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

743 lines
24 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;
namespace FFXIVClassic_Map_Server.actors.chara.player
{
class ItemPackage
{
public const ushort NORMAL = 0; //Max 0xC8
public const ushort UNKNOWN = 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 TRADE = 0x00FD; //Max 0x04
public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
public const ushort MAXSIZE_NORMAL = 200;
public const ushort MAXSIZE_CURRANCY = 320;
public const ushort MAXSIZE_KEYITEMS = 500;
public const ushort MAXSIZE_LOOT = 10;
public const ushort MAXSIZE_TRADE = 4;
public const ushort MAXSIZE_MELDREQUEST = 4;
public const ushort MAXSIZE_BAZAAR = 10;
public const ushort MAXSIZE_EQUIPMENT = 35;
public const ushort MAXSIZE_EQUIPMENT_OTHERPLAYER = 0x23;
public enum INV_ERROR {
SUCCESS = 0,
INVENTORY_FULL,
ALREADY_HAS_UNIQUE,
SYSTEM_ERROR
};
private Character owner;
private ushort itemPackageCapacity;
private ushort itemPackageCode;
private bool isTemporary;
private InventoryItem[] list;
private bool[] isDirty;
private bool holdingUpdates = false;
private int endOfListIndex = 0;
public ItemPackage(Character ownerPlayer, ushort capacity, ushort code, bool temporary = false)
{
owner = ownerPlayer;
itemPackageCapacity = capacity;
itemPackageCode = 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)
{
item.RefreshPositioning(owner, itemPackageCode, (ushort) i);
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 InventoryItem GetItemAttachedTo(InventoryItem attachedTo)
{
for (int i = 0; i < endOfListIndex; i++)
{
InventoryItem item = list[i];
Debug.Assert(item != null, "Item slot was null!!!");
if (attachedTo.GetAttached() == item.uniqueId)
return item;
}
return null;
}
public INV_ERROR AddItem(uint itemId)
{
return AddItem(itemId, 1, 1);
}
public INV_ERROR AddItem(uint itemId, int quantity)
{
return AddItem(itemId, quantity, 1);
}
public bool AddItems(uint[] itemIds)
{
bool canAdd = GetFreeSlots() - itemIds.Length >= 0;
if (canAdd)
{
foreach (uint id in itemIds)
{
ItemData gItem = Server.GetItemGamedata(id);
InventoryItem.ItemModifier modifiers = null;
if (gItem.durability != 0)
{
modifiers = new InventoryItem.ItemModifier();
modifiers.durability = (uint)gItem.durability;
}
InventoryItem addedItem = Database.CreateItem(id, Math.Min(1, gItem.maxStack), 0, modifiers);
addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
isDirty[endOfListIndex] = true;
list[endOfListIndex++] = addedItem;
DoDatabaseAdd(addedItem);
}
}
return canAdd;
}
public INV_ERROR AddItem(InventoryItem itemRef)
{
//If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR)
if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1)
return AddItem(itemRef.itemId, itemRef.quantity, itemRef.quality);
if (!IsSpaceForAdd(itemRef.itemId, itemRef.quantity, itemRef.quality))
return INV_ERROR.INVENTORY_FULL;
ItemData gItem = Server.GetItemGamedata(itemRef.itemId);
if (gItem == null)
{
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemRef.itemId);
return INV_ERROR.SYSTEM_ERROR;
}
itemRef.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
isDirty[endOfListIndex] = true;
list[endOfListIndex++] = itemRef;
DoDatabaseAdd(itemRef);
SendUpdate();
return INV_ERROR.SUCCESS;
}
public INV_ERROR AddItem(uint itemId, int quantity, byte quality)
{
if (!IsSpaceForAdd(itemId, quantity, quality))
return INV_ERROR.INVENTORY_FULL;
ItemData gItem = Server.GetItemGamedata(itemId);
//If it's unique, abort
if (HasItem(itemId) && gItem.isExclusive)
return INV_ERROR.ALREADY_HAS_UNIQUE;
if (gItem == null)
{
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
return 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;
}
}
//New item that spilled over
while (quantityCount > 0)
{
InventoryItem.ItemModifier modifiers = null;
if (gItem.durability != 0)
{
modifiers = new InventoryItem.ItemModifier();
modifiers.durability = (uint)gItem.durability;
}
InventoryItem addedItem = Database.CreateItem(itemId, Math.Min(quantityCount, gItem.maxStack), quality, modifiers);
addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
isDirty[endOfListIndex] = true;
list[endOfListIndex++] = addedItem;
quantityCount -= gItem.maxStack;
DoDatabaseAdd(addedItem);
}
SendUpdate();
return INV_ERROR.SUCCESS;
}
public void SetItem(ushort slot, InventoryItem item)
{
list[slot] = item;
SendUpdate();
