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

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
}
}