
||||
using FFXIVClassic_Map_Server.actors;
|
||||
using FFXIVClassic_Map_Server.actors.chara;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.state;
|
||||
using FFXIVClassic_Map_Server.utils;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.utils;
|
||||
using FFXIVClassic_Map_Server.actors.group;
|
||||
using FFXIVClassic_Map_Server.packets.send;
|
||||
using FFXIVClassic_Map_Server.Actors.Chara;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.Actors
|
||||
|
@@ -1,10 +1,4 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.npc
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.npc
|
||||
{
|
||||
enum MobModifier
|
||||
{
|
||||
|
@@ -1,22 +1,14 @@
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.actors;
|
||||
using FFXIVClassic_Map_Server.actors.area;
|
||||
using FFXIVClassic_Map_Server.actors.chara.npc;
|
||||
using FFXIVClassic_Map_Server.Actors.Chara;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
using FFXIVClassic_Map_Server.lua;
|
||||
using FFXIVClassic_Map_Server.packets.receive.events;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
using FFXIVClassic_Map_Server.utils;
|
||||
using MoonSharp.Interpreter;
|
||||
using MySql.Data.MySqlClient;
|
||||
using Newtonsoft.Json;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.Actors
|
||||
|
@@ -1,13 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai;
|
||||
using FFXIVClassic_Map_Server.actors.chara.ai.controllers;
|
||||
using FFXIVClassic_Map_Server.actors.chara.npc;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.Actors
|
||||
{
|
||||
|
@@ -1,12 +1,6 @@
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.actors.chara.player;
|
||||
using FFXIVClassic_Map_Server.actors.chara.player;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.npc
|
||||
{
|
||||
@@ -18,7 +12,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.npc
|
||||
|
||||
private uint retainerId;
|
||||
private Player ownerPlayer;
|
||||
private Dictionary<ushort, Inventory> inventories = new Dictionary<ushort, Inventory>();
|
||||
|
||||
public Retainer(uint retainerId, ActorClass actorClass, Player player, float posX, float posY, float posZ, float rot)
|
||||
: base(0, actorClass, "myretainer", player.GetZone(), posX, posY, posZ, rot, 0, 0, null)
|
||||
@@ -27,33 +20,16 @@ namespace FFXIVClassic_Map_Server.actors.chara.npc
|
||||
this.ownerPlayer = player;
|
||||
this.actorName = String.Format("_rtnre{0:x7}", actorId);
|
||||
|
||||
inventories[Inventory.NORMAL] = new Inventory(this, MAXSIZE_INVENTORY_NORMAL, Inventory.NORMAL);
|
||||
inventories[Inventory.CURRENCY_CRYSTALS] = new Inventory(this, MAXSIZE_INVENTORY_CURRANCY, Inventory.CURRENCY_CRYSTALS);
|
||||
inventories[Inventory.BAZAAR] = new Inventory(this, MAXSIZE_INVENTORY_BAZAAR, Inventory.BAZAAR);
|
||||
itemPackages[ItemPackage.NORMAL] = new ItemPackage(this, MAXSIZE_INVENTORY_NORMAL, ItemPackage.NORMAL);
|
||||
itemPackages[ItemPackage.CURRENCY_CRYSTALS] = new ItemPackage(this, MAXSIZE_INVENTORY_CURRANCY, ItemPackage.CURRENCY_CRYSTALS);
|
||||
itemPackages[ItemPackage.BAZAAR] = new ItemPackage(this, MAXSIZE_INVENTORY_BAZAAR, ItemPackage.BAZAAR);
|
||||
|
||||
inventories[Inventory.NORMAL].InitList(Database.GetInventory(this, Inventory.NORMAL));
|
||||
inventories[Inventory.CURRENCY_CRYSTALS].InitList(Database.GetInventory(this, Inventory.CURRENCY_CRYSTALS));
|
||||
inventories[Inventory.BAZAAR].InitList(Database.GetInventory(this, Inventory.BAZAAR));
|
||||
itemPackages[ItemPackage.NORMAL].InitList(Database.GetInventory(this, ItemPackage.NORMAL));
|
||||
itemPackages[ItemPackage.CURRENCY_CRYSTALS].InitList(Database.GetInventory(this, ItemPackage.CURRENCY_CRYSTALS));
|
||||
