Reworked the inventory system so that each inventory type is contained in it's own "Inventory" object. Also, fixed the Inventory packets being all malformed.

This commit is contained in:
Filip Maj 2016-02-13 14:12:05 -05:00
parent df2ac1fb32
commit 69b34fdce7
10 changed files with 187 additions and 223 deletions

View file

@ -28,9 +28,9 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
else
max = 8;
for (int i = listOffset; i < max; i++)
for (int i = 0; i < max; i++)
{
binWriter.Write(items[i].toPacketBytes());
binWriter.Write(items[listOffset].toPacketBytes());
listOffset++;
}

View file

@ -28,7 +28,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
else
max = 16;
for (int i = listOffset; i < items.Count; i++)
for (int i = 0; i < max; i++)
{
binWriter.Write(items[i].toPacketBytes());
listOffset++;

View file

@ -28,7 +28,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
else
max = 32;
for (int i = listOffset; i < items.Count; i++)
for (int i = 0; i < max; i++)
{
binWriter.Write(items[i].toPacketBytes());
listOffset++;

View file

@ -28,7 +28,7 @@ namespace FFXIVClassic_Map_Server.packets.send.actor.inventory
else
max = 64;
for (int i = listOffset; i < max; i++)
for (int i = 0; i < max; i++)
{
binWriter.Write(items[i].toPacketBytes());
listOffset++;

View file

@ -13,14 +13,6 @@ namespace FFXIVClassic_Map_Server.packets.send.Actor.inventory
public const ushort OPCODE = 0x0146;
public const uint PACKET_SIZE = 0x28;
public const ushort CODE_INVENTORY = 0x0000; //Max 0xC8
public const ushort CODE_LOOT = 0x0004; //Max 0xA
public const ushort CODE_MELDREQUEST = 0x0005; //Max 0x04
public const ushort CODE_BAZAAR = 0x0007; //Max 0x0A
public const ushort CODE_CURRANCY = 0x0063; //Max 0x140
public const ushort CODE_KEYITEMS = 0x0064; //Max 0x500
public const ushort CODE_EQUIPMENT = 0x00FE; //Max 0x23
public static SubPacket buildPacket(uint playerActorID, ushort size, ushort code)
{
byte[] data = new byte[8];