mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-21 20:27:47 +00:00
Merge branch 'inventory_overhaul' into retainers
This commit is contained in:
commit
9529a1374e
8 changed files with 478 additions and 424 deletions
|
@ -1225,7 +1225,6 @@ namespace FFXIVClassic_Map_Server
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serverItemId,
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itemId,
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quantity,
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slot,
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itemType,
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quality,
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durability,
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@ -1237,35 +1236,37 @@ namespace FFXIVClassic_Map_Server
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materia5
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FROM characters_inventory
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INNER JOIN server_items ON serverItemId = server_items.id
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WHERE characterId = @charId AND inventoryType = @type AND slot >= @slot ORDER BY slot";
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WHERE characterId = @charId AND inventoryType = @type";
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MySqlCommand cmd = new MySqlCommand(query, conn);
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cmd.Parameters.AddWithValue("@charId", player.actorId);
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cmd.Parameters.AddWithValue("@slot", slotOffset);
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cmd.Parameters.AddWithValue("@type", type);
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ushort slot = 0;
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using (MySqlDataReader reader = cmd.ExecuteReader())
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{
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while (reader.Read())
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{
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uint uniqueId = reader.GetUInt32(0);
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uint itemId = reader.GetUInt32(1);
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int quantity = reader.GetInt32(2);
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ushort slot = reader.GetUInt16(3);
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uint uniqueId = reader.GetUInt32("serverItemId");
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uint itemId = reader.GetUInt32("itemId");
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int quantity = reader.GetInt32("quantity");
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byte itemType = reader.GetByte(4);
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byte qualityNumber = reader.GetByte(5);
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byte itemType = reader.GetByte("itemType");
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byte qualityNumber = reader.GetByte("quality");
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int durability = reader.GetInt32(6);
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ushort spiritBind = reader.GetUInt16(7);
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int durability = reader.GetInt32("durability");
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ushort spiritBind = reader.GetUInt16("spiritBind");
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byte materia1 = reader.GetByte(8);
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byte materia2 = reader.GetByte(9);
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byte materia3 = reader.GetByte(10);
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byte materia4 = reader.GetByte(11);
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byte materia5 = reader.GetByte(12);
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byte materia1 = reader.GetByte("materia1");
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byte materia2 = reader.GetByte("materia2");
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byte materia3 = reader.GetByte("materia3");
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byte materia4 = reader.GetByte("materia4");
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byte materia5 = reader.GetByte("materia5");
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items.Add(new InventoryItem(uniqueId, itemId, quantity, slot, itemType, qualityNumber, durability, spiritBind, materia1, materia2, materia3, materia4, materia5));
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InventoryItem item = new InventoryItem(uniqueId, itemId, quantity, itemType, qualityNumber, durability, spiritBind, materia1, materia2, materia3, materia4, materia5);
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item.slot = slot;
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slot++;
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items.Add(item);
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}
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}
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}
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@ -1282,7 +1283,7 @@ namespace FFXIVClassic_Map_Server
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return items;
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}
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public static InventoryItem AddItem(Player player, uint itemId, int quantity, byte quality, byte itemType, int durability, ushort type)
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public static InventoryItem CreateItem(uint itemId, int quantity, byte quality, byte itemType, int durability)
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{
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InventoryItem insertedItem = null;
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@ -1303,27 +1304,14 @@ namespace FFXIVClassic_Map_Server
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MySqlCommand cmd = new MySqlCommand(query, conn);
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string query2 = @"
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INSERT INTO characters_inventory
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(characterId, slot, inventoryType, serverItemId, quantity)
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SELECT @charId, IFNULL(MAX(SLOT)+1, 0), @inventoryType, LAST_INSERT_ID(), @quantity FROM characters_inventory WHERE characterId = @charId AND inventoryType = @inventoryType;
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";
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MySqlCommand cmd2 = new MySqlCommand(query2, conn);
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cmd.Parameters.AddWithValue("@itemId", itemId);
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cmd.Parameters.AddWithValue("@quality", quality);
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cmd.Parameters.AddWithValue("@itemType", itemType);
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cmd.Parameters.AddWithValue("@durability", durability);
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cmd2.Parameters.AddWithValue("@charId", player.actorId);
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cmd2.Parameters.AddWithValue("@inventoryType", type);
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cmd2.Parameters.AddWithValue("@quantity", quantity);
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cmd.ExecuteNonQuery();
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cmd2.ExecuteNonQuery();
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insertedItem = new InventoryItem((uint)cmd.LastInsertedId, itemId, quantity, (ushort)player.GetInventory(type).GetNextEmptySlot(), itemType, quality, durability, 0, 0, 0, 0, 0, 0);
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insertedItem = new InventoryItem((uint)cmd.LastInsertedId, itemId, quantity, itemType, quality, durability, 0, 0, 0, 0, 0, 0);
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}
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catch (MySqlException e)
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{
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@ -1338,7 +1326,42 @@ namespace FFXIVClassic_Map_Server
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return insertedItem;
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}
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public static void SetQuantity(Player player, uint slot, ushort type, int quantity)
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public static void AddItem(Player player, InventoryItem addedItem, uint type)
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{
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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{
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try
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{
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conn.Open();
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string query = @"
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INSERT INTO characters_inventory
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(characterId, inventoryType, serverItemId, quantity)
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VALUES
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(@charId, @inventoryType, @serverItemId, @quantity)
