project-meteor-server/FFXIVClassic Map Server/actors/chara/player/Inventory.cs
CuriousJorge 324ebab2d2 Inventory.cs - GetItemQuantity() added
- AddItem functions to cast INV_ERROR to INT for LUA
             - Fixed unique item check.  It was checking for Rare flag, not EX

Scripts :
        Base
            - shop.lua  : Functions for buying/selling from a variety of shop scripts

        Commands
            - EmoteStandardCommand.lua fixed not being able to use emotes when sitting
            - DiceCommand.lua fixed.  No arguments sets default value of 100 as per the ingame description.
                                      Max value raised from 999 to 1000.

        GM Commands
            - speed.lua fixed when using single argument
            - nudge.lua fixed sanitizing.  Made arguments reversible to allow !nudge up 10 & !nudge 10 up
            - giveitem.lua added inv_error handling.  Need to do to rest of item commands at some point
            - givecurrency.lua changed to have you enter a regex'd name of item rather than item ID.
                               Eg. "!givecurrency fire_crystal 10". Added inv_error handling to it.
            - warpplayer.lua added.  Moves yourself to name of player, or moves first player to second player
            - warpid.lua added. For warping to the first instance of an actor's uniqueId the server comes across.
            - quest.lua added.  For adding/adjusting quests for debugging them.

        Class Scripts
            - PopulaceBlackMarketeer.lua updated to utilize shop.lua
            - PopulaceShopSalesman.lua updated to utilize shop.lua
            - PopulaceCompanyShop.lua updated to utilize shop.lua
            - PopulaceCompanyBuffer.lua added and documented along with menu layout.  Needs working status effect to finish.
            - PopulaceCompanyGLPublisher.lua added.  Mostly documented, barely functional.
            - PopulaceCompanyGuide.lua added. Documented, fully functional.
            - PopulaceCompanyOfficer.lua added. Documented.  Menus work.  Needs GC rank table at some point
                                                for documenting GC ranks/seal caps.
            - PopulaceCompanySupply.lua added and mostly documented.  Read-only basic menu flow, static LUA tables
                                         used to set it up, will need SQL tables at some point to replace them with.
                                         Some guesswork on what menus show since no video reference could be found.
            - PopulaceGuildShop.lua updated. Mostly documented.  Read-only shop menus.
2017-10-09 23:40:38 -04:00

