mirror of
https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-06-15 17:04:36 +02:00
Updated Map Server namespace. Moved all other data folders (www and sql) to data folder. Renamed boot name to Project Meteor.
This commit is contained in:
parent
18ef69f3d1
commit
91549bff7a
1823 changed files with 102704 additions and 901 deletions
316
Map Server/Actors/Chara/ReferencedItemPackage.cs
Normal file
316
Map Server/Actors/Chara/ReferencedItemPackage.cs
Normal file
|
@ -0,0 +1,316 @@
|
|||
/*
|
||||
===========================================================================
|
||||
Copyright (C) 2015-2019 Project Meteor Dev Team
|
||||
|
||||
This file is part of Project Meteor Server.
|
||||
|
||||
Project Meteor Server is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU Affero General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
Project Meteor Server is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Affero General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Affero General Public License
|
||||
along with Project Meteor Server. If not, see <https:www.gnu.org/licenses/>.
|
||||
===========================================================================
|
||||
*/
|
||||
|
||||
using Meteor.Map.actors.chara.player;
|
||||
using Meteor.Map.Actors;
|
||||
using Meteor.Map.dataobjects;
|
||||
using Meteor.Map.packets.send.actor.inventory;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics;
|
||||
|
||||
namespace Meteor.Map.actors.chara
|
||||
{
|
||||
|
||||
class ReferencedItemPackage
|
||||
{
|
||||
const uint EMPTY = 0xFFFFFFFF;
|
||||
|
||||
private readonly Player owner;
|
||||
private readonly InventoryItem[] referenceList;
|
||||
private readonly ushort itemPackageCode;
|
||||
private readonly ushort itemPackageCapacity;
|
||||
private bool writeToDB = false;
|
||||
|
||||
public ReferencedItemPackage(Player owner, ushort capacity, ushort code)
|
||||
{
|
||||
this.owner = owner;
|
||||
itemPackageCode = code;
|
||||
itemPackageCapacity = capacity;
|
||||
referenceList = new InventoryItem[capacity];
|
||||
|
||||
if (code == ItemPackage.EQUIPMENT)
|
||||
writeToDB = true;
|
||||
}
|
||||
|
||||
public void ToggleDBWrite(bool flag)
|
||||
{
|
||||
writeToDB = flag;
|
||||
}
|
||||
|
||||
#region Package Management
|
||||
public void SetList(InventoryItem[] toSet)
|
||||
{
|
||||
Debug.Assert(referenceList.Length == itemPackageCapacity);
|
||||
toSet.CopyTo(referenceList, 0);
|
||||
}
|
||||
|
||||
public void Set(ushort[] positions, ushort[] itemSlots, ushort itemPackage)
|
||||
{
|
||||
Debug.Assert(positions.Length == itemSlots.Length);
|
||||
|
||||
for (int i = 0; i < positions.Length; i++)
|
||||
{
|
||||
InventoryItem item = owner.GetItemPackage(itemPackage)?.GetItemAtSlot(itemSlots[i]);
|
||||
|
||||
if (item == null)
|
||||
continue;
|
||||
|
||||
Database.EquipItem(owner, positions[i], item.uniqueId);
|
||||
referenceList[positions[i]] = item;
|
||||
}
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
SendUpdate();
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void Set(ushort position, ushort itemPackagePosition, ushort itemPackageCode)
|
||||
{
|
||||
InventoryItem item = owner.GetItemPackage(itemPackageCode).GetItemAtSlot(itemPackagePosition);
|
||||
|
||||
if (item == null)
|
||||
return;
|
||||
|
||||
Set(position, item);
|
||||
}
|
||||
|
||||
public void Set(ushort position, InventoryItem item)
|
||||
{
|
||||
if (position >= referenceList.Length)
|
||||
return;
|
||||
|
||||
if (writeToDB)
|
||||
Database.EquipItem(owner, position, item.uniqueId);
|
||||
|
||||
ItemPackage newPackage = owner.GetItemPackage(item.itemPackage);
|
||||
ItemPackage oldPackage = null;
|
||||
|
||||
if (referenceList[position] != null)
|
||||
{
|
||||
oldPackage = owner.GetItemPackage(referenceList[position].itemPackage);
|
||||
InventoryItem oldItem = referenceList[position];
|
||||
oldPackage.MarkDirty(oldItem);
|
||||
}
|
||||
|
||||
newPackage.MarkDirty(item);
|
||||
|
||||
referenceList[position] = item;
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
if (oldPackage != null)
|
||||
oldPackage.SendUpdate();
|
||||
newPackage.SendUpdate();
|
||||
SendSingleUpdate(position);
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void Clear(ushort position)
|
||||
{
|
||||
if (position >= referenceList.Length)
|
||||
return;
|
||||
|
||||
if (writeToDB)
|
||||
Database.UnequipItem(owner, position);
|
||||
|
||||
ItemPackage oldItemPackage = owner.GetItemPackage(referenceList[position].itemPackage);
|
||||
|
||||
oldItemPackage.MarkDirty(referenceList[position]);
|
||||
referenceList[position] = null;
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
oldItemPackage.SendUpdate();
|
||||
SendSingleUpdate(position);
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void ClearAll()
|
||||
{
|
||||
List<ItemPackage> packagesToRefresh = new List<ItemPackage>();
|
||||
|
||||
for (int i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] == null)
|
||||
continue;
|
||||
|
||||
if (writeToDB)
|
||||
Database.UnequipItem(owner, (ushort)i);
|
||||
|
||||
ItemPackage package = owner.GetItemPackage(referenceList[i].itemPackage);
