DarkflameServer/dGame/dInventory/Item.cpp

Ignoring revisions in .git-blame-ignore-revs. Click here to bypass and see the normal blame view.

518 lines
14 KiB
C++
Raw Permalink Normal View History

#include "Item.h"
#include <sstream>
#include "ObjectIDManager.h"
#include "GeneralUtils.h"
#include "GameMessages.h"
#include "Entity.h"
#include "Game.h"
#include "Logger.h"
#include "EntityManager.h"
#include "RenderComponent.h"
#include "PossessableComponent.h"
#include "CharacterComponent.h"
#include "eItemType.h"
#include "AssetManager.h"
#include "InventoryComponent.h"
#include "Loot.h"
#include "eObjectBits.h"
#include "eReplicaComponentType.h"
#include "eUseItemResponse.h"
#include "dZoneManager.h"
#include "ChatPackets.h"
#include "CDBrickIDTableTable.h"
#include "CDObjectSkillsTable.h"
#include "CDComponentsRegistryTable.h"
#include "CDPackageComponentTable.h"
2022-04-23 12:13:06 +00:00
Item::Item(const LWOOBJID id, const LOT lot, Inventory* inventory, const uint32_t slot, const uint32_t count, const bool bound, const std::vector<LDFBaseData*>& config, const LWOOBJID parent, LWOOBJID subKey, eLootSourceType lootSourceType) {
if (!Inventory::IsValidItem(lot)) {
return;
}
this->id = id;
this->lot = lot;
this->inventory = inventory;
this->slot = slot;
this->count = count;
this->bound = bound;
this->config = config;
this->parent = parent;
this->info = &Inventory::FindItemComponent(lot);
this->preconditions = new PreconditionExpression(this->info->reqPrecondition);
this->subKey = subKey;
inventory->AddManagedItem(this);
}
Item::Item(
const LOT lot,
Inventory* inventory,
const uint32_t slot,
const uint32_t count,
const std::vector<LDFBaseData*>& config,
const LWOOBJID parent,
bool showFlyingLoot,
bool isModMoveAndEquip,
LWOOBJID subKey,
2022-04-23 12:13:06 +00:00
bool bound,
eLootSourceType lootSourceType) {
if (!Inventory::IsValidItem(lot)) {
return;
}
if (isModMoveAndEquip) {
showFlyingLoot = false;
}
this->lot = lot;
this->inventory = inventory;
this->slot = slot;
this->count = count;
this->config = config;
this->parent = parent;
this->id = LWOOBJID_EMPTY;
this->info = &Inventory::FindItemComponent(lot);
this->bound = info->isBOP || bound;
this->preconditions = new PreconditionExpression(this->info->reqPrecondition);
this->subKey = subKey;
LWOOBJID id = ObjectIDManager::GenerateRandomObjectID();
GeneralUtils::SetBit(id, eObjectBits::CHARACTER);
GeneralUtils::SetBit(id, eObjectBits::PERSISTENT);
const auto type = static_cast<eItemType>(info->itemType);
if (type == eItemType::MOUNT) {
GeneralUtils::SetBit(id, eObjectBits::CLIENT);
}
this->id = id;
inventory->AddManagedItem(this);
auto* entity = inventory->GetComponent()->GetParent();
2022-04-23 12:13:06 +00:00
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, static_cast<int>(this->count), subKey, lootSourceType);
if (isModMoveAndEquip) {
Equip();
LOG("Move and equipped (%i) from (%i)", this->lot, this->inventory->GetType());
Game::entityManager->SerializeEntity(inventory->GetComponent()->GetParent());
}
}
LWOOBJID Item::GetId() const {
return id;
}
LOT Item::GetLot() const {
return lot;
}
uint32_t Item::GetCount() const {
return count;
}
uint32_t Item::GetSlot() const {
return slot;
}
std::vector<LDFBaseData*>& Item::GetConfig() {
return config;
}
const CDItemComponent& Item::GetInfo() const {
return *info;
}
bool Item::GetBound() const {
return bound;
}
Inventory* Item::GetInventory() const {
return inventory;
}
LWOOBJID Item::GetParent() const {
return parent;
}
LWOOBJID Item::GetSubKey() const {
return subKey;
}
PreconditionExpression* Item::GetPreconditionExpression() const {
return preconditions;
}
void Item::SetCount(const uint32_t value, const bool silent, const bool disassemble, const bool showFlyingLoot, eLootSourceType lootSourceType) {
if (value == count) {
return;
}
const auto delta = std::abs(static_cast<int32_t>(value) - static_cast<int32_t>(count));
const auto type = static_cast<eItemType>(info->itemType);
if (disassemble) {
if (value < count) {
for (auto i = 0; i < delta; ++i) {
Disassemble();
}
}
}
if (!silent) {
auto* entity = inventory->GetComponent()->GetParent();
