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

241 lines
8.6 KiB
C#

using FFXIVClassic_Lobby_Server;
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 = 0;
public const int SLOT_OFFHAND = 1;
public const int SLOT_THROWINGWEAPON = 4;
public const int SLOT_PACK = 5;
public const int SLOT_POUCH = 6;
public const int SLOT_HEAD = 8;
public const int SLOT_UNDERSHIRT = 9;
public const int SLOT_BODY = 10;
public const int SLOT_UNDERGARMENT = 11;
public const int SLOT_LEGS = 12;
public const int SLOT_HANDS = 13;
public const int SLOT_BOOTS = 14;
public const int SLOT_WAIST = 15;
public const int SLOT_NECK = 16;
public const int SLOT_EARS = 17;
public const int SLOT_WRISTS = 19;
public const int SLOT_RIGHTFINGER = 21;
public const int SLOT_LEFTFINGER = 22;
private Player owner;
private ushort inventoryCapacity;
private ushort inventoryCode;
private InventoryItem[] list;
private Inventory normalInventory;
private bool writeToDB = true;
public Equipment(Player ownerPlayer, Inventory normalInventory, ushort capacity, ushort code)
{
owner = ownerPlayer;
inventoryCapacity = capacity;
inventoryCode = code;
list = new InventoryItem[inventoryCapacity];
this.normalInventory = normalInventory;
}
public InventoryItem GetItemAtSlot(ushort slot)
{
if (slot < list.Length)
return list[slot];
else
return null;
}
public void SendCheckEquipmentToPlayer(Player toPlayer)
{
List<InventoryItem> items = new List<InventoryItem>();
for (ushort i = 0; i < list.Length; i++)
{
if (list[i] != null)
{
InventoryItem equipItem = new InventoryItem(list[i], i);
items.Add(equipItem);
}
}
toPlayer.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, toPlayer.actorId, 0x23, Inventory.EQUIPMENT_OTHERPLAYER));
int currentIndex = 0;
while (true)
{
if (items.Count - currentIndex >= 16)
toPlayer.queuePacket(InventoryListX16Packet.buildPacket(owner.actorId, toPlayer.actorId, items, ref currentIndex));
else if (items.Count - currentIndex > 1)
toPlayer.queuePacket(InventoryListX08Packet.buildPacket(owner.actorId, toPlayer.actorId, items, ref currentIndex));
else if (items.Count - currentIndex == 1)
{
toPlayer.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, toPlayer.actorId, items[currentIndex]));
currentIndex++;
}
else
break;
}
toPlayer.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId, toPlayer.actorId));
}
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);
}
owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
SendEquipmentPackets(slotsToUpdate);
owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
}
public void SetEquipment(ushort[] slots, ushort[] itemSlots)
{
if (slots.Length != itemSlots.Length)
return;
for (int i = 0; i < slots.Length; i++)
{
InventoryItem item = normalInventory.getItemBySlot(itemSlots[i]);
if (item == null)
continue;
Database.equipItem(owner, slots[i], item.uniqueId);
list[slots[i]] = normalInventory.getItemBySlot(itemSlots[i]);
}
owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
SendFullEquipment(false);
owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
}
public void SetEquipment(InventoryItem[] toEquip)
{
List<ushort> slotsToUpdate = new List<ushort>();
for (ushort i = 0; i < toEquip.Length; i++)
{
if (toEquip[i] != null)
slotsToUpdate.Add(i);
}
list = toEquip;
}
public void Equip(ushort slot, ushort invSlot)
{
InventoryItem item = normalInventory.getItemBySlot(invSlot);
if (item == null)
return;
Equip(slot, item);
}
public void Equip(ushort slot, InventoryItem item)
{
if (slot >= list.Length)
return;
if (writeToDB)
Database.equipItem(owner, slot, item.uniqueId);
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 ToggleDBWrite(bool flag)
{
writeToDB = flag;
}
public void Unequip(ushort slot)
{
if (slot >= list.Length)
return;
if (writeToDB)
Database.unequipItem(owner, slot);
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, InventoryItem 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)
{
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[slotsToUpdate[currentIndex]].slot));
currentIndex++;
}
else
break;
}
}
public int GetCapacity()
{
return list.Length;
}
}
}