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			160 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
			
		
		
	
	
			160 lines
		
	
	
		
			5.9 KiB
		
	
	
	
		
			C#
		
	
	
	
	
	
| using FFXIVClassic_Map_Server.Actors;
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| using FFXIVClassic_Map_Server.dataobjects;
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| using FFXIVClassic_Map_Server.packets.send.actor.inventory;
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| using FFXIVClassic_Map_Server.packets.send.Actor.inventory;
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| using System;
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| using System.Collections.Generic;
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| using System.Linq;
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| using System.Text;
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| using System.Threading.Tasks;
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| 
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| namespace FFXIVClassic_Map_Server.actors.chara.player
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| {
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|     class Equipment
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|     {
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|         public const int SLOT_MAINHAND = 0x00;
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|         public const int SLOT_OFFHAND = 0x01;
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|         public const int SLOT_THROWINGWEAPON = 0x04;
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|         public const int SLOT_PACK = 0x05;
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|         public const int SLOT_POUCH = 0x06;
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|         public const int SLOT_HEAD = 0x08;
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|         public const int SLOT_UNDERSHIRT = 0x09;
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|         public const int SLOT_BODY = 0x0A;
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|         public const int SLOT_UNDERGARMENT = 0x0B;
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|         public const int SLOT_LEGS = 0x0C;
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|         public const int SLOT_HANDS = 0x0D;
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|         public const int SLOT_BOOTS = 0x0E;
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|         public const int SLOT_WAIST = 0x0F;
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|         public const int SLOT_NECK = 0x10;
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|         public const int SLOT_EARS = 0x11;
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|         public const int SLOT_WRISTS = 0x13;
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|         public const int SLOT_RIGHTFINGER = 0x15;
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|         public const int SLOT_LEFTFINGER = 0x16;
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| 
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|         private Player owner;
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|         private ushort inventoryCapacity;
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|         private ushort inventoryCode;
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|         private Item[] list;
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|         private Inventory normalInventory;
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| 
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|         public Equipment(Player ownerPlayer, Inventory normalInventory, ushort capacity, ushort code)
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|         {
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|             owner = ownerPlayer;
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|             inventoryCapacity = capacity;
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|             inventoryCode = code;
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|             list = new Item[inventoryCapacity];
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|             this.normalInventory = normalInventory;
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|         }
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| 
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|         public Item GetItemAtSlot(ushort slot)
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|         {
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|             if (slot < list.Length)
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|                 return list[slot];
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|             else
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|                 return null;
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|         }
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| 
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|         public void SendFullEquipment(bool doClear)
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|         {
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|             List<ushort> slotsToUpdate = new List<ushort>();
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|             for (ushort i = 0; i < list.Length; i++)
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|             {
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|                 if (list[i] == null && doClear)
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|                     slotsToUpdate.Add(0);
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|                 else if (list[i] != null)
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|                     slotsToUpdate.Add(i);
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|             }
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| 
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|             SendEquipmentPackets(slotsToUpdate);            
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|         }
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| 
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|         public void SetEquipment(List<Tuple<ushort, Item>> toEquip)
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|         {
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|             List<ushort> slotsToUpdate = new List<ushort>();
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|             for (int i = 0; i < toEquip.Count; i++)
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|             {
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|                 slotsToUpdate.Add(toEquip[i].Item1);
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|                 list[toEquip[i].Item1] = toEquip[i].Item2;
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|             }
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| 
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|             SendEquipmentPackets(slotsToUpdate);            
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|         }
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| 
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|         public void Equip(ushort slot, Item item)
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|         {
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|             if (slot >= list.Length)
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|                 return;        
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| 
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|             owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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| 
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|             if (list[slot] != null)            
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|                 normalInventory.RefreshItem(list[slot], item);            
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|             else
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|                 normalInventory.RefreshItem(item);
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| 
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|             owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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|             SendEquipmentPackets(slot, item);
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|             owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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| 
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|             owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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| 
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|             list[slot] = item;
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|         }
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| 
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|         public void Unequip(ushort slot)
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|         {
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|             if (slot >= list.Length)
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|                 return;
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| 
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|             owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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| 
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|             normalInventory.RefreshItem(list[slot]);
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| 
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|             owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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|             SendEquipmentPackets(slot, null);
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|             owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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| 
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|             owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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| 
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|             list[slot] = null;
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|         }
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| 
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|         private void SendEquipmentPackets(ushort equipSlot, Item item)
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|         {
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|             if (item == null)
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|                 owner.queuePacket(InventoryRemoveX01Packet.buildPacket(owner.actorId, equipSlot));
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|             else
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|                 owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, equipSlot, item.slot));
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|         }
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| 
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|         private void SendEquipmentPackets(List<ushort> slotsToUpdate)
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|         {
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|             owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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|             
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|             int currentIndex = 0;
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| 
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|             while (true)
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|             {
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|                 if (slotsToUpdate.Count - currentIndex >= 64)
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|                     owner.queuePacket(EquipmentListX64Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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|                 else if (slotsToUpdate.Count - currentIndex >= 32)
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|                     owner.queuePacket(EquipmentListX32Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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|                 else if (slotsToUpdate.Count - currentIndex >= 16)
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|                     owner.queuePacket(EquipmentListX16Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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|                 else if (slotsToUpdate.Count - currentIndex > 1)
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|                     owner.queuePacket(EquipmentListX08Packet.buildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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|                 else if (slotsToUpdate.Count - currentIndex == 1)
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|                 {
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|                     owner.queuePacket(EquipmentListX01Packet.buildPacket(owner.actorId, slotsToUpdate[currentIndex], list[currentIndex].slot));
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|                     currentIndex++;
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|                 }
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|                 else
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|                     break;
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|             }
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| 
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|             owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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|         }
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| 
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|     }
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| }
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