mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
498 lines
18 KiB
C#
498 lines
18 KiB
C#
using FFXIVClassic_Lobby_Server;
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using FFXIVClassic_Lobby_Server.packets;
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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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namespace FFXIVClassic_Map_Server.actors.chara.player
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{
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class Inventory
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{
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public const ushort NORMAL = 0x0000; //Max 0xC8
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public const ushort LOOT = 0x0004; //Max 0xA
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public const ushort MELDREQUEST = 0x0005; //Max 0x04
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public const ushort BAZAAR = 0x0007; //Max 0x0A
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public const ushort CURRANCY = 0x0063; //Max 0x140
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public const ushort KEYITEMS = 0x0064; //Max 0x500
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public const ushort EQUIPMENT = 0x00FE; //Max 0x23
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public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
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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 List<InventoryItem> list;
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public Inventory(Player ownerPlayer, 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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}
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#region Inventory Management
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public void initList(List<InventoryItem> itemsFromDB)
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{
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list = itemsFromDB;
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}
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public InventoryItem getItemBySlot(ushort slot)
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{
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if (slot < list.Count)
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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 InventoryItem getItemById(ulong itemId)
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{
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foreach (InventoryItem item in list)
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{
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if (item.uniqueId == itemId)
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return item;
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}
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return null;
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}
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public void RefreshItem(InventoryItem item)
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(item);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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}
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public void RefreshItem(params InventoryItem[] items)
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(items.ToList());
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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}
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public void RefreshItem(List<InventoryItem> items)
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(items);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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}
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public void addItem(uint itemId)
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{
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addItem(itemId, 1, 1);
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}
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public void addItem(uint itemId, int quantity)
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{
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addItem(itemId, quantity, 1);
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}
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public void addItem(uint itemId, int quantity, byte quality)
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{
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if (!isSpaceForAdd(itemId, quantity))
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return;
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Item gItem = Server.getItemGamedata(itemId);
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List<ushort> slotsToUpdate = new List<ushort>();
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List<SubPacket> addItemPackets = new List<SubPacket>();
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//Check if item id exists
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int quantityCount = quantity;
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for (int i = 0; i < list.Count; i++)
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{
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InventoryItem item = list[i];
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if (item.itemId == itemId && item.quantity < gItem.maxStack)
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{
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slotsToUpdate.Add(item.slot);
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int oldQuantity = item.quantity;
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item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
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quantityCount -= (gItem.maxStack - oldQuantity);
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if (quantityCount <= 0)
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break;
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}
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}
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//If it's unique, abort
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//if (quantityCount > 0 && storedItem.isUnique)
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// return ITEMERROR_UNIQUE;
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//If Inventory is full
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//if (quantityCount > 0 && isInventoryFull())
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// return ITEMERROR_FULL;
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//Update lists and db
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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//These had their quantities changed
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foreach (ushort slot in slotsToUpdate)
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{
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Database.setQuantity(owner, slot, inventoryCode, list[slot].quantity);
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if (inventoryCode != CURRANCY && inventoryCode != KEYITEMS)
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sendInventoryPackets(list[slot]);
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}
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//New item that spilled over
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while (quantityCount > 0)
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{
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InventoryItem addedItem = Database.addItem(owner, itemId, Math.Min(quantityCount, gItem.maxStack), quality, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
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list.Add(addedItem);
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if (inventoryCode != CURRANCY && inventoryCode != KEYITEMS)
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sendInventoryPackets(addedItem);
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quantityCount -= gItem.maxStack;
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}
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if (inventoryCode == CURRANCY || inventoryCode == KEYITEMS)
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sendFullInventory();
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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}
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public void addItem(uint[] itemId)
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{
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if (!isSpaceForAdd(itemId[0], itemId.Length))
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return;
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//Update lists and db
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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int startPos = list.Count;
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//New item that spilled over
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for (int i = 0; i < itemId.Length; i++)
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{