|
||||
package.MarkDirty(referenceList[i]);
|
||||
packagesToRefresh.Add(package);
|
||||
|
||||
referenceList[i] = null;
|
||||
}
|
||||
|
||||
owner.QueuePacket(InventoryBeginChangePacket.BuildPacket(owner.actorId));
|
||||
for (int i = 0; i < packagesToRefresh.Count; i++)
|
||||
packagesToRefresh[i].SendUpdate();
|
||||
SendUpdate();
|
||||
owner.QueuePacket(InventoryEndChangePacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Send Update Functions
|
||||
public void SendSingleUpdate(ushort position)
|
||||
{
|
||||
owner.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendSingleLinkedItemPacket(owner, position);
|
||||
owner.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SendUpdate()
|
||||
{
|
||||
SendUpdate(owner);
|
||||
}
|
||||
|
||||
public void SendUpdate(Player targetPlayer)
|
||||
{
|
||||
List<ushort> slotsToUpdate = new List<ushort>();
|
||||
|
||||
for (ushort i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] != null)
|
||||
slotsToUpdate.Add(i);
|
||||
}
|
||||
|
||||
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, itemPackageCapacity, itemPackageCode));
|
||||
SendLinkedItemPackets(targetPlayer, slotsToUpdate);
|
||||
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
}
|
||||
|
||||
public void SendUpdateAsItemPackage(Player targetPlayer)
|
||||
{
|
||||
SendUpdateAsItemPackage(targetPlayer, itemPackageCapacity, itemPackageCode);
|
||||
}
|
||||
|
||||
public void SendUpdateAsItemPackage(Player targetPlayer, ushort destinationCapacity, ushort destinationCode)
|
||||
{
|
||||
List<InventoryItem> items = new List<InventoryItem>();
|
||||
|
||||
for (ushort i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] == null)
|
||||
continue;
|
||||
|
||||
InventoryItem item = referenceList[i];
|
||||
item.linkSlot = i; //We have to set the linkSlot as this is the position in the Referenced IP, not the original IP it's linked from.
|
||||
items.Add(referenceList[i]);
|
||||
}
|
||||
|
||||
targetPlayer.QueuePacket(InventorySetBeginPacket.BuildPacket(owner.actorId, destinationCapacity, destinationCode));
|
||||
SendItemPackets(targetPlayer, items);
|
||||
targetPlayer.QueuePacket(InventorySetEndPacket.BuildPacket(owner.actorId));
|
||||
|
||||
//Clean Up linkSlots
|
||||
for (ushort i = 0; i < referenceList.Length; i++)
|
||||
{
|
||||
if (referenceList[i] == null)
|
||||
continue;
|
||||
InventoryItem item = referenceList[i];
|
||||
item.linkSlot = 0xFFFF;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Packet Functions (Private)
|
||||
private void SendSingleLinkedItemPacket(Player targetPlayer, ushort position)
|
||||
{
|
||||
if (referenceList[position] == null)
|
||||
targetPlayer.QueuePacket(InventoryRemoveX01Packet.BuildPacket(owner.actorId, position));
|
||||
else
|
||||
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, position, referenceList[position]));
|
||||
}
|
||||
|
||||
private void SendLinkedItemPackets(Player targetPlayer, List<ushort> slotsToUpdate)
|
||||
{
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (slotsToUpdate.Count - currentIndex >= 64)
|
||||
targetPlayer.QueuePacket(LinkedItemListX64Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex >= 32)
|
||||
targetPlayer.QueuePacket(LinkedItemListX32Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex >= 16)
|
||||
targetPlayer.QueuePacket(LinkedItemListX16Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex > 1)
|
||||
targetPlayer.QueuePacket(LinkedItemListX08Packet.BuildPacket(owner.actorId, referenceList, slotsToUpdate, ref currentIndex));
|
||||
else if (slotsToUpdate.Count - currentIndex == 1)
|
||||
{
|
||||
targetPlayer.QueuePacket(LinkedItemListX01Packet.BuildPacket(owner.actorId, slotsToUpdate[currentIndex], referenceList[slotsToUpdate[currentIndex]]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void SendItemPackets(Player player, List<InventoryItem> items)
|
||||
{
|
||||
int currentIndex = 0;
|
||||
|
||||
while (true)
|
||||
{
|
||||
if (items.Count - currentIndex >= 64)
|
||||
player.QueuePacket(InventoryListX64Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex >= 32)
|
||||
player.QueuePacket(InventoryListX32Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex >= 16)
|
||||
player.QueuePacket(InventoryListX16Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex > 1)
|
||||
player.QueuePacket(InventoryListX08Packet.BuildPacket(owner.actorId, items, ref currentIndex));
|
||||
else if (items.Count - currentIndex == 1)
|
||||
{
|
||||
player.QueuePacket(InventoryListX01Packet.BuildPacket(owner.actorId, items[currentIndex]));
|
||||
currentIndex++;
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Getters/Setters
|
||||
public ushort GetCode()
|
||||
{
|
||||
return itemPackageCode;
|
||||
}
|
||||
|
||||
public int GetCapacity()
|
||||
{
|
||||
return itemPackageCapacity;
|
||||
}
|
||||
|
||||
public Player GetOwner()
|
||||
{
|
||||
return owner;
|
||||
}
|
||||
|
||||
public InventoryItem GetItemAtSlot(ushort position)
|
||||
{
|
||||
if (position < referenceList.Length)
|
||||
return referenceList[position];
|
||||
else
|
||||
return null;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue