mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
235 lines
8.4 KiB
C#
235 lines
8.4 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 System.Collections.Generic;
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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 = 0;
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public const int SLOT_OFFHAND = 1;
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public const int SLOT_THROWINGWEAPON = 4;
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public const int SLOT_PACK = 5;
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public const int SLOT_POUCH = 6;
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public const int SLOT_HEAD = 8;
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public const int SLOT_UNDERSHIRT = 9;
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public const int SLOT_BODY = 10;
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public const int SLOT_UNDERGARMENT = 11;
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public const int SLOT_LEGS = 12;
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public const int SLOT_HANDS = 13;
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public const int SLOT_BOOTS = 14;
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public const int SLOT_WAIST = 15;
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public const int SLOT_NECK = 16;
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public const int SLOT_EARS = 17;
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public const int SLOT_WRISTS = 19;
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public const int SLOT_RIGHTFINGER = 21;
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public const int SLOT_LEFTFINGER = 22;
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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 InventoryItem[] list;
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private Inventory normalInventory;
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private bool writeToDB = true;
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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 InventoryItem[inventoryCapacity];
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this.normalInventory = normalInventory;
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}
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public InventoryItem 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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public void SendCheckEquipmentToPlayer(Player toPlayer)
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{
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List<InventoryItem> items = new List<InventoryItem>();
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for (ushort i = 0; i < list.Length; i++)
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{
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if (list[i] != null)
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{
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InventoryItem equipItem = new InventoryItem(list[i], i);
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items.Add(equipItem);
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}
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}
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toPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, 0x23, Inventory.EQUIPMENT_OTHERPLAYER));
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int currentIndex = 0;
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while (true)
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{
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if (items.Count - currentIndex >= 16)
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toPlayer.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex > 1)
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toPlayer.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex == 1)
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{
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toPlayer.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
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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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toPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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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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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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SendEquipmentPackets(slotsToUpdate);
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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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public void SetEquipment(ushort[] slots, ushort[] itemSlots)
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{
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if (slots.Length != itemSlots.Length)
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return;
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for (int i = 0; i < slots.Length; i++)
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{
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InventoryItem item = normalInventory.GetItemBySlot(itemSlots[i]);
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if (item == null)
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continue;
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Database.EquipItem(owner, slots[i], item.uniqueId);
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list[slots[i]] = normalInventory.GetItemBySlot(itemSlots[i]);
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}
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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SendFullEquipment(false);
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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public void SetEquipment(InventoryItem[] toEquip)
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{
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List<ushort> slotsToUpdate = new List<ushort>();
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for (ushort i = 0; i < toEquip.Length; i++)
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{
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if (toEquip[i] != null)
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slotsToUpdate.Add(i);
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}
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list = toEquip;
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}
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public void Equip(ushort slot, ushort invSlot)
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{
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InventoryItem item = normalInventory.GetItemBySlot(invSlot);
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if (item == null)
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return;
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Equip(slot, item);
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}
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public void Equip(ushort slot, InventoryItem item)
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{
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if (slot >= list.Length)
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return;
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if (writeToDB)
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Database.EquipItem(owner, slot, item.uniqueId);
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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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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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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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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list[slot] = item;
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}
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public void ToggleDBWrite(bool flag)
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{
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writeToDB = flag;
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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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if (writeToDB)
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Database.UnequipItem(owner, slot);
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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normalInventory.RefreshItem(list[slot]);
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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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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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list[slot] = null;
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}
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private void SendEquipmentPackets(ushort equipSlot, InventoryItem 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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private void SendEquipmentPackets(List<ushort> slotsToUpdate)
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{
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int currentIndex = 0;
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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[slotsToUpdate[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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public int GetCapacity()
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{
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return list.Length;
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}
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}
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}
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