itemPackages[ItemPackage.BAZAAR].InitList(Database.GetInventory(this, ItemPackage.BAZAAR));
|
||||
}
|
||||
|
||||
public Inventory GetInventory(ushort type)
|
||||
{
|
||||
if (inventories.ContainsKey(type))
|
||||
return inventories[type];
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SendFullRetainerInventory(Player player)
|
||||
{
|
||||
player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
|
||||
inventories[Inventory.NORMAL].SendFullInventory(player);
|
||||
inventories[Inventory.CURRENCY_CRYSTALS].SendFullInventory(player);
|
||||
inventories[Inventory.BAZAAR].SendFullInventory(player);
|
||||
player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
||||
}
|
||||
|
||||
public uint getRetainerId()
|
||||
public uint GetRetainerId()
|
||||
{
|
||||
return retainerId;
|
||||
}
|
||||
|
@@ -1,236 +0,0 @@
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
{
|
||||
class Equipment
|
||||
{
|
||||
public const int SLOT_MAINHAND = 0;
|
||||
public const int SLOT_OFFHAND = 1;
|
||||
public const int SLOT_THROWINGWEAPON = 4;
|
||||
public const int SLOT_PACK = 5;
|
||||
public const int SLOT_POUCH = 6;
|
||||
public const int SLOT_HEAD = 8;
|
||||
public const int SLOT_UNDERSHIRT = 9;
|
||||
public const int SLOT_BODY = 10;
|
||||
public const int SLOT_UNDERGARMENT = 11;
|
||||
public const int SLOT_LEGS = 12;
|
||||
public const int SLOT_HANDS = 13;
|
||||
public const int SLOT_BOOTS = 14;
|
||||
public const int SLOT_WAIST = 15;
|
||||
public const int SLOT_NECK = 16;
|
||||
public const int SLOT_EARS = 17;
|
||||
public const int SLOT_WRISTS = 19;
|
||||
public const int SLOT_RIGHTFINGER = 21;
|
||||
public const int SLOT_LEFTFINGER = 22;
|
||||
|
||||
private Player owner;
|
||||
private ushort inventoryCapacity;
|
||||
private ushort inventoryCode;
|
||||
private InventoryItem[] list;
|
||||
private Inventory normalInventory;
|
||||
|
||||
private bool writeToDB = true;
|
||||
|
||||
public Equipment(Player ownerPlayer, Inventory normalInventory, ushort capacity, ushort code)
|
||||
{
|
||||
owner = ownerPlayer;
|
||||
inventoryCapacity = capacity;
|
||||
inventoryCode = code;
|
||||
list = new InventoryItem[inventoryCapacity];
|
||||
this.normalInventory = normalInventory;
|
||||
}
|
||||
|
||||
public InventoryItem GetItemAtSlot(ushort slot)
|
||||
{
|
||||
if (slot < list.Length)
|
||||
return list[slot];
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SendCheckEquipmentToPlayer(Player toPlayer)
|
||||
{
|
||||
List<InventoryItem> items = new List<InventoryItem>();
|
||||
for (ushort i = 0; i < list.Length; i++)
|
||||
{
|
||||
if (list[i] != null)
|
||||
{
|
||||
InventoryItem equipItem = new InventoryItem(list[i], i);
|
||||
items.Add(equipItem);
|
||||
}
|
||||
}
|
||||
|
||||
toPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, 0x23, Inventory.EQUIPMENT_OTHERPLAYER));
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (items.Count - currentIndex >= 16)
|
||||
toPlayer.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex > 1)
|
||||
toPlayer.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex == 1)
|
||||
{
|
||||
toPlayer.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
toPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SendFullEquipment(bool DoClear)
|
||||
{
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
for (ushort i = 0; i < list.Length; i++)
|
||||
{
|
||||
if (list[i] == null && DoClear)
|
||||
slotsToUpdate.Add(0);
|
||||
else if (list[i] != null)
|
||||
slotsToUpdate.Add(i);
|
||||
}
|
||||
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendEquipmentPackets(slotsToUpdate);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SetEquipment(ushort[] slots, ushort[] itemSlots)
