/// <summary>
        /// Drops the specific item from the player's inventory and adds it to the loot bag.
        /// </summary>
        /// <param name="item">item to drop</param>
        protected void DropInventoryItem(CharacterItem item)
        {
            CharacterItem itemData = item.Clone();

            itemData.level  = item.level;
            itemData.amount = item.amount;

            if (NonEquipItems.DecreaseItemsByIndex(this.IndexOfNonEquipItem(item.id), item.amount, GameInstance.Singleton.IsLimitInventorySlot))
            {
                lootBagItems.Add(itemData);
            }
        }
Ejemplo n.º 2
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        /// <summary>
        /// This will be called at server to order character to drop items
        /// </summary>
        /// <param name="index"></param>
        /// <param name="amount"></param>
        protected virtual void NetFuncDropItem(short index, short amount)
        {
            if (!CanDoActions() ||
                index >= nonEquipItems.Count)
            {
                return;
            }

            CharacterItem nonEquipItem = nonEquipItems[index];

            if (!nonEquipItem.NotEmptySlot() || amount > nonEquipItem.amount)
            {
                return;
            }

            if (this.DecreaseItemsByIndex(index, amount))
            {
                // Drop item to the ground
                CharacterItem dropData = nonEquipItem.Clone();
                dropData.amount = amount;
                ItemDropEntity.DropItem(this, dropData, new uint[] { ObjectId });
            }
        }
    public static bool IncreaseItems(IList <CharacterItem> itemList, CharacterItem addingItem)
    {
        // If item not valid
        if (!addingItem.NotEmptySlot())
        {
            return(false);
        }

        Item  itemData = addingItem.GetItem();
        short amount   = addingItem.amount;

        short maxStack = itemData.maxStack;
        Dictionary <int, CharacterItem> emptySlots = new Dictionary <int, CharacterItem>();
        Dictionary <int, CharacterItem> changes    = new Dictionary <int, CharacterItem>();
        // Loop to all slots to add amount to any slots that item amount not max in stack
        CharacterItem tempNonEquipItem;

        for (int i = 0; i < itemList.Count; ++i)
        {
            tempNonEquipItem = itemList[i];
            if (!tempNonEquipItem.NotEmptySlot())
            {
                // If current entry is not valid, add it to empty list, going to replacing it later
                emptySlots[i] = tempNonEquipItem;
            }
            else if (tempNonEquipItem.dataId == addingItem.dataId)
            {
                // If same item id, increase its amount
                if (tempNonEquipItem.amount + amount <= maxStack)
                {
                    tempNonEquipItem.amount += amount;
                    changes[i] = tempNonEquipItem;
                    amount     = 0;
                    break;
                }
                else if (maxStack - tempNonEquipItem.amount >= 0)
                {
                    amount -= (short)(maxStack - tempNonEquipItem.amount);
                    tempNonEquipItem.amount = maxStack;
                    changes[i] = tempNonEquipItem;
                }
            }
        }

        // Adding item to new slots or empty slots if needed
        CharacterItem tempNewItem;

        if (changes.Count == 0 && emptySlots.Count > 0)
        {
            // If there are no changes and there are an empty entries, fill them
            foreach (int emptySlotIndex in emptySlots.Keys)
            {
                tempNewItem = addingItem.Clone();
                short addAmount = 0;
                if (amount - maxStack >= 0)
                {
                    addAmount = maxStack;
                    amount   -= maxStack;
                }
                else
                {
                    addAmount = amount;
                    amount    = 0;
                }
                tempNewItem.amount      = addAmount;
                changes[emptySlotIndex] = tempNewItem;
                if (amount == 0)
                {
                    break;
                }
            }
        }

        // Apply all changes
        foreach (KeyValuePair <int, CharacterItem> change in changes)
        {
            itemList[change.Key] = change.Value;
        }

        // Add new items to new slots
        while (amount > 0)
        {
            tempNewItem = addingItem.Clone();
            short addAmount = 0;
            if (amount - maxStack >= 0)
            {
                addAmount = maxStack;
                amount   -= maxStack;
            }
            else
            {
                addAmount = amount;
                amount    = 0;
            }
            tempNewItem.amount = addAmount;
            itemList.Add(tempNewItem);
            if (amount == 0)
            {
                break;
            }
        }
        return(true);
    }