DarkflameServer/dGame/dComponents/InventoryComponent.cpp

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#include "InventoryComponent.h"
#include <sstream>
#include "Entity.h"
#include "Item.h"
#include "Game.h"
#include "dLogger.h"
#include "CDClientManager.h"
#include "../dWorldServer/ObjectIDManager.h"
#include "MissionComponent.h"
#include "GameMessages.h"
#include "SkillComponent.h"
#include "Character.h"
#include "EntityManager.h"
#include "ItemSet.h"
#include "Player.h"
#include "PetComponent.h"
#include "PossessorComponent.h"
#include "PossessableComponent.h"
#include "ModuleAssemblyComponent.h"
#include "VehiclePhysicsComponent.h"
#include "CharacterComponent.h"
#include "dZoneManager.h"
#include "PropertyManagementComponent.h"
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#include "DestroyableComponent.h"
#include "dConfig.h"
InventoryComponent::InventoryComponent(Entity* parent, tinyxml2::XMLDocument* document) : Component(parent)
{
this->m_Dirty = true;
this->m_Equipped = {};
this->m_Pushed = {};
this->m_Consumable = LOT_NULL;
this->m_Pets = {};
const auto lot = parent->GetLOT();
if (lot == 1)
{
LoadXml(document);
CheckProxyIntegrity();
return;
}
auto* compRegistryTable = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
const auto componentId = compRegistryTable->GetByIDAndType(lot, COMPONENT_TYPE_INVENTORY);
auto* inventoryComponentTable = CDClientManager::Instance()->GetTable<CDInventoryComponentTable>("InventoryComponent");
auto items = inventoryComponentTable->Query([=](const CDInventoryComponent entry) { return entry.id == componentId; });
auto slot = 0u;
for (const auto& item : items)
{
if (!item.equip || !Inventory::IsValidItem(item.itemid))
{
continue;
}
const LWOOBJID id = ObjectIDManager::Instance()->GenerateObjectID();
const auto& info = Inventory::FindItemComponent(item.itemid);
UpdateSlot(info.equipLocation, { id, static_cast<LOT>(item.itemid), item.count, slot++ });
}
}
Inventory* InventoryComponent::GetInventory(const eInventoryType type)
{
const auto index = m_Inventories.find(type);
if (index != m_Inventories.end())
{
return index->second;
}
// Create new empty inventory
uint32_t size = 240u;
switch (type)
{
case eInventoryType::ITEMS:
size = 20u;
break;
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case eInventoryType::VAULT_MODELS:
case eInventoryType::VAULT_ITEMS:
size = 40u;
break;
case eInventoryType::VENDOR_BUYBACK:
size = 27u;
break;
default:
break;
}
auto* inventory = new Inventory(type, size, {}, this);
m_Inventories.insert_or_assign(type, inventory);
return inventory;
}
const std::map<eInventoryType, Inventory*>& InventoryComponent::GetInventories() const
{
return m_Inventories;
}
uint32_t InventoryComponent::GetLotCount(const LOT lot) const
{
uint32_t count = 0;
for (const auto& inventory : m_Inventories)
{
count += inventory.second->GetLotCount(lot);
}
return count;
}
uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot) const
{
uint32_t count = 0;
for (const auto& inventory : m_Inventories)
{
if (IsTransferInventory(inventory.second->GetType())) continue;
count += inventory.second->GetLotCount(lot);
}
return count;
}
const EquipmentMap& InventoryComponent::GetEquippedItems() const
{
return m_Equipped;
}
void InventoryComponent::AddItem(
const LOT lot,
const uint32_t count,
eLootSourceType lootSourceType,
eInventoryType inventoryType,
const std::vector<LDFBaseData*>& config,
const LWOOBJID parent,
const bool showFlyingLoot,
bool isModMoveAndEquip,
const LWOOBJID subKey,
const eInventoryType inventorySourceType,
const int32_t sourceType,
const bool bound,
int32_t preferredSlot)
{
if (count == 0)
{
Game::logger->Log("InventoryComponent", "Attempted to add 0 of item (%i) to the inventory!\n", lot);
return;
}
if (!Inventory::IsValidItem(lot))
{
if (lot > 0)
{
Game::logger->Log("InventoryComponent", "Attempted to add invalid item (%i) to the inventory!\n", lot);
}
return;
}
if (inventoryType == INVALID)
{
inventoryType = Inventory::FindInventoryTypeForLot(lot);
}
auto* missions = static_cast<MissionComponent*>(this->m_Parent->GetComponent(COMPONENT_TYPE_MISSION));
auto* inventory = GetInventory(inventoryType);
if (!config.empty() || bound)
{
const auto slot = preferredSlot != -1 && inventory->IsSlotEmpty(preferredSlot) ? preferredSlot : inventory->FindEmptySlot();