|
||||
{
|
||||
if (slots.Length != itemSlots.Length)
|
||||
return;
|
||||
|
||||
for (int i = 0; i < slots.Length; i++)
|
||||
{
|
||||
InventoryItem item = normalInventory.GetItemAtSlot(itemSlots[i]);
|
||||
|
||||
if (item == null)
|
||||
continue;
|
||||
|
||||
Database.EquipItem(owner, slots[i], item.uniqueId);
|
||||
list[slots[i]] = normalInventory.GetItemAtSlot(itemSlots[i]);
|
||||
}
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
SendFullEquipment(false);
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SetEquipment(InventoryItem[] toEquip)
|
||||
{
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
for (ushort i = 0; i < toEquip.Length; i++)
|
||||
{
|
||||
if (toEquip[i] != null)
|
||||
slotsToUpdate.Add(i);
|
||||
}
|
||||
list = toEquip;
|
||||
}
|
||||
|
||||
public void Equip(ushort slot, ushort invSlot)
|
||||
{
|
||||
InventoryItem item = normalInventory.GetItemAtSlot(invSlot);
|
||||
|
||||
if (item == null)
|
||||
return;
|
||||
|
||||
Equip(slot, item);
|
||||
}
|
||||
|
||||
public void Equip(ushort slot, InventoryItem item)
|
||||
{
|
||||
if (slot >= list.Length)
|
||||
return;
|
||||
|
||||
if (writeToDB)
|
||||
Database.EquipItem(owner, slot, item.uniqueId);
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
|
||||
if (list[slot] != null)
|
||||
normalInventory.RefreshItem(owner, list[slot], item);
|
||||
else
|
||||
normalInventory.RefreshItem(owner, item);
|
||||
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendEquipmentPackets(slot, item);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
|
||||
list[slot] = item;
|
||||
owner.CalculateBaseStats();// RecalculateStats();
|
||||
}
|
||||
|
||||
public void ToggleDBWrite(bool flag)
|
||||
{
|
||||
writeToDB = flag;
|
||||
}
|
||||
|
||||
public void Unequip(ushort slot)
|
||||
{
|
||||
if (slot >= list.Length)
|
||||
return;
|
||||
|
||||
if (writeToDB)
|
||||
Database.UnequipItem(owner, slot);
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
|
||||
normalInventory.RefreshItem(owner, list[slot]);
|
||||
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendEquipmentPackets(slot, null);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
|
||||
list[slot] = null;
|
||||
owner.RecalculateStats();
|
||||
}
|
||||
|
||||
private void SendEquipmentPackets(ushort equipSlot, InventoryItem item)
|
||||
{
|
||||
if (item == null)
|
||||
owner.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, equipSlot));
|
||||
else
|
||||
owner.QueuePacket(EquipmentListX01Packet.BuildPacket(owner.actorId, equipSlot, item.slot));
|
||||
}
|
||||
|
||||
private void SendEquipmentPackets(List<ushort> slotsToUpdate)
|
||||
{
|
||||
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (slotsToUpdate.Count - currentIndex >= 64)
|
||||
owner.QueuePacket(EquipmentListX64Packet.BuildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex >= 32)
|
||||
owner.QueuePacket(EquipmentListX32Packet.BuildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex >= 16)
|
||||
owner.QueuePacket(EquipmentListX16Packet.BuildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex > 1)
|
||||
owner.QueuePacket(EquipmentListX08Packet.BuildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex == 1)
|
||||
{
|
||||
owner.QueuePacket(EquipmentListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], list[slotsToUpdate[currentIndex]].slot));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public int GetCapacity()
|
||||
{
|
||||
return list.Length;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -23,19 +23,12 @@ using FFXIVClassic_Map_Server.packets.send.actor.inventory;
|
||||
using FFXIVClassic_Map_Server.packets.send.player;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.battle;
|
||||
using FFXIVClassic_Map_Server.packets.receive.events;
|
||||
using static FFXIVClassic_Map_Server.LuaUtils;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.Actors
|
||||
{
|
||||
class Player : Character
|
||||
{
|
||||
public const int MAXSIZE_INVENTORY_NORMAL = 200;
|
||||
public const int MAXSIZE_INVENTORY_CURRANCY = 320;
|
||||
public const int MAXSIZE_INVENTORY_KEYITEMS = 500;
|
||||
public const int MAXSIZE_INVENTORY_LOOT = 10;
|
||||
public const int MAXSIZE_INVENTORY_MELDREQUEST = 4;
|
||||
public const int MAXSIZE_INVENTORY_BAZAAR = 10;
|
||||
public const int MAXSIZE_INVENTORY_EQUIPMENT = 35;
|
||||
|
||||
public const int TIMER_TOTORAK = 0;
|
||||
public const int TIMER_DZEMAEL = 1;
|
||||
public const int TIMER_BOWL_OF_EMBERS_HARD = 2;
|
||||
@@ -62,6 +55,25 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public const int NPCLS_ACTIVE = 2;
|
||||
public const int NPCLS_ALERT = 3;
|
||||
|
||||
public const int SLOT_MAINHAND = 0;
|
||||
public const int SLOT_OFFHAND = 1;
|
||||
public const int SLOT_THROWINGWEAPON = 4;
|
||||
public const int SLOT_PACK = 5;
|
||||
public const int SLOT_POUCH = 6;
|
||||
public const int SLOT_HEAD = 8;
|
||||
public const int SLOT_UNDERSHIRT = 9;
|
||||
public const int SLOT_BODY = 10;
|
||||
public const int SLOT_UNDERGARMENT = 11;
|
||||
public const int SLOT_LEGS = 12;
|
||||
public const int SLOT_HANDS = 13;
|
||||
public const int SLOT_BOOTS = 14;
|
||||
public const int SLOT_WAIST = 15;
|
||||
public const int SLOT_NECK = 16;
|
||||
public const int SLOT_EARS = 17;
|
||||
public const int SLOT_WRISTS = 19;
|
||||
public const int SLOT_RIGHTFINGER = 21;
|
||||
public const int SLOT_LEFTFINGER = 22;
|
||||
|
||||
public static int[] MAXEXP = {570, 700, 880, 1100, 1500, 1800, 2300, 3200, 4300, 5000, //Level <= 10
|
||||
5900, 6800, 7700, 8700, 9700, 11000, 12000, 13000, 15000, 16000, //Level <= 20
|
||||
20000, 22000, 23000, 25000, 27000, 29000, 31000, 33000, 35000, 38000, //Level <= 30
|
||||
@@ -71,7 +83,6 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
//Event Related
|
||||
public uint currentEventOwner = 0;
|
||||
public string currentEventName = "";
|
||||
|
||||
public Coroutine currentEventRunning;
|
||||
|
||||
//Player Info
|
||||
@@ -84,9 +95,10 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public bool isGM = false;
|
||||
public bool isZoneChanging = true;
|
||||
|
||||
//Inventory
|
||||
private Dictionary<ushort, Inventory> inventories = new Dictionary<ushort, Inventory>();
|
||||
private Equipment equipment;
|
||||
//Trading
|
||||
private Player otherTrader = null;
|
||||
private ReferencedItemPackage myOfferings;
|
||||
private bool isTradeAccepted = false;
|
||||
|
||||
//GC Related
|
||||
public byte gcCurrent;
|
||||
@@ -115,6 +127,10 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public uint homepoint = 0;
|
||||
public byte homepointInn = 0;
|
||||
|
||||
//Nameplate Stuff
|
||||
public uint currentLSPlate = 0;
|
||||
public byte repairType = 0;
|
||||
|
||||
//Retainer
|
||||
RetainerMeetingRelationGroup retainerMeetingGroup = null;
|
||||
public Retainer currentSpawnedRetainer = null;
|
||||
@@ -140,14 +156,13 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
moveSpeeds[2] = SetActorSpeedPacket.DEFAULT_RUN;
|
||||
moveSpeeds[3] = SetActorSpeedPacket.DEFAULT_ACTIVE;
|
||||
|
||||
inventories[Inventory.NORMAL] = new Inventory(this, MAXSIZE_INVENTORY_NORMAL, Inventory.NORMAL);
|
||||
inventories[Inventory.KEYITEMS] = new Inventory(this, MAXSIZE_INVENTORY_KEYITEMS, Inventory.KEYITEMS);
|
||||