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";
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MySqlCommand cmd = new MySqlCommand(query, conn);
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cmd.Parameters.AddWithValue("@serverItemId", addedItem.uniqueId);
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cmd.Parameters.AddWithValue("@charId", player.actorId);
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cmd.Parameters.AddWithValue("@inventoryType", type);
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cmd.Parameters.AddWithValue("@quantity", addedItem.quantity);
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cmd.ExecuteNonQuery();
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}
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catch (MySqlException e)
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{
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Program.Log.Error(e.ToString());
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}
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finally
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{
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conn.Dispose();
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}
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}
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}
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public static void SetQuantity(Player player, ulong serverItemId, int quantity)
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{
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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{
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@ -1349,54 +1372,13 @@ namespace FFXIVClassic_Map_Server
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string query = @"
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UPDATE characters_inventory
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SET quantity = @quantity
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WHERE characterId = @charId AND slot = @slot AND inventoryType = @type;
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";
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MySqlCommand cmd = new MySqlCommand(query, conn);
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cmd.Parameters.AddWithValue("@charId", player.actorId);
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cmd.Parameters.AddWithValue("@quantity", quantity);
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cmd.Parameters.AddWithValue("@slot", slot);
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cmd.Parameters.AddWithValue("@type", type);
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cmd.ExecuteNonQuery();
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}
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catch (MySqlException e)
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{
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Program.Log.Error(e.ToString());
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}
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finally
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{
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conn.Dispose();
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}
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}
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}
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public static void RemoveItem(Player player, ulong serverItemId, ushort type)
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{
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}; Allow User Variables=True", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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{
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try
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{
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conn.Open();
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string query = @"
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SELECT slot INTO @slotToDelete FROM characters_inventory WHERE serverItemId = @serverItemId;
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UPDATE characters_inventory
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SET slot = slot - 1
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WHERE characterId = @charId AND slot > @slotToDelete AND inventoryType = @type;
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DELETE FROM characters_inventory
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WHERE serverItemId = @serverItemId AND inventoryType = @type;
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DELETE FROM server_items
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WHERE id = @serverItemId;
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WHERE characterId = @charId and serverItemId = @serverItemId;
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";
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MySqlCommand cmd = new MySqlCommand(query, conn);
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cmd.Parameters.AddWithValue("@charId", player.actorId);
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cmd.Parameters.AddWithValue("@serverItemId", serverItemId);
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cmd.Parameters.AddWithValue("@type", type);
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cmd.Parameters.AddWithValue("@quantity", quantity);
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cmd.ExecuteNonQuery();
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}
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@ -1412,7 +1394,7 @@ namespace FFXIVClassic_Map_Server
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}
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public static void RemoveItem(Player player, ushort slot, ushort type)
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public static void RemoveItem(Player player, ulong serverItemId)
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{
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}; Allow User Variables=True", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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{
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@ -1421,23 +1403,13 @@ namespace FFXIVClassic_Map_Server
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conn.Open();
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string query = @"
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SELECT serverItemId INTO @serverItemId FROM characters_inventory WHERE characterId = @charId AND slot = @slot;
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DELETE FROM characters_inventory
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WHERE characterId = @charId AND slot = @slot AND inventoryType = @type;
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DELETE FROM server_items
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WHERE id = @serverItemId;
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UPDATE characters_inventory
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SET slot = slot - 1
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WHERE characterId = @charId AND slot > @slot AND inventoryType = @type;
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WHERE characterId = @charId and serverItemId = @serverItemId;
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";
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MySqlCommand cmd = new MySqlCommand(query, conn);
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cmd.Parameters.AddWithValue("@charId", player.actorId);
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cmd.Parameters.AddWithValue("@slot", slot);
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cmd.Parameters.AddWithValue("@type", type);
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cmd.Parameters.AddWithValue("@serverItemId", serverItemId);
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cmd.ExecuteNonQuery();
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}
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|
|
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@ -182,8 +182,12 @@ namespace FFXIVClassic_Map_Server
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if (ownerActor == null)
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{
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//Is it your retainer?
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if (session.GetActor().currentSpawnedRetainer != null && session.GetActor().currentSpawnedRetainer.actorId == eventStart.scriptOwnerActorID)
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ownerActor = session.GetActor().currentSpawnedRetainer;
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//Is it a instance actor?
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ownerActor = session.GetActor().zone.FindActorInArea(session.GetActor().currentEventOwner);
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if (ownerActor == null)
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ownerActor = session.GetActor().zone.FindActorInArea(session.GetActor().currentEventOwner);
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if (ownerActor == null)
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{
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//Is it a Director?