if (slot == -1)
{
Game::logger->Log("InventoryComponent", "Failed to find empty slot for inventory (%i)!\n", inventoryType);
return;
}
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auto* item = new Item(lot, inventory, slot, count, config, parent, showFlyingLoot, isModMoveAndEquip, subKey, bound, lootSourceType);
if (missions != nullptr && !IsTransferInventory(inventoryType))
{
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, lot, LWOOBJID_EMPTY, "", count, IsTransferInventory(inventorySourceType));
}
return;
}
const auto info = Inventory::FindItemComponent(lot);
auto left = count;
int32_t outOfSpace = 0;
auto stack = static_cast<uint32_t>(info.stackSize);
// info.itemType of 1 is item type brick
if (inventoryType == eInventoryType::BRICKS || (stack == 0 && info.itemType == 1))
{
stack = 999;
}
else if (stack == 0)
{
stack = 1;
}
auto* existing = FindItemByLot(lot, inventoryType);
if (existing != nullptr)
{
const auto delta = std::min<uint32_t>(left, stack - existing->GetCount());
left -= delta;
existing->SetCount(existing->GetCount() + delta, false, true, showFlyingLoot, lootSourceType);
if (isModMoveAndEquip)
{
existing->Equip();
isModMoveAndEquip = false;
}
}
while (left > 0)
{
const auto size = std::min(left, stack);
left -= size;
int32_t slot;
if (preferredSlot != -1 && inventory->IsSlotEmpty(preferredSlot))
{
slot = preferredSlot;
preferredSlot = -1;
}
else
{
slot = inventory->FindEmptySlot();
}
if (slot == -1)
{
auto* player = dynamic_cast<Player*>(GetParent());
if (player == nullptr)
{
return;
}
outOfSpace += size;
switch (sourceType)
{
case 0:
player->SendMail(LWOOBJID_EMPTY, "Darkflame Universe", "Lost Reward", "You received an item and didn&apos;t have room for it.", lot, size);
break;
case 1:
for (size_t i = 0; i < size; i++)
{
GameMessages::SendDropClientLoot(this->m_Parent, this->m_Parent->GetObjectID(), lot, 0, this->m_Parent->GetPosition(), 1);
}
break;
default:
break;
}
continue;
}
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auto* item = new Item(lot, inventory, slot, size, {}, parent, showFlyingLoot, isModMoveAndEquip, subKey, false, lootSourceType);
isModMoveAndEquip = false;
}
if (missions != nullptr && !IsTransferInventory(inventoryType))
{
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, lot, LWOOBJID_EMPTY, "", count - outOfSpace, IsTransferInventory(inventorySourceType));
}
}
void InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInventoryType inventoryType, const bool ignoreBound)
{
if (count == 0)
{
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Game::logger->Log("InventoryComponent", "Attempted to remove 0 of item (%i) from the inventory!\n", lot);
return;
}
if (inventoryType == INVALID)
{
inventoryType = Inventory::FindInventoryTypeForLot(lot);
}
auto* inventory = GetInventory(inventoryType);
if (inventory == nullptr)
{
return;
}
auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
while (left > 0)
{
auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
if (item == nullptr)
{
break;
}
const auto delta = std::min<uint32_t>(left, item->GetCount());
item->SetCount(item->GetCount() - delta);
left -= delta;
}
}
void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType inventory, const uint32_t count, const bool showFlyingLot, bool isModMoveAndEquip, const bool ignoreEquipped, const int32_t preferredSlot)
{
if (item == nullptr)
{
return;
}
auto* origin = item->GetInventory();
const auto lot = item->GetLot();
if (item->GetConfig().empty() && !item->GetBound() || (item->GetBound() && item->GetInfo().isBOP))
{
auto left = std::min<uint32_t>(count, origin->GetLotCount(lot));
while (left > 0)
{
if (item == nullptr)
{
item = origin->FindItemByLot(lot, false);
if (item == nullptr)
{
break;
}
}
const auto delta = std::min<uint32_t>(item->GetCount(), left);
left -= delta;
AddItem(lot, delta, eLootSourceType::LOOT_SOURCE_NONE, inventory, {}, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, false, preferredSlot);
item->SetCount(item->GetCount() - delta, false, false);
isModMoveAndEquip = false;
}
}
else
{
std::vector<LDFBaseData*> config;
for (auto* const data : item->GetConfig())
{
config.push_back(data->Copy());
}
const auto delta = std::min<uint32_t>(item->GetCount(), count);