item.RefreshPositioning(owner, itemPackageCode, slot);
}
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();
SendUpdate();
}
public void RemoveItem(InventoryItem item)
{
RemoveItemByUniqueId(item.uniqueId, item.quantity);
}
public void RemoveItem(InventoryItem item, int quantity)
{
RemoveItemByUniqueId(item.uniqueId, quantity);
}
public void RemoveItemByUniqueId(ulong itemDBId, int quantity)
{
ushort slot = 0;
InventoryItem toDelete = null;
for (int i = 0; i < endOfListIndex; 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 (quantity >= toDelete.quantity)
{
DoDatabaseRemove(toDelete.uniqueId);
list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
list[slot] = null;
}
else
{
list[slot].quantity -= quantity;
DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
}
isDirty[slot] = true;
DoRealign();
SendUpdate();
}
public void RemoveItemAtSlot(ushort slot)
{
if (slot >= endOfListIndex)
return;
DoDatabaseRemove(list[slot].uniqueId);
list[slot].RefreshPositioning(null, 0xFFFF, 0xFFFF);
list[slot] = null;
isDirty[slot] = true;
DoRealign();
SendUpdate();
}
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].RefreshPositioning(null, 0xFFFF, 0xFFFF);
list[slot] = null;
DoRealign();
}
else
DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
isDirty[slot] = true;
SendUpdate();
}
}
public void Clear()
{
for (int i = 0; i < endOfListIndex; i++)
{
list[i].RefreshPositioning(null, 0xFFFF, 0xFFFF);
list[i] = null;
isDirty[i] = true;
}
endOfListIndex = 0;
SendUpdate();
}
public void MarkDirty(InventoryItem item)
{
if (item.itemPackage != itemPackageCode || list[item.slot] == null)
return;
isDirty[item.slot] = true;
}
public void MarkDirty(ushort slot)
{
isDirty[slot] = true;
}
public InventoryItem[] GetRawList()
{
return list;
}
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 SendFullPackage(Player player)
{
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendItemPackets(player, 0);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
public void SendUpdate()
{
if (owner is Player && !holdingUpdates)
{
SendUpdate((Player)owner);
}
}
public void SendUpdate(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);
}
if (!holdingUpdates)
Array.Clear(isDirty, 0, isDirty.Length);
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
//Send Updated Slots
SendItemPackets(player, items);
//Send Remove packets for tail end
SendItemPackets(player, slotsToRemove);
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
//If player is updating their normal inventory, we need to send
//an equip update as well to resync the slots.
if (player.Equals(owner) && itemPackageCode == NORMAL)
player.GetEquipment().SendUpdate();
}
private void SendItemPackets(Player player, InventoryItem item)
{
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
}
private void SendItemPackets(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 SendItemPackets(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 SendItemPackets(Player player, ushort index)
{
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
}
private void SendItemPackets(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;
}
}
#endregion
#region Automatic Client and DB Updating
private void DoDatabaseAdd(InventoryItem addedItem)
{
if (isTemporary)
return;
if (itemPackageCode == BAZAAR)
return;
if (owner is Player)
Database.AddItem((Player)owner, addedItem, itemPackageCode);
else if (owner is Retainer)
Database.AddItem((Retainer)owner, addedItem, itemPackageCode);
}
private void DoDatabaseQuantity(ulong itemDBId, int quantity)
{
if (isTemporary)
return;
if (itemPackageCode == BAZAAR)
return;
Database.SetQuantity(itemDBId, quantity);
}
private void DoDatabaseRemove(ulong itemDBId)
{
if (isTemporary)
return;
if (itemPackageCode == BAZAAR)
return;
if (owner is Player)
Database.RemoveItem((Player)owner, itemDBId);
else if (owner is Retainer)
Database.RemoveItem((Retainer)owner, itemDBId);
}
public void StartSendUpdate()
{
holdingUpdates = true;
}
public void DoneSendUpdate()
{
holdingUpdates = false;
SendUpdate();
Array.Clear(isDirty, 0, isDirty.Length);
}
#endregion
#region Inventory Utils
public bool IsFull()
{
return endOfListIndex >= itemPackageCapacity;
}
public int GetFreeSlots()
{
return itemPackageCapacity - endOfListIndex;
}
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
public int GetCount()
{
return endOfListIndex;
}
}
}