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

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using FFXIVClassic_Map_Server.actors.chara.player;
using FFXIVClassic_Map_Server.Actors;
using FFXIVClassic_Map_Server.dataobjects;
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
using System.Collections.Generic;
using System.Diagnostics;
namespace FFXIVClassic_Map_Server.actors.chara
{
class ReferencedItemPackage
{
const uint EMPTY = 0xFFFFFFFF;
private readonly Player owner;
private readonly uint[] contentList;
private readonly ushort itemPackageCode;
private readonly ushort itemPackageCapacity;
private bool writeToDB = false;
public ReferencedItemPackage(Player owner, ushort capacity, ushort code)
{
this.owner = owner;
itemPackageCode = code;
itemPackageCapacity = capacity;
contentList = new uint[capacity];
if (code == ItemPackage.EQUIPMENT)
writeToDB = true;
for (int i = 0; i < contentList.Length; i++)
contentList[i] = EMPTY;
}
public void ToggleDBWrite(bool flag)
{
writeToDB = flag;
}
#region Package Management
public void SetList(uint[] toSet)
{
Debug.Assert(contentList.Length == itemPackageCapacity);
toSet.CopyTo(contentList, 0);
}
public void SetList(ushort[] positions, uint[] values)
{
Debug.Assert(positions.Length == values.Length);
for (int i = 0; i < positions.Length; i++)
{
InventoryItem item = GetItem(values[i]);
if (item == null)
continue;
//Database.EquipItem(owner, positions[i], item.uniqueId);
contentList[positions[i]] = values[i];
}
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
public void Set(ushort position, ushort itemPackagePosition, ushort itemPackageCode)
{
InventoryItem item = owner.GetItemPackage(itemPackageCode).GetItemAtSlot(itemPackagePosition);
if (item == null)
return;
Set(position, item);
}
public void Set(ushort position, InventoryItem item)
{
if (position >= contentList.Length)
return;
if (writeToDB)
Database.EquipItem(owner, position, item.uniqueId);
ItemPackage newPackage = owner.GetItemPackage(item.itemPackage);
ItemPackage oldPackage = GetItemPackage(contentList[position]);
InventoryItem oldItem = GetItem(contentList[position]);
if (oldPackage != null && oldItem != null)
oldPackage.MarkDirty(oldItem);
newPackage.MarkDirty(item);
contentList[position] = GetValue(item.itemPackage, item.slot);
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
if (oldPackage != null)
oldPackage.SendUpdate();
newPackage.SendUpdate();
SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.CalculateBaseStats();// RecalculateStats();
}
public void Clear(ushort position)
{
if (position >= contentList.Length)
return;
if (writeToDB)
Database.UnequipItem(owner, position);
ItemPackage oldItemPackage = GetItemPackage(contentList[position]);
oldItemPackage.MarkDirty(GetItem(contentList[position]));
contentList[position] = EMPTY;
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
oldItemPackage.SendUpdate();
SendSingleUpdate(position);
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.RecalculateStats();
}
public void ClearAll()
{
List<ItemPackage> packagesToRefresh = new List<ItemPackage>();
for (int i = 0; i < contentList.Length; i++)
{
if (contentList[i] == EMPTY)
continue;
if (writeToDB)
Database.UnequipItem(owner, (ushort)i);
ItemPackage package = GetItemPackage(contentList[i]);
package.MarkDirty(GetItem(contentList[i]));
packagesToRefresh.Add(package);
contentList[i] = EMPTY;
}
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
for (int i = 0; i < packagesToRefresh.Count; i++)
packagesToRefresh[i].SendUpdate();
SendUpdate();
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
owner.RecalculateStats();
}
#endregion
#region Send Update Functions
public void SendSingleUpdate(ushort position)
{
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendSingleLinkedItemPacket(owner, position);
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
public void SendUpdate()
{
SendUpdate(owner);
}
public void SendUpdate(Player targetPlayer)
{
List<ushort> slotsToUpdate = new List<ushort>();
for (ushort i = 0; i < contentList.Length; i++)
{
if (contentList[i] != EMPTY)
slotsToUpdate.Add(i);
}
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
SendLinkedItemPackets(targetPlayer, slotsToUpdate);
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
public void SendUpdateAsItemPackage(Player targetPlayer)
{
SendUpdateAsItemPackage(targetPlayer, itemPackageCapacity, itemPackageCode);
}
public void SendUpdateAsItemPackage(Player targetPlayer, ushort destinationCapacity, ushort destinationCode)
{
List<InventoryItem> items = new List<InventoryItem>();
for (int i = 0; i < contentList.Length; i++)
{
if (contentList[i] == EMPTY)
continue;
items.Add(GetItem(contentList[i]));
}
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode));
SendItemPackets(targetPlayer, items);
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
}
#endregion
#region Packet Functions (Private)
private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position)
{
if (contentList[position] == EMPTY)
targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position));
else
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, contentList[position]));
}
private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate)
{
int currentIndex = 0;
while (true)
{
if (slotsToUpdate.Count - currentIndex >= 64)
targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 32)
targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex >= 16)
targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex > 1)
targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, contentList, slotsToUpdate, ref currentIndex));
else if (slotsToUpdate.Count - currentIndex == 1)
{
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], contentList[slotsToUpdate[currentIndex]]));
currentIndex++;
}
else
break;
}
}
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;
}
}
#endregion
#region Getters/Setters
public ushort GetCode()
{
return itemPackageCode;
}
public int GetCapacity()
{
return itemPackageCapacity;
}
public Player GetOwner()
{
return owner;
}
public InventoryItem GetItemAtSlot(ushort position)
{
if (position < contentList.Length)
return GetItem(contentList[position]);
else
return null;
}
#endregion
#region Utils
private ItemPackage GetItemPackage(uint value)
{
if (value == EMPTY)
return null;
return owner.GetItemPackage((ushort)((value >> 16) & 0xFFFF));
}
private InventoryItem GetItem(uint value)
{
if (value == EMPTY)
return null;
ItemPackage package = GetItemPackage(value);
if (package != null)
return package.GetItemAtSlot((ushort)(value & 0xFFFF));
return null;
}
private uint GetValue(ushort code, ushort slot)
{
return (uint) ((code << 16) | slot);
}
#endregion
}
}