AddItem(lot, delta, eLootSourceType::LOOT_SOURCE_NONE, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, item->GetBound(), preferredSlot);
item->SetCount(item->GetCount() - delta, false, false);
}
auto* missionComponent = m_Parent->GetComponent<MissionComponent>();
if (missionComponent != nullptr)
{
if (IsTransferInventory(inventory))
{
missionComponent->Progress(MissionTaskType::MISSION_TASK_TYPE_ITEM_COLLECTION, lot, LWOOBJID_EMPTY, "", -static_cast<int32_t>(count));
}
}
}
void InventoryComponent::MoveStack(Item* item, const eInventoryType inventory, const uint32_t slot)
{
if (inventory != INVALID && item->GetInventory()->GetType() != inventory)
{
auto* newInventory = GetInventory(inventory);
item->SetInventory(newInventory);
}
item->SetSlot(slot);
}
Item* InventoryComponent::FindItemById(const LWOOBJID id) const
{
for (const auto& inventory : m_Inventories)
{
auto* item = inventory.second->FindItemById(id);
if (item != nullptr)
{
return item;
}
}
return nullptr;
}
Item* InventoryComponent::FindItemByLot(const LOT lot, eInventoryType inventoryType, const bool ignoreEquipped, const bool ignoreBound)
{
if (inventoryType == INVALID)
{
inventoryType = Inventory::FindInventoryTypeForLot(lot);
}
auto* inventory = GetInventory(inventoryType);
return inventory->FindItemByLot(lot, ignoreEquipped, ignoreBound);
}
Item* InventoryComponent::FindItemBySubKey(LWOOBJID id, eInventoryType inventoryType)
{
if (inventoryType == INVALID)
{
for (const auto& inventory : m_Inventories)
{
auto* item = inventory.second->FindItemBySubKey(id);
if (item != nullptr)
{
return item;
}
}
return nullptr;
}
else
{
return GetInventory(inventoryType)->FindItemBySubKey(id);
}
}
bool InventoryComponent::HasSpaceForLoot(const std::unordered_map<LOT, int32_t>& loot)
{
std::unordered_map<eInventoryType, int32_t> spaceOffset {};
uint32_t slotsNeeded = 0;
for (const auto& pair : loot)
{
const auto inventoryType = Inventory::FindInventoryTypeForLot(pair.first);
if (inventoryType == BRICKS)
{
continue;
}
auto* inventory = GetInventory(inventoryType);
if (inventory == nullptr)
{
return false;
}
const auto info = Inventory::FindItemComponent(pair.first);
auto stack = static_cast<uint32_t>(info.stackSize);
auto left = pair.second;
auto* partial = inventory->FindItemByLot(pair.first);
if (partial != nullptr && partial->GetCount() < stack)
{
left -= stack - partial->GetCount();
}
auto requiredSlots = std::ceil(static_cast<double>(left) / stack);
const auto& offsetIter = spaceOffset.find(inventoryType);
auto freeSpace = inventory->GetEmptySlots() - (offsetIter == spaceOffset.end() ? 0 : offsetIter->second);
if (requiredSlots > freeSpace)
{
slotsNeeded += requiredSlots - freeSpace;
}
spaceOffset[inventoryType] = offsetIter == spaceOffset.end() ? requiredSlots : offsetIter->second + requiredSlots;
}
if (slotsNeeded > 0)
{
GameMessages::SendNotifyNotEnoughInvSpace(m_Parent->GetObjectID(), slotsNeeded, ITEMS, m_Parent->GetSystemAddress());
return false;
}
return true;
}
void InventoryComponent::LoadXml(tinyxml2::XMLDocument* document)
{
LoadPetXml(document);
auto* inventoryElement = document->FirstChildElement("obj")->FirstChildElement("inv");
if (inventoryElement == nullptr)
{
Game::logger->Log("InventoryComponent", "Failed to find 'inv' xml element!\n");
return;
}
auto* bags = inventoryElement->FirstChildElement("bag");
if (bags == nullptr)
{
Game::logger->Log("InventoryComponent", "Failed to find 'bags' xml element!\n");
return;
}
m_Consumable = inventoryElement->IntAttribute("csl", LOT_NULL);
auto* bag = bags->FirstChildElement();
while (bag != nullptr)
{
unsigned int type;
unsigned int size;
bag->QueryAttribute("t", &type);
bag->QueryAttribute("m", &size);
auto* inventory = GetInventory(static_cast<eInventoryType>(type));
inventory->SetSize(size);
bag = bag->NextSiblingElement();
}
auto* items = inventoryElement->FirstChildElement("items");
if (items == nullptr)
{
Game::logger->Log("InventoryComponent", "Failed to find 'items' xml element!\n");
return;
}
bag = items->FirstChildElement();
while (bag != nullptr)
{
unsigned int type;
bag->QueryAttribute("t", &type);
auto* inventory = GetInventory(static_cast<eInventoryType>(type));
if (inventory == nullptr)
{
Game::logger->Log("InventoryComponent", "Failed to find inventory (%i)!\n", type);
return;
