project-meteor-server/FFXIVClassic Map Server/actors/chara/npc/Retainer.cs

62 lines
2.5 KiB
C#

using FFXIVClassic.Common;
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
{
class Retainer : Npc
{
public const int MAXSIZE_INVENTORY_NORMAL = 150;
public const int MAXSIZE_INVENTORY_CURRANCY = 320;
public const int MAXSIZE_INVENTORY_BAZAAR = 10;
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)
{
this.retainerId = retainerId;
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);
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));
}
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()
{
return retainerId;
}
}
}