DarkflameServer/dGame/dInventory/Inventory.cpp

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#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 and 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();
}