627 lines
21 KiB
C#

using FFXIVClassic.Common;
using FFXIVClassic_Map_Server.actors.chara.npc;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
namespace FFXIVClassic_Map_Server.actors.chara.player
{
class Inventory
{
public const ushort NORMAL = 0; //Max 0xC8
public const ushort TRADE = 1; //Max 0x96
public const ushort LOOT = 4; //Max 0xA
public const ushort MELDREQUEST = 5; //Max 0x04
public const ushort BAZAAR = 7; //Max 0x0A
public const ushort CURRENCY_CRYSTALS = 99; //Max 0x140
public const ushort KEYITEMS = 100; //Max 0x500
public const ushort EQUIPMENT = 0x00FE; //Max 0x23
public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
public enum INV_ERROR {
SUCCESS = 0,
INVENTORY_FULL,
ALREADY_HAS_UNIQUE,
SYSTEM_ERROR
};
private Character owner;
private ushort inventoryCapacity;
private ushort inventoryCode;
private bool isTemporary;
private InventoryItem[] list;
private bool[] isDirty;
private int endOfListIndex = 0;
public Inventory(Character ownerPlayer, ushort capacity, ushort code, bool temporary = false)
{
owner = ownerPlayer;
inventoryCapacity = capacity;
inventoryCode = code;
isTemporary = temporary;
list = new InventoryItem[capacity];
isDirty = new bool[capacity];
}
#region Inventory Management
public void InitList(List<InventoryItem> itemsFromDB)
{
int i = 0;
foreach (InventoryItem item in itemsFromDB)
list[i++] = item;
endOfListIndex = i;
}
public InventoryItem GetItemAtSlot(ushort slot)
{
if (slot < list.Length)
return list[slot];
else
return null;
}
public InventoryItem GetItemByUniqueId(ulong uniqueItemId)
{
for (int i = 0; i < endOfListIndex; i++)
{
InventoryItem item = list[i];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.uniqueId == uniqueItemId)
return item;
}
return null;
}
public InventoryItem GetItemByCatelogId(ulong catelogId)
{
for (int i = 0; i < endOfListIndex; i++)
{
InventoryItem item = list[i];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == catelogId)
return item;
}
return null;
}
public int GetItemQuantity(uint itemId)
{
return GetItemQuantity(itemId, 1);
}
public int GetItemQuantity(uint itemId, uint quality)
{
int count = 0;
for (int i = endOfListIndex - 1; i >= 0; i--)
{
InventoryItem item = list[i];
if (item.itemId == itemId && item.quality == quality)
count += item.quantity;
}
return count;
}
public int AddItem(uint itemId)
{
return AddItem(itemId, 1, 1);
}
public void AddItem(uint[] itemId)
{
for (int i = 0; i < itemId.Length; i++)
AddItem(itemId[i]);
}
public int AddItem(uint itemId, int quantity)
{
return AddItem(itemId, quantity, 1);
}
public int AddItem(uint itemId, int quantity, byte quality)
{
if (!IsSpaceForAdd(itemId, quantity, quality))
return (int)INV_ERROR.INVENTORY_FULL;
ItemData gItem = Server.GetItemGamedata(itemId);
if (gItem == null)
{
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
return (int)INV_ERROR.SYSTEM_ERROR;
}
//Check if item id exists
int quantityCount = quantity;
for (int i = 0; i < endOfListIndex; i++)
{
InventoryItem item = list[i];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
{
int oldQuantity = item.quantity;
item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
isDirty[i] = true;
quantityCount -= (gItem.maxStack - oldQuantity);
DoDatabaseQuantity(item.uniqueId, item.quantity);
if (quantityCount <= 0)
break;
}
}
//If it's unique, abort
if (HasItem(itemId) && gItem.isRare)
return (int)INV_ERROR.ALREADY_HAS_UNIQUE;
//New item that spilled over
while (quantityCount > 0)
{
InventoryItem addedItem = Database.CreateItem(itemId, Math.Min(quantityCount, gItem.maxStack), quality, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability);
addedItem.slot = (ushort)endOfListIndex;
isDirty[endOfListIndex] = true;
list[endOfListIndex++] = addedItem;
quantityCount -= gItem.maxStack;
DoDatabaseAdd(addedItem);
}
SendUpdatePackets();
return (int)INV_ERROR.SUCCESS;
}
public void RemoveItem(uint itemId)
{
RemoveItem(itemId, 1);
}
public void RemoveItem(uint itemId, int quantity)
{
RemoveItem(itemId, quantity, 1);
}
public void RemoveItem(uint itemId, int quantity, int quality)
{
if (!HasItem(itemId, quantity, quality))
return;
List<ushort> slotsToUpdate = new List<ushort>();
List<InventoryItem> itemsToRemove = new List<InventoryItem>();
List<ushort> slotsToRemove = new List<ushort>();
List<SubPacket> AddItemPackets = new List<SubPacket>();
//Remove as we go along
int quantityCount = quantity;
ushort lowestSlot = 0;
for (int i = endOfListIndex - 1; i >= 0; i--)
{
InventoryItem item = list[i];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == itemId && item.quality == quality)
{
int oldQuantity = item.quantity;
//Stack nomnomed
if (item.quantity - quantityCount <= 0)
{
DoDatabaseRemove(list[i].uniqueId);
list[i] = null;
}
//Stack reduced
else
{
item.quantity -= quantityCount;
DoDatabaseQuantity(list[i].uniqueId, list[i].quantity);
}
isDirty[i] = true;
quantityCount -= oldQuantity;
lowestSlot = item.slot;
if (quantityCount <= 0)
break;
}
}
DoRealign();
SendUpdatePackets();
}
public void RemoveItemByUniqueId(ulong itemDBId)
{
ushort slot = 0;
InventoryItem toDelete = null;
for (int i = endOfListIndex - 1; i >= 0; i--)
{
InventoryItem item = list[i];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.uniqueId == itemDBId)
{
toDelete = item;
break;
}
slot++;
}
if (toDelete == null)
return;
DoDatabaseRemove(toDelete.uniqueId);
list[slot] = null;
isDirty[slot] = true;
DoRealign();
SendUpdatePackets();
}
public void RemoveItemAtSlot(ushort slot)
{
if (slot >= endOfListIndex)
return;
DoDatabaseRemove(list[slot].uniqueId);
list[slot] = null;
isDirty[slot] = true;
DoRealign();
SendUpdatePackets();
}
public void RemoveItemAtSlot(ushort slot, int quantity)
{
if (slot >= endOfListIndex)
return;
if (list[slot] != null)
{
list[slot].quantity -= quantity;
if (list[slot].quantity <= 0)
{
DoDatabaseRemove(list[slot].uniqueId);
list[slot] = null;
DoRealign();
}
else
DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
isDirty[slot] = true;
SendUpdatePackets();
}
}
public void ChangeDurability(uint slot, uint durabilityChange)
{
isDirty[slot] = true;
}
public void ChangeSpiritBind(uint slot, uint spiritBindChange)
{
