More inventory fixing after I broke it. Added preliminary final trade code. Moved recalc stats to the end of equipcommand, not on every modification of the referred item package.

This commit is contained in:
Filip Maj 2019-06-04 00:11:36 -04:00
parent 88ff22e55e
commit 69d4b19979
13 changed files with 388 additions and 170 deletions

View file

@ -32,12 +32,10 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
public const ushort MAXSIZE_EQUIPMENT = 35;
public const ushort MAXSIZE_EQUIPMENT_OTHERPLAYER = 0x23;
public enum INV_ERROR {
SUCCESS = 0,
INVENTORY_FULL,
ALREADY_HAS_UNIQUE,
SYSTEM_ERROR
};
public const int ERROR_SUCCESS = 0;
public const int ERROR_FULL = 1;
public const int ERROR_HAS_UNIQUE = 2;
public const int ERROR_SYSTEM = 3;
private Character owner;
private ushort itemPackageCapacity;
@ -121,24 +119,64 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
return null;
}
public INV_ERROR AddItem(uint itemId)
public int AddItem(uint itemId)
{
return AddItem(itemId, 1, 1);
}
public INV_ERROR AddItem(uint itemId, int quantity)
public int AddItem(uint itemId, int quantity)
{
return AddItem(itemId, quantity, 1);
}
public bool AddItems(uint[] itemIds)
public int AddItems(uint[] itemIds, uint[] quantity, byte[] quality)
{
bool canAdd = GetFreeSlots() - itemIds.Length >= 0;
if (canAdd)
if (itemIds.Length != quantity.Length && itemIds.Length != quality.Length)
return ERROR_SYSTEM;
//Check if has space
if (!CanAdd(itemIds, quantity, quality))
return ERROR_FULL;
for (int i = 0; i < itemIds.Length; i++)
{
foreach (uint id in itemIds)
ItemData gItem = Server.GetItemGamedata(itemIds[i]);
//If it's unique, abort
if (HasItem(itemIds[i]) && gItem.isExclusive)
return ERROR_HAS_UNIQUE;
if (gItem == null)
{
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemIds[i]);
return ERROR_SYSTEM;
}
//Check if item id exists
int quantityCount = (int) quantity[i];
for (int j = 0; j < endOfListIndex; j++)
{
InventoryItem item = list[j];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == itemIds[i] && item.quality == quantity[i] && item.quantity < gItem.maxStack)
{
int oldQuantity = item.quantity;
item.quantity = Math.Min(item.quantity + quantityCount, gItem.maxStack);
isDirty[j] = true;
quantityCount -= (gItem.maxStack - oldQuantity);
DoDatabaseQuantity(item.uniqueId, item.quantity);
if (quantityCount <= 0)
break;
}
}
//New item that spilled over
while (quantityCount > 0)
{
ItemData gItem = Server.GetItemGamedata(id);
InventoryItem.ItemModifier modifiers = null;
if (gItem.durability != 0)
{
@ -146,31 +184,82 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
modifiers.durability = (uint)gItem.durability;
}
InventoryItem addedItem = Database.CreateItem(id, Math.Min(1, gItem.maxStack), 0, modifiers);
InventoryItem addedItem = Database.CreateItem(itemIds[i], Math.Min(quantityCount, gItem.maxStack), quality[i], modifiers);
addedItem.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
isDirty[endOfListIndex] = true;
list[endOfListIndex++] = addedItem;
quantityCount -= gItem.maxStack;
DoDatabaseAdd(addedItem);
}
}
}
return canAdd;
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
return ERROR_SUCCESS;
}
public INV_ERROR AddItem(InventoryItem itemRef)
public bool CanAdd(uint[] itemIds, uint[] quantity, byte[] quality)
{
if (itemIds.Length != quantity.Length && itemIds.Length != quality.Length)
return false;
int tempInvSize = GetCount();
for (int i = 0; i < itemIds.Length; i++)
{
ItemData gItem = Server.GetItemGamedata(itemIds[i]);
//Check if item id exists and fill up til maxstack
int quantityCount = (int) quantity[i];
for (int j = 0; j < endOfListIndex; j++)
{
InventoryItem item = list[j];
Debug.Assert(item != null, "Item slot was null!!!");
if (item.itemId == itemIds[i] && item.quality == quality[i] && item.quantity < gItem.maxStack)
{
quantityCount -= (gItem.maxStack - item.quantity);
if (quantityCount <= 0)
break;
}
}
//New items that spilled over creating new stacks
while (quantityCount > 0)
{
quantityCount -= gItem.maxStack;
tempInvSize++;
}
//If the new stacks push us over capacity, can't add these items
if (tempInvSize > itemPackageCapacity)
return false;
}
return true;
}
public int AddItem(InventoryItem itemRef)
{
//If it isn't a single item (ie: armor) just add like normal (not valid for BAZAAR)
if (itemPackageCode != BAZAAR && itemRef.GetItemData().maxStack > 1)
return AddItem(itemRef.itemId, itemRef.quantity, itemRef.quality);
if (!IsSpaceForAdd(itemRef.itemId, itemRef.quantity, itemRef.quality))
return INV_ERROR.INVENTORY_FULL;
return ERROR_FULL;
ItemData gItem = Server.GetItemGamedata(itemRef.itemId);
if (gItem == null)
{
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemRef.itemId);
return INV_ERROR.SYSTEM_ERROR;
return ERROR_SYSTEM;
}
itemRef.RefreshPositioning(owner, itemPackageCode, (ushort)endOfListIndex);
@ -179,26 +268,31 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
list[endOfListIndex++] = itemRef;
DoDatabaseAdd(itemRef);
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
return INV_ERROR.SUCCESS;
return ERROR_SUCCESS;
}
public INV_ERROR AddItem(uint itemId, int quantity, byte quality)
public int AddItem(uint itemId, int quantity, byte quality)
{
if (!IsSpaceForAdd(itemId, quantity, quality))
return INV_ERROR.INVENTORY_FULL;
return ERROR_FULL;
ItemData gItem = Server.GetItemGamedata(itemId);
//If it's unique, abort
if (HasItem(itemId) && gItem.isExclusive)
return INV_ERROR.ALREADY_HAS_UNIQUE;
return ERROR_HAS_UNIQUE;
if (gItem == null)
{
Program.Log.Error("Inventory.AddItem: unable to find item %u", itemId);
return INV_ERROR.SYSTEM_ERROR;
return ERROR_SYSTEM;
}
//Check if item id exists
@ -242,15 +336,25 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
DoDatabaseAdd(addedItem);
}
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
return INV_ERROR.SUCCESS;
return ERROR_SUCCESS;
}
public void SetItem(ushort slot, InventoryItem item)
{
list[slot] = item;
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
item.RefreshPositioning(owner, itemPackageCode, slot);
}
@ -309,7 +413,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
}
DoRealign();
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
}
public void RemoveItem(InventoryItem item)
@ -358,7 +468,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
isDirty[slot] = true;
DoRealign();
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
}
public void RemoveItemAtSlot(ushort slot)
@ -373,7 +489,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
isDirty[slot] = true;
DoRealign();
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
}
public void RemoveItemAtSlot(ushort slot, int quantity)
@ -397,7 +519,13 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
DoDatabaseQuantity(list[slot].uniqueId, list[slot].quantity);
isDirty[slot] = true;
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
}
}
@ -411,7 +539,12 @@ namespace FFXIVClassic_Map_Server.actors.chara.player
}
endOfListIndex = 0;
SendUpdate();
if (owner is Player)
{
(owner as Player).QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
SendUpdate();
(owner as Player).QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
}
}
public void MarkDirty(InventoryItem item)