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|
|
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@ -1,5 +1,7 @@
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic.Common;
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using FFXIVClassic_Map_Server.actors.chara.player;
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using FFXIVClassic_Map_Server.Actors;
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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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@ -10,22 +12,45 @@ namespace FFXIVClassic_Map_Server.actors.chara.npc
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{
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class Retainer : Npc
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{
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public Retainer(uint id, string retainerName, ActorClass actorClass, Player player, float posX, float posY, float posZ, float rot)
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: base(0, actorClass, String.Format("_rtnre{0:x7}", id), player.GetZone(), posX, posY, posZ, rot, 0, 0, retainerName)
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Player player;
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public Retainer(string retainerName, ActorClass actorClass, Player player, float posX, float posY, float posZ, float rot)
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: base(0, actorClass, "myretainer", player.GetZone(), posX, posY, posZ, rot, 0, 0, retainerName)
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{
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this.actorId = 0xD0000000 | id;
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this.player = player;
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this.actorName = String.Format("_rtnre{0:x7}", actorId);
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}
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|
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public void SendBazaarItems(Player player)
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{
|
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Inventory bazaar = new Inventory(this, 4, Inventory.RETAINER_BAZAAR);
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bazaar.SendFullInventory(player);
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Inventory bazaar = new Inventory(this, 150, (ushort)0);
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bazaar.AddItem(1000001);
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bazaar.AddItem(3020517);
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player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
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bazaar.SendFullInventory(player);
|
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
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|
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}
|
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|
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public void SendStorageItems(Player player)
|
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{
|
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Inventory storage = new Inventory(this, 4, 1);
|
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Inventory storage = new Inventory(this, 10, Inventory.CURRENCY);
|
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storage.AddItem(1000001);
|
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storage.AddItem(3020519);
|
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player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
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storage.SendFullInventory(player);
|
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
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}
|
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|
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public void SendHuhItems(Player player)
|
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{
|
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Inventory storage = new Inventory(this, 20, 7);
|
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storage.AddItem(1000003);
|
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storage.AddItem(1000016);
|
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player.QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
|
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storage.SendFullInventory(player);
|
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player.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
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}
|
||||
|
||||
}
|
||||
}
|
||||
|
|
|
@ -106,13 +106,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
|
||||
for (int i = 0; i < slots.Length; i++)
|
||||
{
|
||||
InventoryItem item = normalInventory.GetItemBySlot(itemSlots[i]);
|
||||
InventoryItem item = normalInventory.GetItemAtSlot(itemSlots[i]);
|
||||
|
||||
if (item == null)
|
||||
continue;
|
||||
|
||||
Database.EquipItem(owner, slots[i], item.uniqueId);
|
||||
list[slots[i]] = normalInventory.GetItemBySlot(itemSlots[i]);
|
||||
list[slots[i]] = normalInventory.GetItemAtSlot(itemSlots[i]);
|
||||
}
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
|
@ -133,7 +133,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
|
||||
public void Equip(ushort slot, ushort invSlot)
|
||||
{
|
||||
InventoryItem item = normalInventory.GetItemBySlot(invSlot);
|
||||
InventoryItem item = normalInventory.GetItemAtSlot(invSlot);
|
||||
|
||||
if (item == null)
|
||||
return;
|
||||
|
@ -152,9 +152,9 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
|
||||
if (list[slot] != null)
|
||||
normalInventory.RefreshItem(list[slot], item);
|
||||
normalInventory.RefreshItem(owner, list[slot], item);