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Item gItem = Server.getItemGamedata(itemId[i]);
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InventoryItem addedItem = Database.addItem(owner, itemId[i], 1, (byte)1, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
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list.Add(addedItem);
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}
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sendInventoryPackets(startPos);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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}
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public void removeItem(uint itemId, int quantity)
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{
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if (!hasItem(itemId, quantity))
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return;
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List<ushort> slotsToUpdate = new List<ushort>();
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List<InventoryItem> itemsToRemove = new List<InventoryItem>();
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List<ushort> slotsToRemove = new List<ushort>();
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List<SubPacket> addItemPackets = new List<SubPacket>();
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//Remove as we go along
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int quantityCount = quantity;
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ushort lowestSlot = 0;
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for (int i = list.Count - 1; i >= 0; i--)
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{
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InventoryItem item = list[i];
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if (item.itemId == itemId)
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{
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int oldQuantity = item.quantity;
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//Stack nomnomed
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if (item.quantity - quantityCount <= 0)
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{
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itemsToRemove.Add(item);
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slotsToRemove.Add(item.slot);
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}
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else
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{
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slotsToUpdate.Add(item.slot);
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item.quantity -= quantityCount; //Stack reduced
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}
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quantityCount -= oldQuantity;
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lowestSlot = item.slot;
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if (quantityCount <= 0)
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break;
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}
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}
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for (int i = 0; i < slotsToUpdate.Count; i++)
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{
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Database.setQuantity(owner, slotsToUpdate[i], inventoryCode, list[slotsToUpdate[i]].quantity);
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}
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int oldListSize = list.Count;
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for (int i = 0; i < itemsToRemove.Count; i++)
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{
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Database.removeItem(owner, itemsToRemove[i].uniqueId, inventoryCode);
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list.Remove(itemsToRemove[i]);
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}
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//Realign slots
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for (int i = lowestSlot; i < list.Count; i++)
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list[i].slot = (ushort)i;
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//Added tail end items that need to be cleared for slot realignment
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for (int i = oldListSize-1; i >= oldListSize - itemsToRemove.Count; i--)
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{
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if (!slotsToRemove.Contains((ushort)i))
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slotsToRemove.Add((ushort)i);
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}
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(lowestSlot);
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sendInventoryRemovePackets(slotsToRemove);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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if (inventoryCode == NORMAL)
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owner.getEquipment().SendFullEquipment(false);
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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}
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public void removeItem(ulong itemDBId)
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{
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ushort slot = 0;
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InventoryItem toDelete = null;
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foreach (InventoryItem item in list)
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{
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if (item.uniqueId == itemDBId)
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{
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toDelete = item;
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break;
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}
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slot++;
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}
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if (toDelete == null)
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return;
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int oldListSize = list.Count;
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list.RemoveAt(slot);
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Database.removeItem(owner, itemDBId, inventoryCode);
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//Realign slots
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for (int i = slot; i < list.Count; i++)
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list[i].slot = (ushort)i;
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(slot);
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sendInventoryRemovePackets(slot);
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if (slot != oldListSize - 1)
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sendInventoryRemovePackets((ushort)(oldListSize - 1));
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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if (inventoryCode == NORMAL)
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owner.getEquipment().SendFullEquipment(false);
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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}
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public void removeItem(ushort slot)
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{
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if (slot >= list.Count)
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return;
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int oldListSize = list.Count;
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list.RemoveAt((int)slot);
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Database.removeItem(owner, slot, inventoryCode);
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//Realign slots
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for (int i = slot; i < list.Count; i++)
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list[i].slot = (ushort)i;
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owner.queuePacket(InventoryBeginChangePacket.buildPacket(owner.actorId));
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(slot);
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sendInventoryRemovePackets(slot);
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if (slot != oldListSize - 1)
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sendInventoryRemovePackets((ushort)(oldListSize - 1));
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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if (inventoryCode == NORMAL)
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owner.getEquipment().SendFullEquipment(false);
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owner.queuePacket(InventoryEndChangePacket.buildPacket(owner.actorId));
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}
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public void changeDurability(uint slot, uint durabilityChange)