if (value > count) {
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, delta, LWOOBJID_EMPTY, lootSourceType);
} else {
GameMessages::SendRemoveItemFromInventory(entity, entity->GetSystemAddress(), id, lot, inventory->GetType(), delta, value);
}
}
count = value;
if (count == 0) {
RemoveFromInventory();
}
}
void Item::SetSlot(const uint32_t value) {
if (slot == value) {
return;
}
for (const auto& pair : inventory->GetItems()) {
auto* item = pair.second;
if (item->slot == value) {
item->slot = slot;
}
}
slot = value;
}
void Item::SetBound(const bool value) {
bound = value;
}
void Item::SetSubKey(LWOOBJID value) {
subKey = value;
}
void Item::SetInventory(Inventory* value) {
inventory->RemoveManagedItem(this);
inventory = value;
inventory->AddManagedItem(this);
}
void Item::Equip(const bool skipChecks) {
if (IsEquipped()) {
return;
}
inventory->GetComponent()->EquipItem(this, skipChecks);
}
void Item::UnEquip() {
if (!IsEquipped()) {
return;
}
inventory->GetComponent()->UnEquipItem(this);
}
bool Item::IsEquipped() const {
auto* component = inventory->GetComponent();
for (const auto& pair : component->GetEquippedItems()) {
const auto item = pair.second;
if (item.id == id) {
return true;
}
}
return false;
}
bool Item::Consume() {
auto* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
auto skills = skillsTable->Query([this](const CDObjectSkills entry) {
return entry.objectTemplate == static_cast<uint32_t>(lot);
});
auto success = false;
for (auto& skill : skills) {
if (skill.castOnType == 3) // Consumable type
{
success = true;
}
}
LOG_DEBUG("Consumed LOT (%i) itemID (%llu). Success=(%d)", lot, id, success);
GameMessages::SendUseItemResult(inventory->GetComponent()->GetParent(), lot, success);
if (success) {
inventory->GetComponent()->RemoveItem(lot, 1);
}
return success;
}
void Item::UseNonEquip(Item* item) {
LOT thisLot = this->GetLot();
if (!GetInventory()) {
LOG_DEBUG("item %i has no inventory??", this->GetLot());
return;
}
auto* playerInventoryComponent = GetInventory()->GetComponent();
if (!playerInventoryComponent) {
LOG_DEBUG("no inventory component attached to item id %llu lot %i", this->GetId(), this->GetLot());
return;
}
auto* playerEntity = playerInventoryComponent->GetParent();
if (!playerEntity) {
LOG_DEBUG("no player entity attached to inventory? item id is %llu", this->GetId());
return;
}
const auto type = static_cast<eItemType>(info->itemType);
if (type == eItemType::MOUNT) {
if (Game::zoneManager->GetMountsAllowed()) {
playerInventoryComponent->HandlePossession(this);
} else {
ChatPackets::SendSystemMessage(playerEntity->GetSystemAddress(), u"Mounts are not allowed in this zone");
}
} else if (type == eItemType::PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
if (Game::zoneManager->GetPetsAllowed()) {
const auto& databasePet = playerInventoryComponent->GetDatabasePet(subKey);
if (databasePet.lot != LOT_NULL) {
playerInventoryComponent->SpawnPet(this);
}
} else {
ChatPackets::SendSystemMessage(playerEntity->GetSystemAddress(), u"Pets are not allowed in this zone");
}
// This precondition response is taken care of in SpawnPet().
} else {
bool success = false;
auto inventory = item->GetInventory();
if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::PACKAGE);
if (packageComponentId == 0) return;
auto* packCompTable = CDClientManager::Instance().GetTable<CDPackageComponentTable>();
auto packages = packCompTable->Query([=](const CDPackageComponent entry) {return entry.id == static_cast<uint32_t>(packageComponentId); });
auto success = !packages.empty();
if (success) {
if (this->GetPreconditionExpression()->Check(playerInventoryComponent->GetParent())) {
auto* entityParent = playerInventoryComponent->GetParent();
// Roll the loot for all the packages then see if it all fits. If it fits, give it to the player, otherwise don't.
std::unordered_map<LOT, int32_t> rolledLoot{};
for (auto& pack : packages) {
auto thisPackage = Loot::RollLootMatrix(entityParent, pack.LootMatrixIndex);
for (auto& loot : thisPackage) {
// If we already rolled this lot, add it to the existing one, otherwise create a new entry.
auto existingLoot = rolledLoot.find(loot.first);
if (existingLoot == rolledLoot.end()) {
rolledLoot.insert(loot);
} else {
existingLoot->second += loot.second;
}
}
}
if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
Loot::GiveLoot(playerInventoryComponent->GetParent(), rolledLoot, eLootSourceType::CONSUMPTION);
item->SetCount(item->GetCount() - 1);
} else {
success = false;
}
} else {
GameMessages::SendUseItemRequirementsResponse(
playerInventoryComponent->GetParent()->GetObjectID(),
playerInventoryComponent->GetParent()->GetSystemAddress(),
eUseItemResponse::FailedPrecondition
);
success = false;
}
}
}
LOG_DEBUG("Player %llu %s used item %i", playerEntity->GetObjectID(), success ? "successfully" : "unsuccessfully", thisLot);
GameMessages::SendUseItemResult(playerInventoryComponent->GetParent(), thisLot, success);
}
}
void Item::Disassemble(const eInventoryType inventoryType) {
for (auto* data : config) {
if (data->GetKey() == u"assemblyPartLOTs") {
auto modStr = data->GetValueAsString();
// This shouldn't be null but always check your pointers.
if (GetInventory()) {
auto inventoryComponent = GetInventory()->GetComponent();
if (inventoryComponent) {
auto entity = inventoryComponent->GetParent();
if (entity) entity->SetVar<std::string>(u"currentModifiedBuild", modStr);
}
}
std::vector<LOT> modArray;
std::stringstream ssData(modStr);
std::string token;
const auto deliminator = '+';
while (std::getline(ssData, token, deliminator)) {
const auto modLot = std::stoi(token.substr(2, token.size() - 1));
modArray.push_back(modLot);
}
for (const auto mod : modArray) {
inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::DELETION, inventoryType);
}
}
}
}
void Item::DisassembleModel(uint32_t numToDismantle) {
auto* table = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
const auto componentId = table->GetByIDAndType(GetLot(), eReplicaComponentType::RENDER);
auto query = CDClientDatabase::CreatePreppedStmt("SELECT render_asset, LXFMLFolder FROM RenderComponent WHERE id = ?;");
query.bind(1, static_cast<int>(componentId));
auto result = query.execQuery();
if (result.eof() || result.fieldIsNull(0)) {
return;
}
std::string renderAsset = std::string(result.getStringField(0));
// normalize path slashes
for (auto& c : renderAsset) {
if (c == '\\') c = '/';
}
std::string lxfmlFolderName = std::string(result.getStringField(1));
if (!lxfmlFolderName.empty()) lxfmlFolderName.insert(0, "/");
std::vector<std::string> renderAssetSplit = GeneralUtils::SplitString(renderAsset, '/');
if (renderAssetSplit.empty()) return;
std::string lxfmlPath = "BrickModels" + lxfmlFolderName + "/" + GeneralUtils::SplitString(renderAssetSplit.back(), '.').at(0) + ".lxfml";
auto file = Game::assetManager->GetFile(lxfmlPath.c_str());
if (!file) {
LOG("Failed to load %s to disassemble model into bricks, check that this file exists", lxfmlPath.c_str());
return;
}
std::stringstream data;
data << file.rdbuf();
uint32_t fileSize;
file.seekg(0, std::ios::end);
fileSize = static_cast<uint32_t>(file.tellg());
file.seekg(0, std::ios::beg);
if (fileSize == 0) return;
tinyxml2::XMLDocument doc;
if (doc.Parse(data.str().c_str(), data.str().size()) != tinyxml2::XML_SUCCESS) {
return;
}
auto* lxfml = doc.FirstChildElement("LXFML");
if (!lxfml) return;
auto* bricks = lxfml->FirstChildElement("Bricks");
std::string searchTerm = "Brick";
if (!bricks) {
searchTerm = "Part";
auto* scene = lxfml->FirstChildElement("Scene");
if (!scene) return;
auto* model = scene->FirstChildElement("Model");
if (!model) return;
bricks = model->FirstChildElement("Group");
if (!bricks) return;
}
auto* currentBrick = bricks->FirstChildElement(searchTerm.c_str());
// First iteration gets the count
std::map<int32_t, int32_t> parts;
while (currentBrick) {
auto* designID = currentBrick->Attribute("designID");
if (designID) {
uint32_t designId;
if (!GeneralUtils::TryParse(designID, designId)) {
LOG("Failed to parse designID %s", designID);
continue;
}
parts[designId]++;
}
currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
}
auto* brickIDTable = CDClientManager::Instance().GetTable<CDBrickIDTableTable>();
// Second iteration actually distributes the bricks
for (const auto& [part, count] : parts) {
const auto partLocal = part;
const auto brickID = brickIDTable->Query([&](const CDBrickIDTable& entry) {
return entry.LEGOBrickID == partLocal;
});
if (brickID.empty()) continue;
GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, count * numToDismantle, eLootSourceType::DELETION);
}
}
void Item::RemoveFromInventory() {
UnEquip();
count = 0;
inventory->RemoveManagedItem(this);
delete this;
}
Item::~Item() {
delete preconditions;
for (auto* value : config) {
delete value;
}
config.clear();
}