inventories[Inventory.CURRENCY_CRYSTALS] = new Inventory(this, MAXSIZE_INVENTORY_CURRANCY, Inventory.CURRENCY_CRYSTALS);
|
||||
inventories[Inventory.MELDREQUEST] = new Inventory(this, MAXSIZE_INVENTORY_MELDREQUEST, Inventory.MELDREQUEST);
|
||||
inventories[Inventory.BAZAAR] = new Inventory(this, MAXSIZE_INVENTORY_BAZAAR, Inventory.BAZAAR);
|
||||
inventories[Inventory.LOOT] = new Inventory(this, MAXSIZE_INVENTORY_LOOT, Inventory.LOOT);
|
||||
|
||||
equipment = new Equipment(this, inventories[Inventory.NORMAL], MAXSIZE_INVENTORY_EQUIPMENT, Inventory.EQUIPMENT);
|
||||
itemPackages[ItemPackage.NORMAL] = new ItemPackage(this, ItemPackage.MAXSIZE_NORMAL, ItemPackage.NORMAL);
|
||||
itemPackages[ItemPackage.KEYITEMS] = new ItemPackage(this, ItemPackage.MAXSIZE_KEYITEMS, ItemPackage.KEYITEMS);
|
||||
itemPackages[ItemPackage.CURRENCY_CRYSTALS] = new ItemPackage(this, ItemPackage.MAXSIZE_CURRANCY, ItemPackage.CURRENCY_CRYSTALS);
|
||||
itemPackages[ItemPackage.MELDREQUEST] = new ItemPackage(this, ItemPackage.MAXSIZE_MELDREQUEST, ItemPackage.MELDREQUEST);
|
||||
itemPackages[ItemPackage.BAZAAR] = new ItemPackage(this, ItemPackage.MAXSIZE_BAZAAR, ItemPackage.BAZAAR);
|
||||
itemPackages[ItemPackage.LOOT] = new ItemPackage(this, ItemPackage.MAXSIZE_LOOT, ItemPackage.LOOT);
|
||||
equipment = new ReferencedItemPackage(this, ItemPackage.MAXSIZE_EQUIPMENT, ItemPackage.EQUIPMENT);
|
||||
|
||||
//Set the Skill level caps of all FFXIV (classes)skills to 50
|
||||
for (int i = 0; i < charaWork.battleSave.skillLevelCap.Length; i++)
|
||||
@@ -230,7 +245,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
Database.LoadPlayerCharacter(this);
|
||||
lastPlayTimeUpdate = Utils.UnixTimeStampUTC();
|
||||
|
||||
|
||||
this.aiContainer = new AIContainer(this, new PlayerController(this), null, new TargetFind(this));
|
||||
allegiance = CharacterTargetingAllegiance.Player;
|
||||
CalculateBaseStats();
|
||||
@@ -476,7 +491,18 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
propPacketUtil.AddProperty(String.Format("work.guildleveChecked[{0}]", i));
|
||||
}
|
||||
|
||||
//NPC Linkshell
|
||||
//Bazaar
|
||||
CheckBazaarFlags(true);
|
||||
if (charaWork.eventSave.repairType != 0)
|
||||
propPacketUtil.AddProperty("charaWork.eventSave.repairType");
|
||||
if (charaWork.eventTemp.bazaarRetail)
|
||||
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRetail");
|
||||
if (charaWork.eventTemp.bazaarRepair)
|
||||
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRepair");
|
||||
if (charaWork.eventTemp.bazaarMateria)
|
||||
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarMateria");
|
||||
|
||||
//NPC Linkshell
|
||||
for (int i = 0; i < playerWork.npcLinkshellChatCalling.Length; i++)
|
||||
{
|
||||
if (playerWork.npcLinkshellChatCalling[i] != false)
|
||||
@@ -516,14 +542,14 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
//GetSpawnPackets(actorId, spawnType).DebugPrintPacket();
|
||||
|
||||
#region Inventory & Equipment
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
|
||||
inventories[Inventory.NORMAL].SendFullInventory(this);
|
||||
inventories[Inventory.CURRENCY_CRYSTALS].SendFullInventory(this);
|
||||
inventories[Inventory.KEYITEMS].SendFullInventory(this);
|
||||
inventories[Inventory.BAZAAR].SendFullInventory(this);
|
||||
inventories[Inventory.MELDREQUEST].SendFullInventory(this);
|
||||
inventories[Inventory.LOOT].SendFullInventory(this);
|
||||
equipment.SendFullEquipment(false);
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
|
||||
itemPackages[ItemPackage.NORMAL].SendFullPackage(this);
|
||||
itemPackages[ItemPackage.CURRENCY_CRYSTALS].SendFullPackage(this);
|
||||
itemPackages[ItemPackage.KEYITEMS].SendFullPackage(this);
|
||||