}
auto* itemElement = bag->FirstChildElement();
while (itemElement != nullptr)
{
LWOOBJID id;
LOT lot;
bool equipped;
unsigned int slot;
unsigned int count;
bool bound;
LWOOBJID subKey = LWOOBJID_EMPTY;
itemElement->QueryAttribute("id", &id);
itemElement->QueryAttribute("l", &lot);
itemElement->QueryAttribute("eq", &equipped);
itemElement->QueryAttribute("s", &slot);
itemElement->QueryAttribute("c", &count);
itemElement->QueryAttribute("b", &bound);
itemElement->QueryAttribute("sk", &subKey);
// Begin custom xml
auto parent = LWOOBJID_EMPTY;
itemElement->QueryAttribute("parent", &parent);
// End custom xml
std::vector<LDFBaseData*> config;
auto* extraInfo = itemElement->FirstChildElement("x");
if (extraInfo)
{
std::string modInfo = extraInfo->Attribute("ma");
LDFBaseData* moduleAssembly = new LDFData<std::u16string>(u"assemblyPartLOTs", GeneralUtils::ASCIIToUTF16(modInfo.substr(2, modInfo.size() - 1)));
config.push_back(moduleAssembly);
}
const auto* item = new Item(id, lot, inventory, slot, count, bound, config, parent, subKey);
if (equipped)
{
const auto info = Inventory::FindItemComponent(lot);
UpdateSlot(info.equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot() });
AddItemSkills(item->GetLot());
}
itemElement = itemElement->NextSiblingElement();
}
bag = bag->NextSiblingElement();
}
for (const auto inventory : m_Inventories)
{
const auto itemCount = inventory.second->GetItems().size();
if (inventory.second->GetSize() < itemCount)
{
inventory.second->SetSize(itemCount);
}
}
}
void InventoryComponent::UpdateXml(tinyxml2::XMLDocument* document)
{
UpdatePetXml(document);
auto* inventoryElement = document->FirstChildElement("obj")->FirstChildElement("inv");
if (inventoryElement == nullptr)
{
Game::logger->Log("InventoryComponent", "Failed to find 'inv' xml element!\n");
return;
}
std::vector<Inventory*> inventories;
for (const auto& pair : this->m_Inventories)
{
auto* inventory = pair.second;
if (inventory->GetType() == VENDOR_BUYBACK)
{
continue;
}
inventories.push_back(inventory);
}
inventoryElement->SetAttribute("csl", m_Consumable);
auto* bags = inventoryElement->FirstChildElement("bag");
if (bags == nullptr)
{
Game::logger->Log("InventoryComponent", "Failed to find 'bags' xml element!\n");
return;
}
bags->DeleteChildren();
for (const auto* inventory : inventories)
{
auto* bag = document->NewElement("b");
bag->SetAttribute("t", inventory->GetType());
bag->SetAttribute("m", static_cast<unsigned int>(inventory->GetSize()));
bags->LinkEndChild(bag);
}
auto* items = inventoryElement->FirstChildElement("items");
if (items == nullptr)
{
Game::logger->Log("InventoryComponent", "Failed to find 'items' xml element!\n");
return;
}
items->DeleteChildren();
for (auto* inventory : inventories)
{
if (inventory->GetSize() == 0)
{
continue;
}
auto* bagElement = document->NewElement("in");
bagElement->SetAttribute("t", inventory->GetType());
for (const auto& pair : inventory->GetItems())
{
auto* item = pair.second;
auto* itemElement = document->NewElement("i");
itemElement->SetAttribute("l", item->GetLot());
itemElement->SetAttribute("id", item->GetId());
itemElement->SetAttribute("s", static_cast<unsigned int>(item->GetSlot()));
itemElement->SetAttribute("c", static_cast<unsigned int>(item->GetCount()));
itemElement->SetAttribute("b", item->GetBound());
itemElement->SetAttribute("eq", item->IsEquipped());
itemElement->SetAttribute("sk", item->GetSubKey());
// Begin custom xml
itemElement->SetAttribute("parent", item->GetParent());
// End custom xml
for (auto* data : item->GetConfig())
{
if (data->GetKey() != u"assemblyPartLOTs")
{
continue;
}
auto* extraInfo = document->NewElement("x");
extraInfo->SetAttribute("ma", data->GetString(false).c_str());
itemElement->LinkEndChild(extraInfo);
}
bagElement->LinkEndChild(itemElement);
}
items->LinkEndChild(bagElement);
}
}
void InventoryComponent::Serialize(RakNet::BitStream* outBitStream, const bool bIsInitialUpdate, unsigned& flags)
{
if (bIsInitialUpdate || m_Dirty)
{
outBitStream->Write(true);
outBitStream->Write<uint32_t>(m_Equipped.size());
for (const auto& pair : m_Equipped)
{
const auto item = pair.second;
if (bIsInitialUpdate)
{
AddItemSkills(item.lot);
}
outBitStream->Write(item.id);
outBitStream->Write(item.lot);
outBitStream->Write0();
