/// <summary> /// </summary> /// <param name="message"> /// </param> /// <param name="cli"> /// </param> /// <exception cref="ArgumentOutOfRangeException"> /// </exception> /// <exception cref="NotImplementedException"> /// </exception> public static void AddItemToContainer(ContainerAddItemMessage message, ZoneClient cli) { bool noAppearanceUpdate = false; /* Container ID's: * 0065 Weaponpage * 0066 Armorpage * 0067 Implantpage * 0068 Inventory (places 64-93) * 0069 Bank * 006B Backpack * 006C KnuBot Trade Window * 006E Overflow window * 006F Trade Window * 0073 Socialpage * 0767 Shop Inventory * 0790 Playershop Inventory * DEAD Trade Window (incoming) It's bank now (when you put something into the bank) */ var fromContainerID = (int)message.SourceContainer.Type; int fromPlacement = message.SourceContainer.Instance; Identity toIdentity = message.Target; int toPlacement = message.TargetPlacement; // Where and what does need to be moved/added? IInventoryPage sendingPage = cli.Character.BaseInventory.Pages[fromContainerID]; IItem itemFrom = sendingPage[fromPlacement]; // Receiver of the item (IInstancedEntity, can be mostly all from NPC, Character or Bag, later even playfields) // Turn 0xDEAD into C350 if instance is the same if (toIdentity.Type == IdentityType.IncomingTradeWindow) { toIdentity.Type = IdentityType.CanbeAffected; } IItemContainer itemReceiver = cli.Playfield.FindByIdentity(toIdentity) as IItemContainer; if (itemReceiver == null) { throw new ArgumentOutOfRangeException( "No Entity found: " + message.Target.Type.ToString() + ":" + message.Target.Instance); } // On which inventorypage should the item be added? IInventoryPage receivingPage; if ((toPlacement == 0x6f) && (message.Target.Type == IdentityType.IncomingTradeWindow)) { receivingPage = itemReceiver.BaseInventory.Pages[(int)IdentityType.Bank]; } else { receivingPage = itemReceiver.BaseInventory.PageFromSlot(toPlacement); } // Get standard page if toplacement cant be found (0x6F for next free slot) // TODO: If Entities are not the same (other player, bag etc) then always add to the standard page if ((receivingPage == null) || (itemReceiver.GetType() != cli.Character.GetType())) { receivingPage = itemReceiver.BaseInventory.Pages[itemReceiver.BaseInventory.StandardPage]; } if (receivingPage == null) { throw new ArgumentOutOfRangeException("No inventorypage found."); } if (toPlacement == 0x6f) { toPlacement = receivingPage.FindFreeSlot(); } // Is there already a item? IItem itemTo; try { itemTo = receivingPage[toPlacement]; } catch (Exception) { itemTo = null; } // Calculating delay for equip/unequip/switch gear int delay = 20; cli.Character.DoNotDoTimers = true; IItemSlotHandler equipTo = receivingPage as IItemSlotHandler; IItemSlotHandler unequipFrom = sendingPage as IItemSlotHandler; noAppearanceUpdate = !((equipTo is WeaponInventoryPage) || (equipTo is ArmorInventoryPage) || (equipTo is SocialArmorInventoryPage)); noAppearanceUpdate &= !((unequipFrom is WeaponInventoryPage) || (unequipFrom is ArmorInventoryPage) || (unequipFrom is SocialArmorInventoryPage)); if (equipTo != null) { if (itemTo != null) { if (receivingPage.NeedsItemCheck) { Actions action = GetAction(sendingPage, itemFrom); if (action.CheckRequirements(cli.Character)) { UnEquip.Send(cli, receivingPage, toPlacement); if (!noAppearanceUpdate) { // Equipmentpages need delays // Delay when equipping/unequipping // has to be redone, jumping breaks the equiping/unequiping // and other messages have to be done too // like heartbeat timer, damage from environment and such delay = (itemFrom.GetAttribute(211) == 1234567890 ? 20 : itemFrom.GetAttribute(211)) + (itemTo.GetAttribute(211) == 1234567890 ? 