project-meteor-server/FFXIVClassic Map Server/actors/chara/player/Inventory.cs

161 lines
5.2 KiB
C#

using FFXIVClassic_Lobby_Server;
using FFXIVClassic_Lobby_Server.packets;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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.player
{
class Inventory
{
public const ushort NORMAL = 0x0000; //Max 0xC8
public const ushort LOOT = 0x0004; //Max 0xA
public const ushort MELDREQUEST = 0x0005; //Max 0x04
public const ushort BAZAAR = 0x0007; //Max 0x0A
public const ushort CURRANCY = 0x0063; //Max 0x140
public const ushort KEYITEMS = 0x0064; //Max 0x500
public const ushort EQUIPMENT = 0x00FE; //Max 0x23
private Player owner;
private ushort inventoryCapacity;
private ushort inventoryCode;
private List<Item> list;
public Inventory(Player ownerPlayer, ushort capacity, ushort code)
{
owner = ownerPlayer;
inventoryCapacity = capacity;
inventoryCode = code;
}
#region Inventory Management
public void initList(List<Item> itemsFromDB)
{
list = itemsFromDB;
}
public void addItem(uint itemId, ushort type, int quantity, byte quality)
{
List<SubPacket> addItemPackets = new List<SubPacket>();
Item storedItem = null;
//Check if item id exists
foreach (Item item in list)
{
if (item.itemId == itemId && item.quantity < 99)
{
storedItem = item;
break;
}
}
//If it's unique, abort
// if (storedItem != null && storedItem.isUnique)
// return ITEMERROR_UNIQUE;
//If Inventory is full
// if (storedItem == null && isInventoryFull())
// return ITEMERROR_FULL;
//Update lists and db
owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
if (storedItem == null)
{
Item addedItem = Database.addItem(owner, itemId, quantity, quality, false, 100, type);
list.Add(addedItem);
sendInventoryPackets(addedItem);
}
else
{
Database.addQuantity(owner, storedItem.slot, quantity);
storedItem.quantity += quantity;
sendInventoryPackets(storedItem);
}
owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
}
public void removeItem(uint itemId, uint quantity)
{
}
public void changeDurability(uint slot, uint durabilityChange)
{
}
public void changeSpiritBind(uint slot, uint spiritBindChange)
{
}
public void changeMateria(uint slot, byte materiaSlot, byte materiaId)
{
}
#endregion
#region Packet Functions
public void sendFullInventory()
{
owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
sendInventoryPackets(list);
owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
}
private void sendInventoryPackets(Item item)
{
owner.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, item));
}
private void sendInventoryPackets(List<Item> items)
{
int currentIndex = 0;
while (true)
{
if (items.Count - currentIndex >= 64)
owner.queuePacket(InventoryListX64Packet.buildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex >= 32)
owner.queuePacket(InventoryListX32Packet.buildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex >= 16)
owner.queuePacket(InventoryListX16Packet.buildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex > 1)
owner.queuePacket(InventoryListX08Packet.buildPacket(owner.actorId, items, ref currentIndex));
else if (items.Count - currentIndex == 1)
{
owner.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, items[currentIndex]));
currentIndex++;
}
else
break;
}
}
#endregion
#region Inventory Utils
public bool isFull()
{
return list.Count >= inventoryCapacity;
}
public int getNextEmptySlot()
{
return list.Count == 0 ? 0 : list.Count();
}
#endregion
}
}