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{
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}
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public void changeSpiritBind(uint slot, uint spiritBindChange)
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{
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}
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public void changeMateria(uint slot, byte materiaSlot, byte materiaId)
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{
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}
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#endregion
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#region Packet Functions
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public void sendFullInventory()
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{
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owner.queuePacket(InventorySetBeginPacket.buildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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sendInventoryPackets(0);
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owner.queuePacket(InventorySetEndPacket.buildPacket(owner.actorId));
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}
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private void sendInventoryPackets(InventoryItem item)
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{
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owner.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, item));
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}
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private void sendInventoryPackets(List<InventoryItem> items)
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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 (items.Count - currentIndex >= 64)
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owner.queuePacket(InventoryListX64Packet.buildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 32)
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owner.queuePacket(InventoryListX32Packet.buildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex >= 16)
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owner.queuePacket(InventoryListX16Packet.buildPacket(owner.actorId, items, ref currentIndex));
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else if (items.Count - currentIndex > 1)
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owner.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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owner.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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}
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private void sendInventoryPackets(int startOffset)
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{
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int currentIndex = startOffset;
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while (true)
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{
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if (list.Count - currentIndex >= 64)
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owner.queuePacket(InventoryListX64Packet.buildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex >= 32)
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owner.queuePacket(InventoryListX32Packet.buildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex >= 16)
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owner.queuePacket(InventoryListX16Packet.buildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex > 1)
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owner.queuePacket(InventoryListX08Packet.buildPacket(owner.actorId, list, ref currentIndex));
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else if (list.Count - currentIndex == 1)
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{
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owner.queuePacket(InventoryListX01Packet.buildPacket(owner.actorId, list[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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}
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private void sendInventoryRemovePackets(ushort index)
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{
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owner.queuePacket(InventoryRemoveX01Packet.buildPacket(owner.actorId, index));
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}
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private void sendInventoryRemovePackets(List<ushort> indexes)
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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 (indexes.Count - currentIndex >= 64)
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owner.queuePacket(InventoryRemoveX64Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
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else if (indexes.Count - currentIndex >= 32)
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owner.queuePacket(InventoryRemoveX32Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
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else if (indexes.Count - currentIndex >= 16)
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owner.queuePacket(InventoryRemoveX16Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
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else if (indexes.Count - currentIndex > 1)
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owner.queuePacket(InventoryRemoveX08Packet.buildPacket(owner.actorId, indexes, ref currentIndex));
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else if (indexes.Count - currentIndex == 1)
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{
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owner.queuePacket(InventoryRemoveX01Packet.buildPacket(owner.actorId, indexes[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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}
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#endregion
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#region Inventory Utils
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public bool isFull()
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{
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return list.Count >= inventoryCapacity;
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}
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public bool isSpaceForAdd(uint itemId, int quantity)
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{
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int quantityCount = quantity;
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for (int i = 0; i < list.Count; i++)
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{
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InventoryItem item = list[i];
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Item gItem = Server.getItemGamedata(item.itemId);
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if (item.itemId == itemId && item.quantity < gItem.maxStack)
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{
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quantityCount -= (gItem.maxStack - item.quantity);
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if (quantityCount <= 0)
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break;
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}
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}
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return quantityCount <= 0 || (quantityCount > 0 && !isFull());
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}
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public bool hasItem(uint itemId)
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{
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return hasItem(itemId, 1);
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}
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public bool hasItem(uint itemId, int minQuantity)
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{
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int count = 0;
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foreach (InventoryItem item in list)
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{
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if (item.itemId == itemId)
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count += item.quantity;
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if (count >= minQuantity)
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return true;
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}
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return false;
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}
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public int getNextEmptySlot()
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{
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return list.Count == 0 ? 0 : list.Count();
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}
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#endregion
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}
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}
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