|
||||
else
|
||||
normalInventory.RefreshItem(item);
|
||||
normalInventory.RefreshItem(owner, item);
|
||||
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendEquipmentPackets(slot, item);
|
||||
|
@ -180,7 +180,7 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
|
||||
normalInventory.RefreshItem(list[slot]);
|
||||
normalInventory.RefreshItem(owner, list[slot]);
|
||||
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendEquipmentPackets(slot, null);
|
||||
|
|
|
@ -1,10 +1,11 @@
|
|||
|
||||
|
||||
using FFXIVClassic.Common;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using FFXIVClassic_Map_Server.Actors;
|
||||
using FFXIVClassic_Map_Server.dataobjects;
|
||||
using FFXIVClassic_Map_Server.packets.send.actor.inventory;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
using System.Linq;
|
||||
|
||||
namespace FFXIVClassic_Map_Server.actors.chara.player
|
||||
|
@ -20,38 +21,50 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
public const ushort CURRENCY = 0x0063; //Max 0x140
|
||||
public const ushort KEYITEMS = 0x0064; //Max 0x500
|
||||
public const ushort EQUIPMENT = 0x00FE; //Max 0x23
|
||||
public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
|
||||
public const ushort EQUIPMENT_OTHERPLAYER = 0x00F9; //Max 0x23
|
||||
|
||||
private int endOfListIndex = 0;
|
||||
|
||||
private Player owner;
|
||||
private Character owner;
|
||||
private ushort inventoryCapacity;
|
||||
private ushort inventoryCode;
|
||||
private List<InventoryItem> list;
|
||||
|
||||
public Inventory(Player ownerPlayer, ushort capacity, ushort code)
|
||||
private InventoryItem[] list;
|
||||
private bool[] isDirty;
|
||||
|
||||
public Inventory(Character ownerPlayer, ushort capacity, ushort code)
|
||||
{
|
||||
owner = ownerPlayer;
|
||||
inventoryCapacity = capacity;
|
||||
inventoryCode = code;
|
||||
inventoryCode = code;
|
||||
list = new InventoryItem[capacity];
|
||||
isDirty = new bool[capacity];
|
||||
}
|
||||
|
||||
#region Inventory Management
|
||||
public void InitList(List<InventoryItem> itemsFromDB)
|
||||
{
|
||||
list = itemsFromDB;
|
||||
int i = 0;
|
||||
foreach (InventoryItem item in itemsFromDB)
|
||||
list[i++] = item;
|
||||
endOfListIndex = i;
|
||||
}
|
||||
|
||||
public InventoryItem GetItemBySlot(ushort slot)
|
||||
public InventoryItem GetItemAtSlot(ushort slot)
|
||||
{
|
||||
if (slot < list.Count)
|
||||
if (slot < list.Length)
|
||||
return list[slot];
|
||||
else
|
||||
return null;
|
||||
}
|
||||
|
||||
public InventoryItem GetItemByUniqueId(ulong uniqueItemId)
|
||||
{
|
||||
foreach (InventoryItem item in list)
|
||||
{
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
|
||||
if (item.uniqueId == uniqueItemId)
|
||||
return item;
|
||||
}
|
||||
|
@ -60,54 +73,35 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
|
||||
public InventoryItem GetItemByCatelogId(ulong catelogId)
|
||||
{
|
||||
foreach (InventoryItem item in list)
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
|
||||
if (item.itemId == catelogId)
|
||||
return item;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
public void RefreshItem(InventoryItem item)
|
||||
}
|
||||
|
||||
public bool AddItem(uint itemId)
|
||||
{
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(item);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void RefreshItem(params InventoryItem[] items)
|
||||
{
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(items.ToList());
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void RefreshItem(List<InventoryItem> items)
|
||||
{
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(items);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void AddItem(uint itemId)
|
||||
{
|
||||
AddItem(itemId, 1, 1);
|
||||
}
|
||||
|
||||
public void AddItem(uint itemId, int quantity)
|
||||
{
|
||||
AddItem(itemId, quantity, 1);
|
||||
return AddItem(itemId, 1, 1);
|
||||
}
|
||||
|
||||
public bool AddItem(uint itemId, int quantity)
|
||||
{
|
||||
return AddItem(itemId, quantity, 1);
|
||||
}
|
||||
|
||||
public bool AddItem(uint itemId, int quantity, byte quality)
|
||||
{
|
||||
if (!IsSpaceForAdd(itemId, quantity))
|
||||
if (!IsSpaceForAdd(itemId, quantity, quality))
|
||||
return false;
|
||||
|
||||
ItemData gItem = Server.GetItemGamedata(itemId);
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
List<SubPacket> addItemPackets = new List<SubPacket>();
|
||||
|
||||
|
||||
if (gItem == null)
|
||||
{
|
||||
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
|
||||
|
@ -115,16 +109,25 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
}
|
||||
|
||||
//Check if item id exists
|
||||
int quantityCount = quantity;
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
int quantityCount = quantity;
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
if (item.itemId == itemId && item.quantity < gItem.maxStack)
|
||||
InventoryItem item = list[i];
|
||||
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
|
||||
if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
|
||||
{
|
||||
slotsToUpdate.Add(item.slot);
|
||||
int oldQuantity = item.quantity;
|
||||
item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
|
||||
quantityCount -= (gItem.maxStack - oldQuantity);
|
||||
item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
|
||||
isDirty[i] = true;
|
||||
quantityCount -= (gItem.maxStack - oldQuantity);
|
||||
|
||||
if (owner is Player)
|
||||
{
|
||||
Database.SetQuantity((Player)owner, item.uniqueId, item.quantity);
|
||||
}
|
||||
|
||||
if (quantityCount <= 0)
|
||||
break;
|
||||
}
|
||||
|
@ -136,71 +139,44 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
|
||||
//If Inventory is full
|
||||
//if (quantityCount > 0 && isInventoryFull())
|
||||
// return ITEMERROR_FULL;
|
||||
|
||||
//Update lists and db
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