outBitStream->Write(item.count > 0);
if (item.count > 0) outBitStream->Write(item.count);
outBitStream->Write(item.slot != 0);
if (item.slot != 0) outBitStream->Write<uint16_t>(item.slot);
outBitStream->Write0();
bool flag = !item.config.empty();
outBitStream->Write(flag);
if (flag) {
RakNet::BitStream ldfStream;
ldfStream.Write<int32_t>(item.config.size()); // Key count
for (LDFBaseData* data : item.config) {
if (data->GetKey() == u"assemblyPartLOTs") {
std::string newRocketStr = data->GetValueAsString() + ";";
GeneralUtils::ReplaceInString(newRocketStr, "+", ";");
LDFData<std::u16string>* ldf_data = new LDFData<std::u16string>(u"assemblyPartLOTs", GeneralUtils::ASCIIToUTF16(newRocketStr));
ldf_data->WriteToPacket(&ldfStream);
delete ldf_data;
} else {
data->WriteToPacket(&ldfStream);
}
}
outBitStream->Write(ldfStream.GetNumberOfBytesUsed() + 1);
outBitStream->Write<uint8_t>(0); // Don't compress
outBitStream->Write(ldfStream);
}
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outBitStream->Write1();
}
m_Dirty = false;
}
else
{
outBitStream->Write(false);
}
outBitStream->Write(false);
}
void InventoryComponent::ResetFlags()
{
m_Dirty = false;
}
void InventoryComponent::Update(float deltaTime)
{
for (auto* set : m_Itemsets)
{
set->Update(deltaTime);
}
}
void InventoryComponent::UpdateSlot(const std::string& location, EquippedItem item, bool keepCurrent)
{
const auto index = m_Equipped.find(location);
if (index != m_Equipped.end())
{
if (keepCurrent) {
m_Equipped.insert_or_assign(location + std::to_string(m_Equipped.size()), item);
m_Dirty = true;
return;
}
auto* old = FindItemById(index->second.id);
if (old != nullptr)
{
UnEquipItem(old);
}
}
m_Equipped.insert_or_assign(location, item);
m_Dirty = true;
}
void InventoryComponent::RemoveSlot(const std::string& location)
{
if (m_Equipped.find(location) == m_Equipped.end())
{
return;
}
m_Equipped.erase(location);
m_Dirty = true;
}
void InventoryComponent::EquipItem(Item* item, const bool skipChecks)
{
if (!Inventory::IsValidItem(item->GetLot()))
{
return;
}
// Temp items should be equippable but other transfer items shouldn't be (for example the instruments in RB)
if (item->IsEquipped()
|| (item->GetInventory()->GetType() != TEMP_ITEMS && IsTransferInventory(item->GetInventory()->GetType()))
|| IsPet(item->GetSubKey())) {
return;
}
auto* character = m_Parent->GetCharacter();
if (character != nullptr && !skipChecks)
{
// Hacky proximity rocket
if (item->GetLot() == 6416)
{
const auto rocketLauchPads = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_ROCKET_LAUNCH);
const auto position = m_Parent->GetPosition();
for (auto* lauchPad : rocketLauchPads)
{
if (Vector3::DistanceSquared(lauchPad->GetPosition(), position) > 13 * 13) continue;
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent != nullptr)
{
characterComponent->SetLastRocketItemID(item->GetId());
}
lauchPad->OnUse(m_Parent);
break;
}
return;
}
const auto building = character->GetBuildMode();
const auto type = static_cast<eItemType>(item->GetInfo().itemType);
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if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == false)
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{
auto startPosition = m_Parent->GetPosition();
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auto startRotation = NiQuaternion::LookAt(startPosition, startPosition + NiPoint3::UNIT_X);
auto angles = startRotation.GetEulerAngles();
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angles.y -= PI;
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startRotation = NiQuaternion::FromEulerAngles(angles);
GameMessages::SendTeleport(m_Parent->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
EntityInfo info {};
info.lot = 8092;
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info.pos = startPosition;
info.rot = startRotation;
info.spawnerID = m_Parent->GetObjectID();
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auto* carEntity = EntityManager::Instance()->CreateEntity(info, nullptr, m_Parent);
m_Parent->AddChild(carEntity);
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auto *destroyableComponent = carEntity->GetComponent<DestroyableComponent>();
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// Setup the vehicle stats.
