mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
355 lines
6.2 KiB
C++
355 lines
6.2 KiB
C++
#include "Inventory.h"
|
|
#include "GameMessages.h"
|
|
#include "Game.h"
|
|
#include "Item.h"
|
|
|
|
std::vector<LOT> Inventory::m_GameMasterRestrictedItems = {
|
|
1727, // GM Only - JetPack
|
|
2243, // GM Only - Hammer of Doom
|
|
3293, // GM Only - Flamethrower
|
|
3735, // GM Only - Large Jetpack
|
|
5873, // GM Only - Winged Helm of Speed
|
|
6407, // Gm Only - Hat of Pwnage
|
|
14442 // The jamesster jetpack
|
|
};
|
|
|
|
Inventory::Inventory(const eInventoryType type, const uint32_t size, const std::vector<Item*>& items, InventoryComponent* component)
|
|
{
|
|
this->type = type;
|
|
this->size = size;
|
|
this->free = size;
|
|
this->component = component;
|
|
|
|
for (auto* item : items)
|
|
{
|
|
AddManagedItem(item);
|
|
}
|
|
}
|
|
|
|
eInventoryType Inventory::GetType() const
|
|
{
|
|
return type;
|
|
}
|
|
|
|
uint32_t Inventory::GetSize() const
|
|
{
|
|
return size;
|
|
}
|
|
|
|
std::map<LWOOBJID, Item*>& Inventory::GetItems()
|
|
{
|
|
return items;
|
|
}
|
|
|
|
std::map<uint32_t, Item*> Inventory::GetSlots() const
|
|
{
|
|
std::map<uint32_t, Item*> slots;
|
|
|
|
for (const auto& pair : items)
|
|
{
|
|
auto* item = pair.second;
|
|
|
|
slots.insert_or_assign(item->GetSlot(), item);
|
|
}
|
|
|
|
return slots;
|
|
}
|
|
|
|
InventoryComponent* Inventory::GetComponent() const
|
|
{
|
|
return component;
|
|
}
|
|
|
|
uint32_t Inventory::GetLotCount(const LOT lot) const
|
|
{
|
|
uint32_t count = 0;
|
|
|
|
for (const auto& pair : items)
|
|
{
|
|
const auto* item = pair.second;
|
|
|
|
if (item->GetLot() == lot)
|
|
{
|
|
count += item->GetCount();
|
|
}
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
void Inventory::SetSize(const uint32_t value)
|
|
{
|
|
free += static_cast<int32_t>(value) - static_cast<int32_t>(size);
|
|
|
|
size = value;
|
|
|
|
GameMessages::SendSetInventorySize(component->GetParent(), type, static_cast<int>(size));
|
|
}
|
|
|
|
int32_t Inventory::FindEmptySlot()
|
|
{
|
|
if (free <= 6) // Up from 1
|
|
{
|
|
if (type != ITEMS && type != VAULT_ITEMS)
|
|
{
|
|
uint32_t newSize = size;
|
|
|
|
if (type == MODELS || type == VAULT_MODELS)
|
|
{
|
|
newSize = 240;
|
|
}
|
|
else
|
|
{
|
|
newSize += 20;
|
|
}
|
|
|
|
if (newSize > GetSize())
|
|
{
|
|
SetSize(newSize);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (free == 0)
|
|
{
|
|
return -1;
|
|
}
|
|
|
|
const auto slots = GetSlots();
|
|
|
|
for (auto i = 0u; i < size; ++i)
|
|
{
|
|
if (slots.find(i) == slots.end())
|
|
{
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
int32_t Inventory::GetEmptySlots()
|
|
{
|
|
return free;
|
|
}
|
|
|
|
bool Inventory::IsSlotEmpty(int32_t slot)
|
|
{
|
|
const auto slots = GetSlots();
|
|
|
|
const auto& index = slots.find(slot);
|
|
|
|
return index == slots.end();
|
|
}
|
|
|
|
Item* Inventory::FindItemById(const LWOOBJID id) const
|
|
{
|
|
const auto& index = items.find(id);
|
|
|
|
if (index == items.end())
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return index->second;
|
|
}
|
|
|
|
Item* Inventory::FindItemByLot(const LOT lot, const bool ignoreEquipped, const bool ignoreBound) const
|
|
{
|
|
Item* smallest = nullptr;
|
|
|
|
for (const auto& pair : items)
|
|
{
|
|
auto* item = pair.second;
|
|
|
|
if (item->GetLot() != lot)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (ignoreEquipped && item->IsEquipped())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (ignoreBound && item->GetBound())
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (smallest == nullptr)
|
|
{
|
|
smallest = item;
|
|
|
|
continue;
|
|
}
|
|
|
|