|
||||
//These had their quantities Changed
|
||||
foreach (ushort slot in slotsToUpdate)
|
||||
{
|
||||
Database.SetQuantity(owner, slot, inventoryCode, list[slot].quantity);
|
||||
|
||||
if (inventoryCode != CURRENCY && inventoryCode != KEYITEMS)
|
||||
SendInventoryPackets(list[slot]);
|
||||
}
|
||||
// return ITEMERROR_FULL;
|
||||
|
||||
//New item that spilled over
|
||||
while (quantityCount > 0)
|
||||
{
|
||||
InventoryItem addedItem = Database.AddItem(owner, itemId, Math.Min(quantityCount, gItem.maxStack), quality, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
|
||||
|
||||
|
||||
list.Add(addedItem);
|
||||
|
||||
if (inventoryCode != CURRENCY && inventoryCode != KEYITEMS)
|
||||
SendInventoryPackets(addedItem);
|
||||
|
||||
InventoryItem addedItem = Database.CreateItem(itemId, Math.Min(quantityCount, gItem.maxStack), quality, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability);
|
||||
addedItem.slot = (ushort)endOfListIndex;
|
||||
isDirty[endOfListIndex] = true;
|
||||
list[endOfListIndex++] = addedItem;
|
||||
quantityCount -= gItem.maxStack;
|
||||
|
||||
if (owner is Player)
|
||||
{
|
||||
Database.AddItem((Player)owner, addedItem, inventoryCode);
|
||||
}
|
||||
}
|
||||
|
||||
if (owner is Player)
|
||||
{
|
||||
SendUpdatePackets((Player)owner);
|
||||
}
|
||||
|
||||
if (inventoryCode == CURRENCY || inventoryCode == KEYITEMS)
|
||||
SendFullInventory();
|
||||
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
return true;
|
||||
}
|
||||
|
||||
public void AddItem(uint[] itemId)
|
||||
{
|
||||
if (!IsSpaceForAdd(itemId[0], itemId.Length))
|
||||
return;
|
||||
|
||||
//Update lists and db
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
|
||||
int startPos = list.Count;
|
||||
|
||||
//New item that spilled over
|
||||
for (int i = 0; i < itemId.Length; i++)
|
||||
{
|
||||
ItemData gItem = Server.GetItemGamedata(itemId[i]);
|
||||
InventoryItem addedItem = Database.AddItem(owner, itemId[i], 1, (byte)1, gItem.isExclusive ? (byte)0x3 : (byte)0x0, gItem.durability, inventoryCode);
|
||||
list.Add(addedItem);
|
||||
}
|
||||
|
||||
SendInventoryPackets(startPos);
|
||||
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
public void RemoveItem(uint itemId)
|
||||
{
|
||||
RemoveItem(itemId, 1);
|
||||
}
|
||||
|
||||
public void RemoveItem(uint itemId, int quantity)
|
||||
{
|
||||
RemoveItem(itemId, quantity, 1);
|
||||
}
|
||||
|
||||
public void RemoveItem(uint itemId, int quantity)
|
||||
public void RemoveItem(uint itemId, int quantity, int quality)
|
||||
{
|
||||
if (!HasItem(itemId, quantity))
|
||||
if (!HasItem(itemId, quantity, quality))
|
||||
return;
|
||||
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
|
@ -211,23 +187,31 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
//Remove as we go along
|
||||
int quantityCount = quantity;
|
||||
ushort lowestSlot = 0;
|
||||
for (int i = list.Count - 1; i >= 0; i--)
|
||||
for (int i = endOfListIndex - 1; i >= 0; i--)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
if (item.itemId == itemId)
|
||||
InventoryItem item = list[i];
|
||||
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
|
||||
if (item.itemId == itemId && item.quality == quality)
|
||||
{
|
||||
int oldQuantity = item.quantity;
|
||||
//Stack nomnomed
|
||||
if (item.quantity - quantityCount <= 0)
|
||||
{
|
||||
itemsToRemove.Add(item);
|
||||
slotsToRemove.Add(item.slot);
|
||||
}
|
||||
else
|
||||
{
|
||||
slotsToUpdate.Add(item.slot);
|
||||
item.quantity -= quantityCount; //Stack reduced
|
||||
}
|
||||
//Stack nomnomed
|
||||
if (item.quantity - quantityCount <= 0)
|
||||
{
|
||||
if (owner is Player)
|
||||
Database.RemoveItem((Player)owner, list[i].uniqueId);
|
||||
list[i] = null;
|
||||
}
|
||||
//Stack reduced
|
||||
else
|
||||
{
|
||||
item.quantity -= quantityCount;
|
||||
if (owner is Player)
|
||||
Database.SetQuantity((Player)owner, list[i].uniqueId, list[i].quantity);
|
||||
}
|
||||
|
||||
isDirty[i] = true;
|
||||
|
||||
quantityCount -= oldQuantity;
|
||||
lowestSlot = item.slot;
|
||||
|
@ -235,51 +219,23 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
if (quantityCount <= 0)
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < slotsToUpdate.Count; i++)
|
||||
{
|
||||
Database.SetQuantity(owner, slotsToUpdate[i], inventoryCode, list[slotsToUpdate[i]].quantity);
|
||||
}
|
||||
|
||||
int oldListSize = list.Count;
|
||||
for (int i = 0; i < itemsToRemove.Count; i++)
|
||||
{
|
||||
Database.RemoveItem(owner, itemsToRemove[i].uniqueId, inventoryCode);
|
||||
list.Remove(itemsToRemove[i]);
|
||||
}
|
||||
|
||||
//Realign slots
|
||||
for (int i = lowestSlot; i < list.Count; i++)
|
||||
list[i].slot = (ushort)i;
|
||||
|
||||
//Added tail end items that need to be cleared for slot realignment
|
||||
for (int i = oldListSize-1; i >= oldListSize - itemsToRemove.Count; i--)
|
||||
{
|
||||
if (!slotsToRemove.Contains((ushort)i))
|
||||
slotsToRemove.Add((ushort)i);
|
||||
}
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
|
||||
SendInventoryPackets(lowestSlot);
|
||||
SendInventoryRemovePackets(slotsToRemove);
|
||||
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
|
||||
if (inventoryCode == NORMAL)
|
||||
owner.GetEquipment().SendFullEquipment(false);
|
||||
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
doRealign();
|
||||
if (owner is Player)
|
||||
SendUpdatePackets((Player)owner);
|
||||
}
|
||||
|
||||
public void RemoveItemByUniqueId(ulong itemDBId)
|
||||
{
|
||||
ushort slot = 0;
|
||||
InventoryItem toDelete = null;
|
||||
foreach (InventoryItem item in list)
|
||||
{
|
||||
InventoryItem toDelete = null;
|
||||
for (int i = endOfListIndex - 1; i >= 0; i--)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
|
||||
if (item.uniqueId == itemDBId)
|
||||
{
|
||||
toDelete = item;
|
||||
|