20 : itemTo.GetAttribute(211)); } Thread.Sleep(delay * 10); // social has to wait for 0.2 secs too (for helmet update) cli.Character.Send(message); equipTo.HotSwap(sendingPage, fromPlacement, toPlacement); Equip.Send(cli, receivingPage, toPlacement); } } } else { if (receivingPage.NeedsItemCheck) { if (itemFrom == null) { throw new NullReferenceException("itemFrom can not be null, possible inventory error"); } Actions action = GetAction(receivingPage, itemFrom); if (action.CheckRequirements(cli.Character)) { if (!noAppearanceUpdate) { // Equipmentpages need delays // Delay when equipping/unequipping // has to be redone, jumping breaks the equiping/unequiping // and other messages have to be done too // like heartbeat timer, damage from environment and such delay = itemFrom.GetAttribute(211); if ((equipTo is SocialArmorInventoryPage) || (delay == 1234567890)) { delay = 20; } Thread.Sleep(delay * 10); } if (sendingPage == receivingPage) { // Switch rings for example UnEquip.Send(cli, sendingPage, fromPlacement); } cli.Character.Send(message); equipTo.Equip(sendingPage, fromPlacement, toPlacement); Equip.Send(cli, receivingPage, toPlacement); } } } } else { if (unequipFrom != null) { // Send to client first if (!noAppearanceUpdate) { // Equipmentpages need delays // Delay when equipping/unequipping // has to be redone, jumping breaks the equiping/unequiping // and other messages have to be done too // like heartbeat timer, damage from environment and such delay = itemFrom.GetAttribute(211); if ((unequipFrom is SocialArmorInventoryPage) || (delay == 1234567890)) { delay = 20; } Thread.Sleep(delay * 10); } UnEquip.Send(cli, sendingPage, fromPlacement); unequipFrom.Unequip(fromPlacement, receivingPage, toPlacement); cli.Character.Send(message); } else { // No equipment page involved, just send ContainerAddItemMessage back message.TargetPlacement = receivingPage.FindFreeSlot(); IItem item = sendingPage.Remove(fromPlacement); receivingPage.Add(message.TargetPlacement, item); cli.Character.Send(message); } } cli.Character.DoNotDoTimers = false; cli.Character.Stats.ClearChangedFlags(); // Apply item functions before sending the appearanceupdate message cli.Character.CalculateSkills(); if (!noAppearanceUpdate) { AppearanceUpdate.AnnounceAppearanceUpdate(cli.Character); } }
public static void AddItemToContainer(ContainerAddItemMessage message, Client cli) { var noAppearanceUpdate = false; /* Container ID's: * 0065 Weaponpage * 0066 Armorpage * 0067 Implantpage * 0068 Inventory (places 64-93) * 0069 Bank * 006B Backpack * 006C KnuBot Trade Window * 006E Overflow window * 006F Trade Window * 0073 Socialpage * 0767 Shop Inventory * 0790 Playershop Inventory * DEAD Trade Window (incoming) */ var fromContainerID = (int)message.SourceContainer.Type; var fromPlacement = message.SourceContainer.Instance; var toIdentity = message.Target; var toPlacement = message.TargetPlacement; // Where and what does need to be moved/added? IInventoryPage sendingPage = cli.Character.BaseInventory.Pages[fromContainerID]; IItem itemFrom = sendingPage[fromPlacement]; // Receiver of the item (IInstancedEntity, can be mostly all from NPC, Character or Bag, later even playfields) IItemContainer itemReceiver = cli.Playfield.FindByIdentity(toIdentity) as IItemContainer; if (itemReceiver == null) { throw new ArgumentOutOfRangeException("No Entity found: " + message.Target.Type.ToString() + ":" + message.Target.Instance); } // On which inventorypage should the item be added? IInventoryPage receivingPage = itemReceiver.BaseInventory.PageFromSlot(toPlacement); // Get standard page if toplacement cant be found (0x6F for next free slot) // TODO: If Entities are not the same (other player, bag etc) then always add to the standard page if (receivingPage == null) { receivingPage = itemReceiver.BaseInventory.Pages[itemReceiver.BaseInventory.StandardPage]; } if (receivingPage == null) { throw new ArgumentOutOfRangeException("No inventorypage found."); } if (toPlacement == 0x6f) { toPlacement = receivingPage.FindFreeSlot(); } // Is there already a item? IItem itemTo; try { itemTo = receivingPage[toPlacement]; } catch (Exception) { itemTo = null; } // Calculating delay for equip/unequip/switch gear var delay = 0; if (itemFrom != null) { delay += itemFrom.GetAttribute(211); } if (itemTo != null) { delay += itemTo.GetAttribute(211); } if (delay == 0) { delay = 200; } int counter; cli.Character.DoNotDoTimers = true; IItemSlotHandler equipTo = receivingPage as IItemSlotHandler; IItemSlotHandler unequipFrom = sendingPage as