isDirty[slot] = true;
}
public void ChangeMateria(uint slot, byte materiaSlot, byte materiaId)
{
isDirty[slot] = true;
}
#endregion
#region Packet Functions
public void SendFullInventory(Player player)
{
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
SendInventoryPackets(player, 0);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
private void SendInventoryPackets(Player player, InventoryItem item)
{
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
}
private void SendInventoryPackets(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;
}
}
private void SendInventoryPackets(Player player, int startOffset)
{
int currentIndex = startOffset;
List<InventoryItem> lst = new List<InventoryItem>();
for (int i = 0; i < endOfListIndex; i++)
lst.Add(list[i]);
while (true)
{
if (endOfListIndex - currentIndex >= 64)
player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
else if (endOfListIndex - currentIndex >= 32)
player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
else if (endOfListIndex - currentIndex >= 16)
player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
else if (endOfListIndex - currentIndex > 1)
player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
else if (endOfListIndex - currentIndex == 1)
{
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, list[currentIndex]));
currentIndex++;
}
else
break;
}
}
private void SendInventoryRemovePackets(Player player, ushort index)
{
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
}
private void SendInventoryRemovePackets(Player player, List<ushort> indexes)
{
int currentIndex = 0;
while (true)
{
if (indexes.Count - currentIndex >= 64)
player.QueuePacket(InventoryRemoveX64Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
else if (indexes.Count - currentIndex >= 32)
player.QueuePacket(InventoryRemoveX32Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
else if (indexes.Count - currentIndex >= 16)
player.QueuePacket(InventoryRemoveX16Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
else if (indexes.Count - currentIndex > 1)
player.QueuePacket(InventoryRemoveX08Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
else if (indexes.Count - currentIndex == 1)
{
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, indexes[currentIndex]));
currentIndex++;
}
else
break;
}
}
public void RefreshItem(Player player, InventoryItem item)
{
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
SendInventoryPackets(player, item);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
public void RefreshItem(Player player, params InventoryItem[] items)
{
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
SendInventoryPackets(player, items.ToList());
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
public void RefreshItem(Player player, List<InventoryItem> items)
{
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
SendInventoryPackets(player, items);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
#endregion
#region Automatic Client and DB Updating
private void DoDatabaseAdd(InventoryItem addedItem)
{
if (isTemporary)
return;
if (owner is Player)
Database.AddItem((Player)owner, addedItem, inventoryCode);
else if (owner is Retainer)
Database.AddItem((Retainer)owner, addedItem, inventoryCode);
}
private void DoDatabaseQuantity(ulong itemDBId, int quantity)
{
if (isTemporary)
return;
if (owner is Player)
Database.SetQuantity((Player)owner, itemDBId, inventoryCode);
else if (owner is Retainer)
Database.SetQuantity((Retainer)owner, itemDBId, inventoryCode);
}
private void DoDatabaseRemove(ulong itemDBId)
{
if (isTemporary)
return;
if (owner is Player)
Database.RemoveItem((Player)owner, itemDBId);
else if (owner is Retainer)
Database.RemoveItem((Retainer)owner, itemDBId);
}
private void SendUpdatePackets()
{
if (owner is Player)
{
SendUpdatePackets((Player)owner, true);
}
}
public void SendUpdatePackets(Player player, bool doneImmediate = false)
{
List<InventoryItem> items = new List<InventoryItem>();
List<ushort> slotsToRemove = new List<ushort>();
for (int i = 0; i < list.Length; i++)
{
if (i == endOfListIndex)
break;
if (isDirty[i])
items.Add(list[i]);
}
for (int i = endOfListIndex; i < list.Length; i++)
{
if (isDirty[i])
slotsToRemove.Add((ushort)i);
}
if (doneImmediate)
DoneSendUpdate();
player.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
//Send Updated Slots
SendInventoryPackets(player, items);
//Send Remove packets for tail end
SendInventoryRemovePackets(player, slotsToRemove);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
public void DoneSendUpdate()
{
Array.Clear(isDirty, 0, isDirty.Length);
}
#endregion
#region Inventory Utils
public bool IsFull()
{
return endOfListIndex >= inventoryCapacity;
}
public bool IsSpaceForAdd(uint itemId, int quantity, int quality)
{
int quantityCount = quantity;
for (int i = 0; i < endOfListIndex; i++)
{
InventoryItem item = list[i];
ItemData gItem = Server.GetItemGamedata(item.itemId);
if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
{
quantityCount -= (gItem.maxStack - item.quantity);
if (quantityCount <= 0)
break;
}
}
return quantityCount <= 0 || (quantityCount > 0 && !IsFull());
}
public bool HasItem(uint itemId)
{
return HasItem(itemId, 1);
}
public bool HasItem(uint itemId, int minQuantity)
{
return HasItem(itemId, minQuantity, 1);
}
public bool HasItem(uint itemId, int minQuantity, int quality)
{
int count = 0;
for (int i = endOfListIndex - 1; i >= 0; i--)
{
InventoryItem item = list[i];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == itemId && item.quality == quality)
count += item.quantity;
if (count >= minQuantity)
return true;
}
return false;
}
public int GetNextEmptySlot()
{
return endOfListIndex;
}
private void DoRealign()
{
int lastNullSlot = -1;
for (int i = 0; i < endOfListIndex; i++)
{
if (list[i] == null && lastNullSlot == -1)
{
lastNullSlot = i;
continue;
}
else if (list[i] != null && lastNullSlot != -1)
{
list[lastNullSlot] = list[i];
list[lastNullSlot].slot = (ushort)lastNullSlot;
list[i] = null;
isDirty[lastNullSlot] = true;
isDirty[i] = true;
lastNullSlot++;
}
}
if (lastNullSlot != -1)
endOfListIndex = lastNullSlot;
}
#endregion
}
}