@ -289,188 +245,248 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
}
|
||||
|
||||
if (toDelete == null)
|
||||
return;
|
||||
|
||||
int oldListSize = list.Count;
|
||||
list.RemoveAt(slot);
|
||||
Database.RemoveItem(owner, itemDBId, inventoryCode);
|
||||
|
||||
//Realign slots
|
||||
for (int i = slot; i < list.Count; i++)
|
||||
list[i].slot = (ushort)i;
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
|
||||
SendInventoryPackets(slot);
|
||||
SendInventoryRemovePackets(slot);
|
||||
if (slot != oldListSize - 1)
|
||||
SendInventoryRemovePackets((ushort)(oldListSize - 1));
|
||||
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
|
||||
if (inventoryCode == NORMAL)
|
||||
owner.GetEquipment().SendFullEquipment(false);
|
||||
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
return;
|
||||
|
||||
if (owner is Player)
|
||||
Database.RemoveItem((Player)owner, toDelete.uniqueId);
|
||||
|
||||
list[slot] = null;
|
||||
isDirty[slot] = true;
|
||||
|
||||
doRealign();
|
||||
if (owner is Player)
|
||||
SendUpdatePackets((Player)owner);
|
||||
}
|
||||
|
||||
public void RemoveItemAtSlot(ushort slot)
|
||||
{
|
||||
if (slot >= list.Count)
|
||||
return;
|
||||
|
||||
int oldListSize = list.Count;
|
||||
list.RemoveAt((int)slot);
|
||||
Database.RemoveItem(owner, slot, inventoryCode);
|
||||
|
||||
//Realign slots
|
||||
for (int i = slot; i < list.Count; i++)
|
||||
list[i].slot = (ushort)i;
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
|
||||
SendInventoryPackets(slot);
|
||||
SendInventoryRemovePackets(slot);
|
||||
if (slot != oldListSize - 1)
|
||||
SendInventoryRemovePackets((ushort)(oldListSize - 1));
|
||||
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
|
||||
if (inventoryCode == NORMAL)
|
||||
owner.GetEquipment().SendFullEquipment(false);
|
||||
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
if (slot >= endOfListIndex)
|
||||
return;
|
||||
|
||||
if (owner is Player)
|
||||
Database.RemoveItem((Player)owner, list[slot].uniqueId);
|
||||
|
||||
list[slot] = null;
|
||||
isDirty[slot] = true;
|
||||
|
||||
doRealign();
|
||||
if (owner is Player)
|
||||
SendUpdatePackets((Player)owner);
|
||||
}
|
||||
|
||||
public void RemoveItemAtSlot(ushort slot, int quantity)
|
||||
{
|
||||
if (slot >= endOfListIndex)
|
||||
return;
|
||||
|
||||
if (list[slot] != null)
|
||||
{
|
||||
list[slot].quantity -= quantity;
|
||||
|
||||
if (list[slot].quantity <= 0)
|
||||
{
|
||||
if (owner is Player)
|
||||
Database.RemoveItem((Player)owner, list[slot].uniqueId);
|
||||
|
||||
list[slot] = null;
|
||||
doRealign();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (owner is Player)
|
||||
Database.SetQuantity((Player)owner, list[slot].uniqueId, list[slot].quantity);
|
||||
}
|
||||
|
||||
isDirty[slot] = true;
|
||||
if (owner is Player)
|
||||
SendUpdatePackets((Player)owner);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeDurability(uint slot, uint durabilityChange)
|
||||
{
|
||||
|
||||
{
|
||||
isDirty[slot] = true;
|
||||
}
|
||||
|
||||
public void ChangeSpiritBind(uint slot, uint spiritBindChange)
|
||||
{
|
||||
|
||||
{
|
||||
isDirty[slot] = true;
|
||||
}
|
||||
|
||||
public void ChangeMateria(uint slot, byte materiaSlot, byte materiaId)
|
||||
{
|
||||
|
||||
{
|
||||
isDirty[slot] = true;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Packet Functions
|
||||
public void SendFullInventory()
|
||||
{
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(0);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
private void SendInventoryPackets(InventoryItem item)
|
||||
{
|
||||
owner.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
|
||||
}
|
||||
|
||||
private void SendInventoryPackets(List<InventoryItem> items)
|
||||
public void SendFullInventory(Player player)
|
||||
{
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(player, 0);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
private void SendInventoryPackets(Player player, InventoryItem item)
|
||||
{
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, item));
|
||||
}
|
||||
|
||||
private void SendInventoryPackets(Player player, List<InventoryItem> items)
|
||||
{
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (items.Count - currentIndex >= 64)
|
||||
owner.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex >= 32)
|
||||
owner.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex >= 16)
|
||||
owner.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex > 1)
|
||||
owner.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
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)
|
||||
{
|
||||
owner.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
{
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void SendInventoryPackets(int startOffset)
|
||||
}
|
||||
|
||||
private void SendInventoryPackets(Player player, int startOffset)
|
||||
{
|
||||
int currentIndex = startOffset;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (list.Count - currentIndex >= 64)
|
||||
owner.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, list, ref currentIndex));
|
||||
else if (list.Count - currentIndex >= 32)
|
||||
owner.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, list, ref currentIndex));
|
||||
else if (list.Count - currentIndex >= 16)
|
||||
owner.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, list, ref currentIndex));
|
||||
else if (list.Count - currentIndex > 1)
|
||||
owner.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, list, ref currentIndex));
|
||||
else if (list.Count - currentIndex == 1)
|
||||
{
|
||||
owner.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, list[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
int currentIndex = startOffset;
|
||||
|
||||
List<InventoryItem> lst = new List<InventoryItem>();
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
lst.Add(list[i]);
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (endOfListIndex - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex > 1)
|
||||
player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, lst, ref currentIndex));
|
||||
else if (endOfListIndex - currentIndex == 1)
|
||||
{
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, list[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
private void SendInventoryRemovePackets(ushort index)
|
||||
}
|
||||
|
||||
private void SendInventoryRemovePackets(Player player, ushort index)
|
||||
{
|
||||
owner.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
|
||||
}
|
||||
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, index));
|
||||
}
|
||||
|
||||
private void SendInventoryRemovePackets(List<ushort> indexes)
|
||||
private void SendInventoryRemovePackets(Player player, List<ushort> indexes)
|
||||
{
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (indexes.Count - currentIndex >= 64)
|
||||
owner.QueuePacket(InventoryRemoveX64Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 32)
|
||||
owner.QueuePacket(InventoryRemoveX32Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 16)
|
||||
owner.QueuePacket(InventoryRemoveX16Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex > 1)
|
||||
owner.QueuePacket(InventoryRemoveX08Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
if (indexes.Count - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryRemoveX64Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryRemoveX32Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryRemoveX16Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex > 1)
|
||||
player.QueuePacket(InventoryRemoveX08Packet.BuildPacket(owner.actorId, indexes, ref currentIndex));
|
||||
else if (indexes.Count - currentIndex == 1)
|
||||
{
|
||||
owner.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, indexes[currentIndex]));
|
||||
{
|
||||
player.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, indexes[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public void RefreshItem(Player player, InventoryItem item)
|
||||
{
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(player, item);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void RefreshItem(Player player, params InventoryItem[] items)
|
||||
{
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(player, items.ToList());
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void RefreshItem(Player player, List<InventoryItem> items)
|
||||
{
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
SendInventoryPackets(player, items);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Inventory Utils
|
||||
|
||||
#endregion
|
||||
|
||||
#region Client Updating
|
||||
private void SendUpdatePackets(Player player)
|
||||
{
|
||||
List<InventoryItem> items = new List<InventoryItem>();
|
||||
List<ushort> slotsToRemove = new List<ushort>();
|
||||
|
||||
for (int i = 0; i < list.Length; i++)
|
||||
{
|
||||
if (i == endOfListIndex)
|
||||
break;
|
||||
if (isDirty[i])
|
||||
items.Add(list[i]);
|
||||
}
|
||||
|
||||
for (int i = endOfListIndex; i < list.Length; i++)
|
||||
{
|
||||
if (isDirty[i])
|
||||
slotsToRemove.Add((ushort)i);
|
||||
}
|
||||
|
||||
Array.Clear(isDirty, 0, isDirty.Length);
|
||||
|
||||
player.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
player.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, inventoryCapacity, inventoryCode));
|
||||
//Send Updated Slots
|
||||
SendInventoryPackets(player, items);
|
||||
//Send Remove packets for tail end
|
||||
SendInventoryRemovePackets(player, slotsToRemove);
|
||||
player.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
player.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Inventory Utils
|
||||
|
||||
public bool IsFull()
|
||||
{
|
||||
return list.Count >= inventoryCapacity;
|
||||
return endOfListIndex >= inventoryCapacity;
|
||||
}
|
||||
|
||||
public bool IsSpaceForAdd(uint itemId, int quantity)
|
||||
public bool IsSpaceForAdd(uint itemId, int quantity, int quality)
|
||||
{
|
||||
int quantityCount = quantity;
|
||||
for (int i = 0; i < list.Count; i++)
|
||||
int quantityCount = quantity;
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
ItemData gItem = Server.GetItemGamedata(item.itemId);
|
||||
if (item.itemId == itemId && item.quantity < gItem.maxStack)
|
||||
ItemData gItem = Server.GetItemGamedata(item.itemId);
|
||||
if (item.itemId == itemId && item.quality == quality && item.quantity < gItem.maxStack)
|
||||
{
|
||||
quantityCount -= (gItem.maxStack - item.quantity);
|
||||
if (quantityCount <= 0)
|
||||
|
@ -484,27 +500,61 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
|
|||
public bool HasItem(uint itemId)
|
||||
{
|
||||
return HasItem(itemId, 1);
|
||||
}
|
||||
|
||||
public bool HasItem(uint itemId, int minQuantity)
|
||||
{
|
||||
return HasItem(itemId, minQuantity, 1);
|
||||
}
|
||||
|
||||
public bool HasItem(uint itemId, int minQuantity)
|
||||
public bool HasItem(uint itemId, int minQuantity, int quality)
|
||||
{
|
||||
int count = 0;
|
||||
|
||||
foreach (InventoryItem item in list)
|
||||
{
|
||||
if (item.itemId == itemId)
|
||||
count += item.quantity;
|
||||
|
||||
if (count >= minQuantity)
|
||||
return true;
|
||||
int count = 0;
|
||||
|
||||
for (int i = endOfListIndex - 1; i >= 0; i--)
|
||||
{
|
||||
InventoryItem item = list[i];
|
||||
|
||||
Debug.Assert(item != null, "Item slot was null!!!");
|
||||
|
||||
if (item.itemId == itemId && item.quality == quality)
|
||||
count += item.quantity;
|
||||
|
||||
if (count >= minQuantity)
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public int GetNextEmptySlot()
|
||||
{
|
||||
return list.Count == 0 ? 0 : list.Count();
|
||||
{
|
||||
return endOfListIndex;
|
||||
}
|
||||
|
||||
private void doRealign()
|
||||
{
|
||||
int lastNullSlot = -1;
|
||||
|
||||