IItemSlotHandler; if (equipTo != null) { if (itemTo != null) { equipTo.HotSwap(sendingPage, fromPlacement, toPlacement); } else { equipTo.Equip(sendingPage, fromPlacement, toPlacement); } } else { if (unequipFrom != null) { unequipFrom.Unequip(fromPlacement, receivingPage, toPlacement); } } /* * switch (fromContainerID) * { * case 0x68: * * // from Inventory * if (toPlacement <= 30) * { * // to Weaponspage or Armorpage * // TODO: Send some animation * if (itemTo != null) * { * cli.Character.UnequipItem(itemTo, cli.Character, false, fromPlacement); * * // send interpolated item * Unequip.Send(cli, itemTo, InventoryPage(toPlacement), toPlacement); * * // client takes care of hotswap * cli.Character.EquipItem(itemFrom, cli.Character, false, toPlacement); * Equip.Send(cli, itemFrom, InventoryPage(toPlacement), toPlacement); * } * else * { * cli.Character.EquipItem(itemFrom, cli.Character, false, toPlacement); * Equip.Send(cli, itemFrom, InventoryPage(toPlacement), toPlacement); * } * } * else * { * if (toPlacement < 46) * { * if (itemTo == null) * { * cli.Character.EquipItem(itemFrom, cli.Character, false, toPlacement); * Equip.Send(cli, itemFrom, InventoryPage(toPlacement), toPlacement); * } * } * * // Equiping to social page * if ((toPlacement >= 49) && (toPlacement <= 63)) * { * if (itemTo != null) * { * cli.Character.UnequipItem(itemTo, cli.Character, true, fromPlacement); * * // send interpolated item * cli.Character.EquipItem(itemFrom, cli.Character, true, toPlacement); * } * else * { * cli.Character.EquipItem(itemFrom, cli.Character, true, toPlacement); * } * * // cli.Character.switchItems(cli, fromplacement, toplacement); * } * } * * cli.Character.SwitchItems(fromPlacement, toPlacement); * cli.Character.CalculateSkills(); * noAppearanceUpdate = false; * break; * case 0x66: * * // from Armorpage * cli.Character.UnequipItem(itemFrom, cli.Character, false, fromPlacement); * * // send interpolated item * Unequip.Send(cli, itemFrom, InventoryPage(fromPlacement), fromPlacement); * cli.Character.SwitchItems(fromPlacement, toPlacement); * cli.Character.CalculateSkills(); * noAppearanceUpdate = false; * break; * case 0x65: * * // from Weaponspage * cli.Character.UnequipItem(itemFrom, cli.Character, false, fromPlacement); * * // send interpolated item * Unequip.Send(cli, itemFrom, InventoryPage(fromPlacement), fromPlacement); * cli.Character.SwitchItems(fromPlacement, toPlacement); * cli.Character.CalculateSkills(); * noAppearanceUpdate = false; * break; * case 0x67: * * // from Implantpage * cli.Character.UnequipItem(itemFrom, cli.Character, false, fromPlacement); * * // send interpolated item * Unequip.Send(cli, itemFrom, InventoryPage(fromPlacement), fromPlacement); * cli.Character.SwitchItems(fromPlacement, toPlacement); * cli.Character.CalculateSkills(); * noAppearanceUpdate = true; * break; * case 0x73: * cli.Character.UnequipItem(itemFrom, cli.Character, true, fromPlacement); * * cli.Character.SwitchItems(fromPlacement, toPlacement); * cli.Character.CalculateSkills(); * break; * case 0x69: * cli.Character.TransferItemfromBank(fromPlacement, toPlacement); * toPlacement = 0x6f; // setting back to 0x6f for packet reply * noAppearanceUpdate = true; * break; * case 0x6c: * * // KnuBot Trade Window * cli.Character.TransferItemfromKnuBotTrade(fromPlacement, toPlacement); * break; * default: * break; * } * }*/ cli.Character.DoNotDoTimers = false; if ((equipTo != null) || (unequipFrom != null)) { // Equipmentpages need delays // Delay when equipping/unequipping // has to be redone, jumping breaks the equiping/unequiping // and other messages have to be done too // like heartbeat timer, damage from environment and such Thread.Sleep(delay); } else { Thread.Sleep(200); // social has to wait for 0.2 secs too (for helmet update) } /* * SwitchItem.Send( * cli, * fromContainerID, * fromPlacement, * new Identity { Type = toIdentity.Type, Instance = toIdentity.Instance }, * toPlacement); */ cli.Character.Stats.ClearChangedFlags(); if (!noAppearanceUpdate) { throw new NotImplementedException("TODO"); //cli.Character.AppearanceUpdate(); } itemFrom = null; itemTo = null; }