itemPackages[ItemPackage.BAZAAR].SendFullPackage(this);
|
||||
itemPackages[ItemPackage.MELDREQUEST].SendFullPackage(this);
|
||||
itemPackages[ItemPackage.LOOT].SendFullPackage(this);
|
||||
equipment.SendUpdate(this);
|
||||
playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
||||
#endregion
|
||||
|
||||
@@ -625,6 +651,33 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
}
|
||||
}
|
||||
|
||||
public void BroadcastPackets(List<SubPacket> packets, bool sendToSelf)
|
||||
{
|
||||
foreach (SubPacket packet in packets)
|
||||
{
|
||||
if (sendToSelf)
|
||||
{
|
||||
|
||||
SubPacket clonedPacket = new SubPacket(packet, actorId);
|
||||
QueuePacket(clonedPacket);
|
||||
}
|
||||
|
||||
foreach (Actor a in playerSession.actorInstanceList)
|
||||
{
|
||||
if (a is Player)
|
||||
{
|
||||
Player p = (Player)a;
|
||||
|
||||
if (p.Equals(this))
|
||||
continue;
|
||||
|
||||
SubPacket clonedPacket = new SubPacket(packet, a.actorId);
|
||||
p.QueuePacket(clonedPacket);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void BroadcastPacket(SubPacket packet, bool sendToSelf)
|
||||
{
|
||||
if (sendToSelf)
|
||||
@@ -940,6 +993,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public void PrepareClassChange(byte classId)
|
||||
{
|
||||
//If new class, init abilties and level
|
||||
if (charaWork.battleSave.skillLevel[classId - 1] <= 0)
|
||||
UpdateClassLevel(classId, 1);
|
||||
|
||||
SendCharaExpInfo();
|
||||
}
|
||||
@@ -1012,6 +1067,16 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
RecalculateStats();
|
||||
}
|
||||
|
||||
public void UpdateClassLevel(byte classId, short level)
|
||||
{
|
||||
Database.PlayerCharacterUpdateClassLevel(this, classId, level);
|
||||
charaWork.battleSave.skillLevel[classId - 1] = level;
|
||||
ActorPropertyPacketUtil propertyBuilder = new ActorPropertyPacketUtil("charaWork/exp", this);
|
||||
propertyBuilder.AddProperty(String.Format("charaWork.battleSave.skillLevel[{0}]", classId-1));
|
||||
List<SubPacket> packets = propertyBuilder.Done();
|
||||
QueuePackets(packets);
|
||||
}
|
||||
|
||||
public void GraphicChange(int slot, InventoryItem invItem)
|
||||
{
|
||||
if (invItem == null)
|
||||
@@ -1057,18 +1122,68 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
BroadcastPacket(CreateAppearancePacket(), true);
|
||||
}
|
||||
|
||||
public Inventory GetInventory(ushort type)
|
||||
public void SetRepairRequest(byte type)
|
||||
{
|
||||
if (inventories.ContainsKey(type))
|
||||
return inventories[type];
|
||||
else
|
||||
return null;
|
||||
charaWork.eventSave.repairType = type;
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/bazaar", this);
|
||||
propPacketUtil.AddProperty("charaWork.eventSave.repairType");
|
||||
QueuePackets(propPacketUtil.Done());
|
||||
}
|
||||
|
||||
public void CheckBazaarFlags(bool noUpdate = false)
|
||||
{
|
||||
bool isDealing = false, isRepairing = false, seekingItem = false;
|
||||
lock (GetItemPackage(ItemPackage.BAZAAR))
|
||||
{
|
||||
foreach (InventoryItem item in GetItemPackage(ItemPackage.BAZAAR).GetRawList())
|
||||
{
|
||||
if (item == null)
|
||||
break;
|
||||
|
||||
if (item.GetBazaarMode() == InventoryItem.TYPE_SINGLE || item.GetBazaarMode() == InventoryItem.TYPE_MULTI || item.GetBazaarMode() == InventoryItem.TYPE_STACK)
|
||||
isDealing = true;
|
||||
if (item.GetBazaarMode() == InventoryItem.TYPE_SEEK_REPAIR)
|
||||
isRepairing = true;
|
||||
if (item.GetBazaarMode() == InventoryItem.TYPE_SEEK_ITEM)
|
||||
isDealing = true;
|
||||
|
||||
if (isDealing && isRepairing && seekingItem)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
bool doUpdate = false;
|
||||
|
||||
ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("charaWork/bazaar", this);
|
||||
if (charaWork.eventTemp.bazaarRetail != isDealing)
|
||||
{
|
||||
charaWork.eventTemp.bazaarRetail = isDealing;
|
||||
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRetail");
|
||||
doUpdate = true;
|
||||
}
|
||||
|
||||
if (charaWork.eventTemp.bazaarRepair != isRepairing)
|
||||
{
|
||||
charaWork.eventTemp.bazaarRepair = isRepairing;
|
||||
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarRepair");
|
||||
doUpdate = true;
|
||||
}
|
||||
|
||||
if (charaWork.eventTemp.bazaarMateria != (GetItemPackage(ItemPackage.MELDREQUEST).GetCount() != 0))
|
||||
{
|
||||
charaWork.eventTemp.bazaarMateria = GetItemPackage(ItemPackage.MELDREQUEST).GetCount() != 0;
|
||||
propPacketUtil.AddProperty("charaWork.eventTemp.bazaarMateria");
|
||||
doUpdate = true;
|
||||
}
|
||||
|
||||
if (!noUpdate && doUpdate)
|
||||
BroadcastPackets(propPacketUtil.Done(), true);
|
||||
}
|
||||
|
||||
public int GetCurrentGil()
|
||||
{
|
||||
if (GetInventory(Inventory.CURRENCY_CRYSTALS).HasItem(1000001))
|
||||
return GetInventory(Inventory.CURRENCY_CRYSTALS).GetItemByCatelogId(1000001).quantity;
|
||||
if (HasItem(1000001))
|
||||
return GetItemPackage(ItemPackage.CURRENCY_CRYSTALS).GetItemByCatelogId(1000001).quantity;
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
@@ -1094,7 +1209,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
return isZoneChanging;
|
||||
}
|
||||
|
||||
public Equipment GetEquipment()
|
||||
public ReferencedItemPackage GetEquipment()
|
||||
{
|
||||
return equipment;
|
||||
}
|
||||
@@ -1578,16 +1693,10 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
else
|
||||
return;
|
||||
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(toBeExamined.actorId));
|
||||
toBeExamined.GetEquipment().SendCheckEquipmentToPlayer(this);
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(toBeExamined.actorId, true));
|
||||
toBeExamined.GetEquipment().SendUpdateAsItemPackage(this, ItemPackage.MAXSIZE_EQUIPMENT_OTHERPLAYER, ItemPackage.EQUIPMENT_OTHERPLAYER);
|
||||
QueuePacket(InventoryEndChangePacket.BuildPacket(toBeExamined.actorId));
|
||||
}
|
||||
|
||||
public void SendMyTradeToPlayer(Player player)
|
||||
{
|
||||
Inventory tradeInventory = new Inventory(this, 4, Inventory.TRADE);
|
||||
tradeInventory.SendFullInventory(player);
|
||||
}
|
||||
}
|
||||
|
||||
public void SendDataPacket(params object[] parameters)
|
||||
{
|
||||
@@ -1599,13 +1708,15 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
|
||||
public void StartEvent(Actor owner, EventStartPacket start)
|
||||
{
|
||||
currentEventOwner = start.scriptOwnerActorID;
|
||||
currentEventName = start.triggerName;
|
||||
LuaEngine.GetInstance().EventStarted(this, owner, start);
|
||||
}
|
||||
|
||||
public void UpdateEvent(EventUpdatePacket update)
|
||||
{
|
||||
LuaEngine.GetInstance().OnEventUpdate(this, update.luaParams);
|
||||
}
|
||||
LuaEngine.GetInstance().OnEventUpdate(this, update.luaParams);
|
||||
}
|
||||
|
||||
public void KickEvent(Actor actor, string conditionName, params object[] parameters)
|
||||
{
|
||||
@@ -1613,7 +1724,18 @@ 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, 0x75dc1705, 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);
|
||||
}
|
||||
@@ -1621,7 +1743,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
public void SetEventStatus(Actor actor, string conditionName, bool enabled, byte unknown)
|
||||
{
|
||||
QueuePacket(packets.send.actor.events.SetEventStatus.BuildPacket(actor.actorId, enabled, unknown, conditionName));
|
||||
}
|
||||
}
|
||||
|
||||
public void RunEventFunction(string functionName, params object[] parameters)
|
||||
{
|
||||