if (destroyableComponent != nullptr) {
destroyableComponent->SetIsSmashable(false);
destroyableComponent->SetIsImmune(true);
}
// #108
auto* possessableComponent = carEntity->GetComponent<PossessableComponent>();
if (possessableComponent != nullptr)
{
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previousPossessableID = possessableComponent->GetPossessor();
possessableComponent->SetPossessor(m_Parent->GetObjectID());
}
auto* moduleAssemblyComponent = carEntity->GetComponent<ModuleAssemblyComponent>();
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if (moduleAssemblyComponent != nullptr)
{
moduleAssemblyComponent->SetSubKey(item->GetSubKey());
moduleAssemblyComponent->SetUseOptionalParts(false);
for (auto* config : item->GetConfig())
{
if (config->GetKey() == u"assemblyPartLOTs")
{
moduleAssemblyComponent->SetAssemblyPartsLOTs(GeneralUtils::ASCIIToUTF16(config->GetValueAsString()));
}
}
}
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// #107
auto* possessorComponent = m_Parent->GetComponent<PossessorComponent>();
if (possessorComponent) possessorComponent->SetPossessable(carEntity->GetObjectID());
auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
if (characterComponent) characterComponent->SetIsRacing(true);
EntityManager::Instance()->ConstructEntity(carEntity);
EntityManager::Instance()->SerializeEntity(m_Parent);
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GameMessages::SendSetJetPackMode(m_Parent, false);
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GameMessages::SendNotifyVehicleOfRacingObject(carEntity->GetObjectID(), m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendRacingPlayerLoaded(LWOOBJID_EMPTY, m_Parent->GetObjectID(), carEntity->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
GameMessages::SendVehicleUnlockInput(carEntity->GetObjectID(), false, UNASSIGNED_SYSTEM_ADDRESS);
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GameMessages::SendTeleport(m_Parent->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
GameMessages::SendTeleport(carEntity->GetObjectID(), startPosition, startRotation, m_Parent->GetSystemAddress(), true, true);
EntityManager::Instance()->SerializeEntity(m_Parent);
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hasCarEquipped = true;
equippedCarEntity = carEntity;
return;
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} else if (item->GetLot() == 8092 && m_Parent->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && hasCarEquipped == true)
{
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GameMessages::SendNotifyRacingClient(LWOOBJID_EMPTY, 3, 0, LWOOBJID_EMPTY, u"", m_Parent->GetObjectID(), UNASSIGNED_SYSTEM_ADDRESS);
auto player = dynamic_cast<Player*>(m_Parent);
player->SendToZone(player->GetCharacter()->GetZoneID());
equippedCarEntity->Kill();
hasCarEquipped = false;
equippedCarEntity = nullptr;
return;
}
if (!building)
{
if (item->GetLot() == 6086)
{
return;
}
if (type == ITEM_TYPE_LOOT_MODEL || type == ITEM_TYPE_VEHICLE)
{
return;
}
}
if (type != ITEM_TYPE_LOOT_MODEL && type != ITEM_TYPE_MODEL)
{
if (!item->GetBound() && !item->GetPreconditionExpression()->Check(m_Parent))
{
return;
}
}
}
const auto lot = item->GetLot();
CheckItemSet(lot);
for (auto* set : m_Itemsets)
{
set->OnEquip(lot);
}
if (item->GetInfo().isBOE)
{
item->SetBound(true);
}
GenerateProxies(item);
UpdateSlot(item->GetInfo().equipLocation, { item->GetId(), item->GetLot(), item->GetCount(), item->GetSlot(), item->GetConfig() });
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ApplyBuff(item);
AddItemSkills(item->GetLot());
EntityManager::Instance()->SerializeEntity(m_Parent);
}
void InventoryComponent::UnEquipItem(Item* item)
{
if (!item->IsEquipped())
{
return;
}
const auto lot = item->GetLot();
if (!Inventory::IsValidItem(lot))
{
return;
}
CheckItemSet(lot);
for (auto* set : m_Itemsets)
{
set->OnUnEquip(lot);
}
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RemoveBuff(item);
RemoveItemSkills(item->GetLot());
RemoveSlot(item->GetInfo().equipLocation);
PurgeProxies(item);
EntityManager::Instance()->SerializeEntity(m_Parent);
// Trigger property event
if (PropertyManagementComponent::Instance() != nullptr && item->GetCount() > 0 && Inventory::FindInventoryTypeForLot(item->GetLot()) == MODELS)
{
PropertyManagementComponent::Instance()->GetParent()->OnZonePropertyModelRemovedWhileEquipped(m_Parent);
dZoneManager::Instance()->GetZoneControlObject()->OnZonePropertyModelRemovedWhileEquipped(m_Parent);
