mirror of
				https://bitbucket.org/Ioncannon/project-meteor-server.git
				synced 2025-05-20 08:26:59 -04:00 
			
		
		
		
	
		
			
				
	
	
		
			564 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			564 lines
		
	
	
		
			19 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| 
 | |
| using FFXIVClassic.Common;
 | |
| 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 = 0x0000; //Max 0xC8
 | |
|         public const ushort TRADE = 0x0001; //Max 0x96
 | |
|         public const ushort LOOT = 0x0004; //Max 0xA
 | |
|         public const ushort MELDREQUEST = 0x0005; //Max 0x04
 | |
|         public const ushort BAZAAR = 0x0007; //Max 0x0A
 | |
|         public const ushort RETAINER_BAZAAR = 0x0008; //????
 | |
|         public const ushort CURRENCY = 0x0063; //Max 0x140
 | |
|         public const ushort KEYITEMS = 0x0064; //Max 0x500
 | |
|         public const ushort EQUIPMENT = 0x00FE; //Max 0x23
 | |
|         public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
 | |
| 
 | |
|         private int endOfListIndex = 0;
 | |
| 
 | |
|         private Character owner;
 | |
|         private ushort inventoryCapacity;
 | |
|         private ushort inventoryCode;
 | |
|         private InventoryItem[] list;
 | |
|         private bool[] isDirty;
 | |
| 
 | |
|         public Inventory(Character ownerPlayer, ushort capacity, ushort code)
 | |
|         {
 | |
|             owner = ownerPlayer;
 | |
|             inventoryCapacity = capacity;
 | |
|             inventoryCode = code;
 | |
|             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 bool AddItem(uint itemId)
 | |
|         {
 | |
|             return AddItem(itemId, 1, 1);
 | |
|         }
 | |
| 
 | |
|         public bool AddItem(uint itemId, int quantity)
 | |
|         {
 | |
|             return AddItem(itemId, quantity, 1);
 | |
|         }
 | |
| 
 | |
|         public bool AddItem(uint itemId, int quantity, byte quality)
 | |
|         {
 | |
|             if (!IsSpaceForAdd(itemId, quantity, quality))
 | |
|                 return false;
 | |
| 
 | |
|             ItemData gItem = Server.GetItemGamedata(itemId);
 | |
|           
 | |
|             if (gItem == null)
 | |
|             {
 | |
|                 Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
 | |
|                 return false;
 | |
|             }
 | |
| 
 | |
|             //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);
 | |
| 
 | |
|                     if (owner is Player)
 | |
|                     {
 | |
|                         Database.SetQuantity((Player)owner, item.uniqueId, item.quantity);
 | |
|                     }
 | |
| 
 | |
|                     if (quantityCount <= 0)
 | |
|                         break;
 | |
|                 }
 | |
|             }
 | |
|                   
 | |
|             //If it's unique, abort
 | |
|             //if (quantityCount > 0 && storedItem.isUnique)
 | |
|           //      return ITEMERROR_UNIQUE;
 | |
| 
 | |
|             //If Inventory is full
 | |
|             //if (quantityCount > 0 && isInventoryFull())
 | |
|          //       return ITEMERROR_FULL;         
 | |
| 
 | |
|             //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;
 | |
| 
 | |
|                 if (owner is Player)
 | |
|                 {
 | |
|                     Database.AddItem((Player)owner, addedItem, inventoryCode);
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             if (owner is Player)
 | |
|             {
 | |
|                 SendUpdatePackets((Player)owner);
 | |
|             }
 | |
| 
 | |
|             return true;
 | |
|         }
 | |
| 
 | |
|         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)
 | |
|                     {
 | |
|                         if (owner is Player)
 | |
|                             Database.RemoveItem((Player)owner, list[i].uniqueId);
 | |
|                         list[i] = null;
 | |
|                     }
 | |
|                     //Stack reduced
 | |
|                     else
 | |
|                     {
 | |
|                         item.quantity -= quantityCount;
 | |
|                         if (owner is Player)
 | |
|                             Database.SetQuantity((Player)owner, list[i].uniqueId, list[i].quantity);
 | |
|                     }                        
 | |
| 
 | |
|                     isDirty[i] = true;
 | |
| 
 | |
|                     quantityCount -= oldQuantity;
 | |
|                     lowestSlot = item.slot;
 | |
| 
 | |
|                     if (quantityCount <= 0)
 | |
|                         break;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             doRealign();
 | |
|             if (owner is Player)
 | |
|                 SendUpdatePackets((Player)owner);
 | |
|         }
 | |
| 
 | |
|         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;
 | |
| 
 | |
|             if (owner is Player)
 | |
|                 Database.RemoveItem((Player)owner, toDelete.uniqueId);
 | |
| 
 | |
|             list[slot] = null;
 | |
|             isDirty[slot] = true;
 | |
| 
 | |
|             doRealign();
 | |
|             if (owner is Player)
 | |
|                 SendUpdatePackets((Player)owner);
 | |
|         }
 | |
| 
 | |
|         public void RemoveItemAtSlot(ushort slot)
 | |
|         {
 | |
|             if (slot >= endOfListIndex)
 | |
|                 return;
 | |
| 
 | |
|             if (owner is Player)
 | |
|                 Database.RemoveItem((Player)owner, list[slot].uniqueId);
 | |
| 
 | |
|             list[slot] = null;
 | |
|             isDirty[slot] = true;
 | |
|             
 | |
|             doRealign();
 | |
|             if (owner is Player)
 | |
|                 SendUpdatePackets((Player)owner);
 | |
|         }
 | |
| 
 | |
|         public void RemoveItemAtSlot(ushort slot, int quantity)
 | |
|         {
 | |
|             if (slot >= endOfListIndex)
 | |
|                 return;
 | |
| 
 | |
|             if (list[slot] != null)
 | |
|             {
 | |
|                 list[slot].quantity -= quantity;
 | |
| 
 | |
|                 if (list[slot].quantity <= 0)
 | |
|                 {
 | |
|                     if (owner is Player)
 | |
|                         Database.RemoveItem((Player)owner, list[slot].uniqueId);
 | |
| 
 | |
|                     list[slot] = null;
 | |
|                     doRealign();
 | |
|                 }
 | |
|                 else
 | |
|                 {
 | |
|                     if (owner is Player)
 | |
|                         Database.SetQuantity((Player)owner, list[slot].uniqueId, list[slot].quantity);
 | |
|                 }
 | |
| 
 | |
|                 isDirty[slot] = true;
 | |
|                 if (owner is Player)
 | |
|                     SendUpdatePackets((Player)owner);
 | |
|             }                                  
 | |
|         }
 | |
| 
 | |
|         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 Client Updating
 | |
|         private void SendUpdatePackets(Player player)
 | |
|         {
 | |
|             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);
 | |
|             }
 | |
| 
 | |
|             Array.Clear(isDirty, 0, isDirty.Length);
 | |
| 
 | |
|             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));
 | |
|         }
 | |
|         #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++;
 | |
|                 }
 | |
|             }
 | |
| 
 | |
|             endOfListIndex = lastNullSlot;
 | |
|         }
 | |
| 
 | |
|         #endregion
 | |
| 
 | |
|     }
 | |
| }
 |