mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-24 13:47:46 +00:00
Refactoring Equipment class. Fixed inital inventory setup due to missing addItem() (now addItems) function. Added Jorge's refactored Retainer manager script.
This commit is contained in:
parent
d673670604
commit
267961233f
4 changed files with 229 additions and 155 deletions
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@ -26,11 +26,11 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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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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readonly private Player owner;
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readonly private ushort inventoryCapacity;
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readonly private ushort inventoryCode;
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private InventoryItem[] list;
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private ItemPackage normalInventory;
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readonly private ItemPackage normalInventory;
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private bool writeToDB = true;
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@ -43,62 +43,6 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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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, ItemPackage.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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@ -116,7 +60,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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}
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owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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SendFullEquipment(false);
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SendFullEquipment(owner);
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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@ -157,7 +101,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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normalInventory.RefreshItem(owner, item);
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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SendEquipmentPackets(slot, item);
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SendSingleEquipmentUpdatePacket(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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@ -179,52 +123,23 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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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(owner, 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(InventoryBeginChangePacket.BuildPacket(owner.actorId));
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SendSingleEquipmentUpdatePacket(slot, null);
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owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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list[slot] = null;
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owner.RecalculateStats();
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}
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private void SendEquipmentPackets(ushort equipSlot, InventoryItem item)
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public InventoryItem GetItemAtSlot(ushort slot)
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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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if (slot < list.Length)
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return list[slot];
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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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return null;
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}
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public int GetCapacity()
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@ -232,5 +147,66 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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return list.Length;
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}
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#region Packet Functions
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private void SendSingleEquipmentUpdatePacket(ushort equipSlot, InventoryItem item)
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{
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owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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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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owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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private void SendEquipmentPackets(List<ushort> slotsToUpdate, Player targetPlayer)
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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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targetPlayer.QueuePacket(EquipmentListX64Packet.BuildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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else if (slotsToUpdate.Count - currentIndex >= 32)
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targetPlayer.QueuePacket(EquipmentListX32Packet.BuildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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else if (slotsToUpdate.Count - currentIndex >= 16)
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targetPlayer.QueuePacket(EquipmentListX16Packet.BuildPacket(owner.actorId, list, slotsToUpdate, ref currentIndex));
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else if (slotsToUpdate.Count - currentIndex > 1)
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targetPlayer.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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targetPlayer.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 void SendFullEquipment()
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{
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SendFullEquipment(owner);
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}
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public void SendFullEquipment(Player targetPlayer)
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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)
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slotsToUpdate.Add(i);
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}
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if (targetPlayer.Equals(owner))
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targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
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else
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targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, 0x23, ItemPackage.EQUIPMENT_OTHERPLAYER));
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SendEquipmentPackets(slotsToUpdate, targetPlayer);
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targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
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}
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#endregion
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}
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}
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@ -121,7 +121,32 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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{
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return AddItem(itemId, quantity, 1);
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}
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public bool AddItems(uint[] itemIds)
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{
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bool canAdd = GetFreeSlots() - itemIds.Length >= 0;
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if (canAdd)
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{
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foreach (uint id in itemIds)
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{
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ItemData gItem = Server.GetItemGamedata(id);
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InventoryItem.ItemModifier modifiers = null;
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if (gItem.durability != 0)
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{
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modifiers = new InventoryItem.ItemModifier();
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modifiers.durability = (uint)gItem.durability;
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}
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InventoryItem addedItem = Database.CreateItem(id, Math.Min(1, gItem.maxStack), 0, modifiers);
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addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
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isDirty[endOfListIndex] = true;
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list[endOfListIndex++] = addedItem;
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DoDatabaseAdd(addedItem);
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}
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}
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return canAdd;
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}
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public INV_ERROR AddItem(InventoryItem itemRef)
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{
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//If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR)
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@ -600,7 +625,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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//If player is updating their normal inventory, we need to send
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//an equip update as well to resync the slots.
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if (player.Equals(owner) && itemPackageCode == NORMAL)
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player.GetEquipment().SendFullEquipment(true);
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player.GetEquipment().SendFullEquipment();
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
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}
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@ -624,7 +649,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
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{
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return endOfListIndex >= itemPackageCapacity;
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}
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public int GetFreeSlots()
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{
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return itemPackageCapacity - endOfListIndex;
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}
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public bool IsSpaceForAdd(uint itemId, int quantity, int quality)
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{
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int quantityCount = quantity;
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@ -537,7 +537,7 @@ namespace FFXIVClassic_Map_Server.Actors
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itemPackages[ItemPackage.BAZAAR].SendFullInventory(this);
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itemPackages[ItemPackage.MELDREQUEST].SendFullInventory(this);
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itemPackages[ItemPackage.LOOT].SendFullInventory(this);
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equipment.SendFullEquipment(false);
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equipment.SendFullEquipment();
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playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
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#endregion
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@ -1675,7 +1675,7 @@ namespace FFXIVClassic_Map_Server.Actors
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return;
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QueuePacket(InventoryBeginChangePacket.BuildPacket(toBeExamined.actorId));
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toBeExamined.GetEquipment().SendCheckEquipmentToPlayer(this);
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toBeExamined.GetEquipment().SendFullEquipment(this);
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QueuePacket(InventoryEndChangePacket.BuildPacket(toBeExamined.actorId));
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}
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@ -13,65 +13,133 @@ eventTalkStepFinalAnswer(actorClassId) - Confirm Dialog
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eventTalkStepError(errorCode) - Error dialog, 1: No Extra Retainers, 2: Server Busy.
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eventTalkStepFinish()
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--]]
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require ("global")
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function init(npc)
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return false, false, 0, 0;
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return false, false, 0, 0;
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end
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function onEventStarted(player, npc, triggerName)
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introChoice = callClientFunction(player, "newEventTalkStep1", false);
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if (introChoice == 1) then
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raceChoice = callClientFunction(player, "eventTalkStep2");
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while (true) do
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if (retainerChoice == 0) then
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raceChoice = callClientFunction(player, "eventTalkStep22");
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end
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if (raceChoice == 0) then
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--Choose random actorId
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elseif (raceChoice > 0) then
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--Choose 5 random but correct actor ids
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retainerChoice = callClientFunction(player, "eventTaklSelectCutSeane", "rtn0g010", 0x2DCB1A, 0x2DCB1A, 0x2DCB1A, 0x2DCB1A, 0x2DCB1A);
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if (retainerChoice == -1) then
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player:EndEvent();
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return;
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elseif (retainerChoice > 0) then
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--Retainer chosen, choose name
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retainerName = callClientFunction(player, "eventTalkStep4", 0x2DCB1A);
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if (retainerName ~= "") then
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confirmChoice = callClientFunction(player, "eventTalkStepFinalAnswer", 0x2DCB1A);
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if (confirmChoice == 1) then
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callClientFunction(player, "eventTalkStepFinish");
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player:EndEvent();
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return;
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elseif (confirmChoice == 3) then
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raceChoice = 0;
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else
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player:EndEvent();
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return;
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end
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end
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end
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else
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break;
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end
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end
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end
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player:EndEvent();
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local npcActorClass = npc:GetActorClassId()
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local retainerIndex = 3001100;
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local cutscene = "rtn0l010" -- Defaulting to Limsa for now for testing
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if npcActorClass == 1000166 then
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cutscene = "rtn0l010";
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retainerIndex = 3001101;
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elseif npcActorClass == 1000865 then
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cutscene = "rtn0u010";
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retainerIndex = 3002101;
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elseif npcActorClass == 1001184 then
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cutscene = "rtn0g010";
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retainerIndex = 3003101;
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else
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return;
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end
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introChoice = callClientFunction(player, "newEventTalkStep1", false);
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if (introChoice == 1) then
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-- Choose Retainer or Random
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raceChoice = callClientFunction(player, "eventTalkStep2");
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while (true) do
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if (retainerChoice == 0) then
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raceChoice = callClientFunction(player, "eventTalkStep22");
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end
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if (raceChoice == 0) then
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--Choose random actorId from a valid set for the city
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math.randomseed(os.time());
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local randomRetainer = math.random(retainerIndex, (retainerIndex+74));
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retainerName = callClientFunction(player, "eventTalkStep4", randomRetainer);
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if (retainerName ~= "") then
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confirmChoice = callClientFunction(player, "eventTalkStepFinalAnswer", randomRetainer);
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if (confirmChoice == 1) then
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callClientFunction(player, "eventTalkStepFinish");
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player:EndEvent();
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return;
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elseif (confirmChoice == 3) then
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raceChoice = 0;
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else
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player:EndEvent();
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return;
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end
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else
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callClientFunction(player, "eventTalkStepBreak");
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raceChoice = -1;
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end
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elseif (raceChoice > 0) and (raceChoice < 16) then
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--Choose 5 random but correct actor ids for the city and race/tribe
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local retainerRace = ((retainerIndex) + (5*(raceChoice-1)));
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local retainerRaceChoices = {retainerRace, retainerRace+1, retainerRace+2, retainerRace+3, retainerRace+4};
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-- Randomize the appearance order of the available five
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shuffle(retainerRaceChoices);
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retainerChoice = callClientFunction(player, "eventTaklSelectCutSeane", cutscene, retainerRaceChoices[1], retainerRaceChoices[2], retainerRaceChoices[3], retainerRaceChoices[4], retainerRaceChoices[5]);
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if (retainerChoice == -1) then
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player:EndEvent();
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return;
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elseif (retainerChoice > 0) then
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--Retainer chosen, choose name
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retainerName = callClientFunction(player, "eventTalkStep4", retainerRaceChoices[retainerChoice]);
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if (retainerName ~= "") then
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confirmChoice = callClientFunction(player, "eventTalkStepFinalAnswer", retainerRaceChoices[retainerChoice]);
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if (confirmChoice == 1) then
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callClientFunction(player, "eventTalkStepFinish");
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player:EndEvent();
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return;
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elseif (confirmChoice == 3) then
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retainerChoice = 0;
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else
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player:EndEvent();
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return;
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end
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else
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callClientFunction(player, "eventTalkStepBreak");
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raceChoice = -1;
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end
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end
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else
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break;
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end
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end
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end
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player:EndEvent();
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end
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function shuffle(tbl)
|
||||
for i = #tbl, 2, -1 do
|
||||
local j = math.random(i)
|
||||
tbl[i], tbl[j] = tbl[j], tbl[i]
|
||||
end
|
||||
return tbl
|
||||
end
|
Loading…
Add table
Reference in a new issue