}
}
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void InventoryComponent::ApplyBuff(Item* item) const
{
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const auto buffs = FindBuffs(item, true);
for (const auto buff : buffs)
{
SkillComponent::HandleUnmanaged(buff, m_Parent->GetObjectID());
}
}
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void InventoryComponent::RemoveBuff(Item* item) const
{
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const auto buffs = FindBuffs(item, false);
for (const auto buff : buffs)
{
SkillComponent::HandleUnCast(buff, m_Parent->GetObjectID());
}
}
void InventoryComponent::PushEquippedItems()
{
m_Pushed = m_Equipped;
m_Dirty = true;
}
void InventoryComponent::PopEquippedItems()
{
auto current = m_Equipped;
for (const auto& pair : current)
{
auto* const item = FindItemById(pair.second.id);
if (item == nullptr)
{
continue;
}
item->UnEquip();
}
for (const auto& pair : m_Pushed)
{
auto* const item = FindItemById(pair.second.id);
if (item == nullptr)
{
continue;
}
item->Equip();
}
m_Dirty = true;
}
bool InventoryComponent::IsEquipped(const LOT lot) const
{
for (const auto& pair : m_Equipped)
{
if (pair.second.lot == lot)
{
return true;
}
}
return false;
}
void InventoryComponent::CheckItemSet(const LOT lot) {
// Check if the lot is in the item set cache
if (std::find(m_ItemSetsChecked.begin(), m_ItemSetsChecked.end(), lot) != m_ItemSetsChecked.end()) {
return;
}
const std::string lot_query = "%" + std::to_string(lot) + "%";
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT setID FROM ItemSets WHERE itemIDs LIKE ?;");
query.bind(1, lot_query.c_str());
auto result = query.execQuery();
while (!result.eof()) {
const auto id = result.getIntField(0);
bool found = false;
// Check if we have the set already
for (auto* itemset : m_Itemsets)
{
if (itemset->GetID() == id)
{
found = true;
break;
}
}
if (!found)
{
auto* set = new ItemSet(id, this);
m_Itemsets.push_back(set);
}
result.nextRow();
}
m_ItemSetsChecked.push_back(lot);
result.finalize();
}
void InventoryComponent::SetConsumable(LOT lot)
{
m_Consumable = lot;
}
LOT InventoryComponent::GetConsumable() const
{
return m_Consumable;
}
void InventoryComponent::AddItemSkills(const LOT lot)
{
const auto info = Inventory::FindItemComponent(lot);
const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
if (slot == BehaviorSlot::Invalid)
{
return;
}
const auto index = m_Skills.find(slot);
const auto skill = FindSkill(lot);
if (skill == 0)
{
return;
}
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if (index != m_Skills.end())
{
const auto old = index->second;
GameMessages::SendRemoveSkill(m_Parent, old);
}
GameMessages::SendAddSkill(m_Parent, skill, static_cast<int>(slot));
m_Skills.insert_or_assign(slot, skill);
}
void InventoryComponent::RemoveItemSkills(const LOT lot)
{
const auto info = Inventory::FindItemComponent(lot);
const auto slot = FindBehaviorSlot(static_cast<eItemType>(info.itemType));
if (slot == BehaviorSlot::Invalid)
{
return;
}
const auto index = m_Skills.find(slot);
if (index == m_Skills.end())
{
return;
}
const auto old = index->second;
GameMessages::SendRemoveSkill(m_Parent, old);
m_Skills.erase(slot);
if (slot == BehaviorSlot::Primary)
{
m_Skills.insert_or_assign(BehaviorSlot::Primary, 1);
GameMessages::SendAddSkill(m_Parent, 1, static_cast<int>(BehaviorSlot::Primary));
}
}
void InventoryComponent::TriggerPassiveAbility(PassiveAbilityTrigger trigger)
{
for (auto* set : m_Itemsets)
{
set->TriggerPassiveAbility(trigger);
}
}
bool InventoryComponent::HasAnyPassive(const std::vector<ItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const
{
for (auto* set : m_Itemsets)
{
if (set->GetEquippedCount() < equipmentRequirement)
{
continue;
}
// Check if the set has any of the passive abilities
if (std::find(passiveIDs.begin(), passiveIDs.end(), static_cast<ItemSetPassiveAbilityID>(set->GetID())) != passiveIDs.end())
{
return true;
}
}
return false;
}
void InventoryComponent::DespawnPet()
{
auto* current = PetComponent::GetActivePet(m_Parent->GetObjectID());
if (current != nullptr)
{
current->Deactivate();
}
}
void InventoryComponent::SpawnPet(Item* item)
{
auto* current = PetComponent::GetActivePet(m_Parent->GetObjectID());
if (current != nullptr)
{
current->Deactivate();
if (current->GetDatabaseId() == item->GetSubKey())
{
return;
}
}
// First check if we can summon the pet. You need 1 imagination to do so.