for (int i = 0; i < endOfListIndex; i++)
|
||||
{
|
||||
if (list[i] == null && lastNullSlot == -1)
|
||||
{
|
||||
lastNullSlot = i;
|
||||
continue;
|
||||
}
|
||||
else if (list[i] != null && lastNullSlot != -1)
|
||||
{
|
||||
list[lastNullSlot] = list[i];
|
||||
list[lastNullSlot].slot = (ushort)lastNullSlot;
|
||||
list[i] = null;
|
||||
isDirty[lastNullSlot] = true;
|
||||
isDirty[i] = true;
|
||||
lastNullSlot++;
|
||||
}
|
||||
}
|
||||
|
||||
endOfListIndex = lastNullSlot;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
|
|
@ -135,7 +135,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
public uint homepoint = 0;
|
||||
public byte homepointInn = 0;
|
||||
|
||||
//Instancing
|
||||
//Retainer
|
||||
RetainerMeetingRelationGroup retainerMeetingGroup = null;
|
||||
public Retainer currentSpawnedRetainer = null;
|
||||
public bool sentRetainerSpawn = false;
|
||||
|
||||
|
@ -533,12 +534,12 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
|
||||
#region Inventory & Equipment
|
||||
QueuePacket(InventoryBeginChangePacket.BuildPacket(actorId));
|
||||
inventories[Inventory.NORMAL].SendFullInventory();
|
||||
inventories[Inventory.CURRENCY].SendFullInventory();
|
||||
inventories[Inventory.KEYITEMS].SendFullInventory();
|
||||
inventories[Inventory.BAZAAR].SendFullInventory();
|
||||
inventories[Inventory.MELDREQUEST].SendFullInventory();
|
||||
inventories[Inventory.LOOT].SendFullInventory();
|
||||
inventories[Inventory.NORMAL].SendFullInventory(this);
|
||||
inventories[Inventory.CURRENCY].SendFullInventory(this);
|
||||
inventories[Inventory.KEYITEMS].SendFullInventory(this);
|
||||
inventories[Inventory.BAZAAR].SendFullInventory(this);
|
||||
inventories[Inventory.MELDREQUEST].SendFullInventory(this);
|
||||
inventories[Inventory.LOOT].SendFullInventory(this);
|
||||
equipment.SendFullEquipment(false);
|
||||
playerSession.QueuePacket(InventoryEndChangePacket.BuildPacket(actorId));
|
||||
#endregion
|
||||
|
@ -1742,30 +1743,30 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
chocoboAppearance = appearanceId;
|
||||
}
|
||||
|
||||
public bool SpawnMyRetainer(Npc bell, int retainerIndex)
|
||||
public Retainer SpawnMyRetainer(Npc bell, int retainerIndex)
|
||||
{
|
||||
Tuple<uint, uint, string> retainerData = Database.GetRetainer(this, retainerIndex);
|
||||
|
||||
ActorClass actorClass = Server.GetWorldManager().GetActorClass(retainerData.Item2);
|
||||
|
||||
if (actorClass == null)
|
||||
return false;
|
||||
return null;
|
||||
|
||||
float distance = (float)Math.Sqrt(((positionX - bell.positionX) * (positionX - bell.positionX)) + ((positionZ - bell.positionZ) * (positionZ - bell.positionZ)));
|
||||
float posX = bell.positionX - ((-1.0f * (bell.positionX - positionX)) / distance);
|
||||
float posZ = bell.positionZ - ((-1.0f * (bell.positionZ - positionZ)) / distance);
|
||||
|
||||
Retainer retainer = new Retainer(retainerData.Item1, retainerData.Item3, actorClass, this, posX, bell.positionY, positionZ, (float)Math.Atan2(positionX - posX, positionZ - posZ));
|
||||
Retainer retainer = new Retainer(retainerData.Item3, actorClass, this, posX, bell.positionY, positionZ, (float)Math.Atan2(positionX - posX, positionZ - posZ));
|
||||
|
||||
retainer.LoadEventConditions(actorClass.eventConditions);
|
||||
|
||||
//RetainerMeetingRelationGroup group = new RetainerMeetingRelationGroup(5555, this, retainer);
|
||||
//group.SendGroupPackets(playerSession);
|
||||
retainerMeetingGroup = new RetainerMeetingRelationGroup(5555, this, retainer);
|
||||
retainerMeetingGroup.SendGroupPackets(playerSession);
|
||||
|
||||
currentSpawnedRetainer = retainer;
|
||||
sentRetainerSpawn = false;
|
||||
|
||||
return true;
|
||||
return retainer;
|
||||
}
|
||||
|
||||
public void DespawnMyRetainer()
|
||||
|
@ -1773,6 +1774,8 @@ namespace FFXIVClassic_Map_Server.Actors
|
|||
if (currentSpawnedRetainer != null)
|
||||
{
|
||||
currentSpawnedRetainer = null;
|
||||
retainerMeetingGroup.SendDeletePacket(playerSession);
|
||||
retainerMeetingGroup = null;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -23,12 +23,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
|
|||
public byte materia5 = 0;
|
||||
|
||||
//Bare Minimum
|
||||
public InventoryItem(uint id, uint itemId, ushort slot)
|
||||
public InventoryItem(uint id, uint itemId)
|
||||
{
|
||||
this.uniqueId = id;
|
||||
this.itemId = itemId;
|
||||
this.quantity = 1;
|
||||
this.slot = slot;
|
||||
|
||||
ItemData gItem = Server.GetItemGamedata(itemId);
|
||||
itemType = gItem.isExclusive ? (byte)0x3 : (byte)0x0;
|
||||
|
@ -55,12 +54,11 @@ namespace FFXIVClassic_Map_Server.dataobjects
|
|||
this.materia5 = item.materia5;
|
||||
}
|
||||
|
||||
public InventoryItem(uint uniqueId, uint itemId, int quantity, ushort slot, byte itemType, byte qualityNumber, int durability, ushort spiritbind, byte materia1, byte materia2, byte materia3, byte materia4, byte materia5)
|
||||
public InventoryItem(uint uniqueId, uint itemId, int quantity, byte itemType, byte qualityNumber, int durability, ushort spiritbind, byte materia1, byte materia2, byte materia3, byte materia4, byte materia5)
|
||||
{
|
||||
this.uniqueId = uniqueId;
|
||||
this.itemId = itemId;
|
||||
this.quantity = quantity;
|
||||
this.slot = slot;
|
||||
this.itemType = itemType;
|
||||
this.quality = qualityNumber;
|
||||
this.durability = durability;
|
||||
|
|
|
@ -169,7 +169,9 @@ namespace FFXIVClassic_World_Server
|
|||
{
|
||||
uint sessionId = subpacket.header.targetId;
|
||||
Session session = GetSession(sessionId);
|
||||
subpacket.DebugPrintSubPacket();
|
||||
|
||||
if (subpacket.gameMessage.opcode != 0x1 && subpacket.gameMessage.opcode != 0xca)
|
||||
subpacket.DebugPrintSubPacket();
|
||||
if (subpacket.gameMessage.opcode >= 0x1000)
|
||||
{
|
||||
//subpacket.DebugPrintSubPacket();
|
||||
|
|
Loading…
Add table
Reference in a new issue