if (smallest->GetCount() > item->GetCount())
|
|
{
|
|
smallest = item;
|
|
}
|
|
}
|
|
|
|
return smallest;
|
|
}
|
|
|
|
Item* Inventory::FindItemBySlot(const uint32_t slot) const
|
|
{
|
|
const auto slots = GetSlots();
|
|
|
|
const auto index = slots.find(slot);
|
|
|
|
if (index == slots.end())
|
|
{
|
|
return nullptr;
|
|
}
|
|
|
|
return index->second;
|
|
}
|
|
|
|
Item* Inventory::FindItemBySubKey(LWOOBJID id) const
|
|
{
|
|
for (const auto& item : items)
|
|
{
|
|
if (item.second->GetSubKey() == id)
|
|
{
|
|
return item.second;
|
|
}
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
void Inventory::AddManagedItem(Item* item)
|
|
{
|
|
const auto id = item->GetId();
|
|
|
|
if (items.find(id) != items.end())
|
|
{
|
|
Game::logger->Log("Inventory", "Attempting to add an item with an already present id (%llu)!\n", id);
|
|
|
|
return;
|
|
}
|
|
|
|
const auto slots = GetSlots();
|
|
|
|
const auto slot = item->GetSlot();
|
|
|
|
if (slots.find(slot) != slots.end())
|
|
{
|
|
Game::logger->Log("Inventory", "Attempting to add an item with an already present slot (%i)!\n", slot);
|
|
|
|
return;
|
|
}
|
|
|
|
items.insert_or_assign(id, item);
|
|
|
|
free--;
|
|
}
|
|
|
|
void Inventory::RemoveManagedItem(Item* item)
|
|
{
|
|
const auto id = item->GetId();
|
|
|
|
if (items.find(id) == items.end())
|
|
{
|
|
Game::logger->Log("Inventory", "Attempting to remove an item with an invalid id (%llu), lot (%i)!\n", id, item->GetLot());
|
|
|
|
return;
|
|
}
|
|
|
|
items.erase(id);
|
|
|
|
free++;
|
|
}
|
|
|
|
eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot)
|
|
{
|
|
auto itemComponent = FindItemComponent(lot);
|
|
|
|
const auto itemType = static_cast<eItemType>(itemComponent.itemType);
|
|
|
|
switch (itemType) {
|
|
case ITEM_TYPE_BRICK:
|
|
return BRICKS;
|
|
|
|
case ITEM_TYPE_BEHAVIOR:
|
|
return BEHAVIORS;
|
|
|
|
case ITEM_TYPE_PROPERTY:
|
|
return PROPERTY_DEEDS;
|
|
|
|
case ITEM_TYPE_MODEL:
|
|
case ITEM_TYPE_VEHICLE:
|
|
case ITEM_TYPE_LOOT_MODEL:
|
|
return MODELS;
|
|
|
|
case ITEM_TYPE_HAT:
|
|
case ITEM_TYPE_HAIR:
|
|
case ITEM_TYPE_NECK:
|
|
case ITEM_TYPE_LEFT_HAND:
|
|
case ITEM_TYPE_RIGHT_HAND:
|
|
case ITEM_TYPE_LEGS:
|
|
case ITEM_TYPE_LEFT_TRINKET:
|
|
case ITEM_TYPE_RIGHT_TRINKET:
|
|
case ITEM_TYPE_COLLECTIBLE:
|
|
case ITEM_TYPE_CONSUMABLE:
|
|
case ITEM_TYPE_CHEST:
|
|
case ITEM_TYPE_EGG:
|
|
case ITEM_TYPE_PET_FOOD:
|
|
case ITEM_TYPE_PET_INVENTORY_ITEM:
|
|
case ITEM_TYPE_PACKAGE:
|
|
case ITEM_TYPE_CURRENCY:
|
|
return ITEMS;
|
|
|
|
case ITEM_TYPE_QUEST_OBJECT:
|
|
case ITEM_TYPE_UNKNOWN:
|
|
default:
|
|
return HIDDEN;
|
|
}
|
|
}
|
|
|
|
const CDItemComponent& Inventory::FindItemComponent(const LOT lot)
|
|
{
|
|
auto* registry = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
|
|
|
|
auto* itemComponents = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
|
|
|
|
const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
|
|
|
|
if (componentId == 0)
|
|
{
|
|
Game::logger->Log("Inventory", "Failed to find item component for (%i)!\n", lot);
|
|
|
|
return CDItemComponentTable::Default;
|
|
}
|
|
|
|
const auto& itemComponent = itemComponents->GetItemComponentByID(componentId);
|
|
|
|
return itemComponent;
|
|
}
|
|
|
|
bool Inventory::IsValidItem(const LOT lot)
|
|
{
|
|
auto* registry = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
|
|
|
|
const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
|
|
|
|
return componentId != 0;
|
|
}
|
|
|
|
const std::vector<LOT>& Inventory::GetAllGMItems()
|
|
{
|
|
return m_GameMasterRestrictedItems;
|
|
}
|
|
|
|
Inventory::~Inventory()
|
|
{
|
|
for (auto item : items)
|
|
{
|
|
delete item.second;
|
|
}
|
|
|
|
items.clear();
|
|
}
|