@@ -2475,7 +2597,7 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
base.CalculateBaseStats();
|
||||
//Add weapon property mod
|
||||
var equip = GetEquipment();
|
||||
var mainHandItem = equip.GetItemAtSlot(Equipment.SLOT_MAINHAND);
|
||||
var mainHandItem = equip.GetItemAtSlot(SLOT_MAINHAND);
|
||||
var damageAttribute = 0;
|
||||
var attackDelay = 3000;
|
||||
var hitCount = 1;
|
||||
@@ -2549,5 +2671,120 @@ namespace FFXIVClassic_Map_Server.Actors
|
||||
return equippedItem != null && equippedItem.itemId == itemId;
|
||||
}
|
||||
|
||||
public Retainer GetSpawnedRetainer()
|
||||
{
|
||||
return currentSpawnedRetainer;
|
||||
}
|
||||
|
||||
public void StartTradeTransaction(Player otherPlayer)
|
||||
{
|
||||
myOfferings = new ReferencedItemPackage(this, ItemPackage.MAXSIZE_TRADE, ItemPackage.TRADE);
|
||||
otherTrader = otherPlayer;
|
||||
isTradeAccepted = false;
|
||||
}
|
||||
|
||||
public Player GetOtherTrader()
|
||||
{
|
||||
return otherTrader;
|
||||
}
|
||||
|
||||
public ReferencedItemPackage GetTradeOfferings()
|
||||
{
|
||||
return myOfferings;
|
||||
}
|
||||
|
||||
public bool IsTrading()
|
||||
{
|
||||
return otherTrader != null;
|
||||
}
|
||||
|
||||
public bool IsTradeAccepted()
|
||||
{
|
||||
return isTradeAccepted;
|
||||
}
|
||||
|
||||
public void AddTradeItem(ushort slot, ItemRefParam chosenItem, int tradeQuantity)
|
||||
{
|
||||
if (!IsTrading())
|
||||
return;
|
||||
|
||||
//Get chosen item
|
||||
InventoryItem offeredItem = itemPackages[chosenItem.itemPackage].GetItemAtSlot(chosenItem.slot);
|
||||
offeredItem.SetTradeQuantity(tradeQuantity);
|
||||
|
||||
myOfferings.Set(slot, offeredItem);
|
||||
SendTradePackets();
|
||||
}
|
||||
|
||||
public void RemoveTradeItem(ushort slot)
|
||||
{
|
||||
if (!IsTrading())
|
||||
return;
|
||||
|
||||
InventoryItem offeredItem = myOfferings.GetItemAtSlot(slot);
|
||||
offeredItem.SetNormal();
|
||||
|
||||
myOfferings.Clear(slot);
|
||||
SendTradePackets();
|
||||
}
|
||||
|
||||
public void ClearTradeItems()
|
||||
{
|
||||
if (!IsTrading())
|
||||
return;
|
||||
|
||||
for (ushort i = 0; i < myOfferings.GetCapacity(); i++)
|
||||
{
|
||||
InventoryItem offeredItem = myOfferings.GetItemAtSlot(i);
|
||||
if (offeredItem != null)
|
||||
offeredItem.SetNormal();
|
||||
}
|
||||
|
||||
myOfferings.ClearAll();
|
||||
SendTradePackets();
|
||||
}
|
||||
|
||||
private void SendTradePackets()
|
||||
{
|
||||
//Send to self
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
|
||||
myOfferings.SendUpdate(this);
|
||||
QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
||||
|
||||
//Send to other trader
|
||||
otherTrader.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
|
||||
myOfferings.SendUpdateAsItemPackage(otherTrader);
|
||||
otherTrader.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
||||
}
|
||||
|
||||
public void AcceptTrade(bool accepted)
|
||||
{
|
||||
if (!IsTrading())
|
||||
return;
|
||||
isTradeAccepted = accepted;
|
||||
}
|
||||
|
||||
public void FinishTradeTransaction()
|
||||
{
|
||||
if (myOfferings != null)
|
||||
{
|
||||
myOfferings.ClearAll();
|
||||
for (ushort i = 0; i < myOfferings.GetCapacity(); i++)
|
||||
{
|
||||
InventoryItem offeredItem = myOfferings.GetItemAtSlot(i);
|
||||
if (offeredItem != null)
|
||||
offeredItem.SetNormal();
|
||||
}
|
||||
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId, true));
|
||||
myOfferings.SendUpdate(this);
|
||||
QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
||||
}
|
||||
|
||||
isTradeAccepted = false;
|
||||
myOfferings = null;
|
||||
otherTrader = null;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
Reference in New Issue
Block a user