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

160 lines
5.9 KiB
C#

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