auto destroyableComponent = m_Parent->GetComponent<DestroyableComponent>();
if (Game::config->GetValue("pets_take_imagination") == "1" && destroyableComponent && destroyableComponent->GetImagination() <= 0) {
GameMessages::SendUseItemRequirementsResponse(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), UseItemResponse::NoImaginationForPet);
return;
}
EntityInfo info {};
info.lot = item->GetLot();
info.pos = m_Parent->GetPosition();
info.rot = NiQuaternion::IDENTITY;
info.spawnerID = m_Parent->GetObjectID();
auto* pet = EntityManager::Instance()->CreateEntity(info);
auto* petComponent = pet->GetComponent<PetComponent>();
if (petComponent != nullptr)
{
petComponent->Activate(item);
}
EntityManager::Instance()->ConstructEntity(pet);
}
void InventoryComponent::SetDatabasePet(LWOOBJID id, const DatabasePet& data)
{
m_Pets.insert_or_assign(id, data);
}
const DatabasePet& InventoryComponent::GetDatabasePet(LWOOBJID id) const
{
const auto& pair = m_Pets.find(id);
if (pair == m_Pets.end()) return DATABASE_PET_INVALID;
return pair->second;
}
bool InventoryComponent::IsPet(LWOOBJID id) const
{
const auto& pair = m_Pets.find(id);
return pair != m_Pets.end();
}
void InventoryComponent::RemoveDatabasePet(LWOOBJID id)
{
m_Pets.erase(id);
}
BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type)
{
switch (type) {
case ITEM_TYPE_HAT:
return BehaviorSlot::Head;
case ITEM_TYPE_NECK:
return BehaviorSlot::Neck;
case ITEM_TYPE_LEFT_HAND:
return BehaviorSlot::Offhand;
case ITEM_TYPE_RIGHT_HAND:
return BehaviorSlot::Primary;
case ITEM_TYPE_CONSUMABLE:
return BehaviorSlot::Consumable;
default:
return BehaviorSlot::Invalid;
}
}
bool InventoryComponent::IsTransferInventory(eInventoryType type)
{
return type == VENDOR_BUYBACK || type == VAULT_ITEMS || type == VAULT_MODELS || type == TEMP_ITEMS || type == TEMP_MODELS;
}
uint32_t InventoryComponent::FindSkill(const LOT lot)
{
auto* table = CDClientManager::Instance()->GetTable<CDObjectSkillsTable>("ObjectSkills");
const auto results = table->Query([=](const CDObjectSkills& entry)
{
return entry.objectTemplate == static_cast<unsigned int>(lot);
});
for (const auto& result : results)
{
if (result.castOnType == 0)
{
return result.skillID;
}
}
return 0;
}
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std::vector<uint32_t> InventoryComponent::FindBuffs(Item* item, bool castOnEquip) const
{
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std::vector<uint32_t> buffs;
if (item == nullptr) return buffs;
auto* table = CDClientManager::Instance()->GetTable<CDObjectSkillsTable>("ObjectSkills");
auto* behaviors = CDClientManager::Instance()->GetTable<CDSkillBehaviorTable>("SkillBehavior");
const auto results = table->Query([=](const CDObjectSkills& entry)
{
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return entry.objectTemplate == static_cast<unsigned int>(item->GetLot());
});
auto* missions = static_cast<MissionComponent*>(m_Parent->GetComponent(COMPONENT_TYPE_MISSION));
for (const auto& result : results)
{
if (result.castOnType == 1)
{
const auto entry = behaviors->GetSkillByID(result.skillID);
if (entry.skillID == 0)
{
Game::logger->Log("InventoryComponent", "Failed to find buff behavior for skill (%i)!\n", result.skillID);
continue;
}
if (missions != nullptr && castOnEquip)
{
missions->Progress(MissionTaskType::MISSION_TASK_TYPE_SKILL, result.skillID);
}
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// If item is not a proxy, add its buff to the added buffs.
if (item->GetParent() == LWOOBJID_EMPTY) buffs.push_back(static_cast<uint32_t>(entry.behaviorID));
}
}
return buffs;
}
void InventoryComponent::SetNPCItems(const std::vector<LOT>& items)
{
m_Equipped.clear();
auto slot = 0u;
for (const auto& item : items)
{
const LWOOBJID id = ObjectIDManager::Instance()->GenerateObjectID();
const auto& info = Inventory::FindItemComponent(item);
UpdateSlot(info.equipLocation, { id, static_cast<LOT>(item), 1, slot++ }, true);
}
EntityManager::Instance()->SerializeEntity(m_Parent);
}
InventoryComponent::~InventoryComponent()
{
for (const auto& inventory : m_Inventories)
{
delete inventory.second;
}
m_Inventories.clear();
for (auto* set : m_Itemsets)
{
delete set;
}
m_Itemsets.clear();
m_Pets.clear();
}
std::vector<Item*> InventoryComponent::GenerateProxies(Item* parent)
{
std::vector<Item*> proxies;
auto subItems = parent->GetInfo().subItems;
if (subItems.empty())
{
return proxies;
}
subItems.erase(std::remove_if(subItems.begin(), subItems.end(), ::isspace), subItems.end());
std::stringstream stream(subItems);
std::string segment;
std::vector<uint32_t> lots;
while (std::getline(stream, segment, ','))
{
try
{
lots.push_back(std::stoi(segment));
}
catch (std::invalid_argument& exception)
{
Game::logger->Log("InventoryComponent", "Failed to parse proxy (%s): (%s)!\n", segment.c_str(), exception.what());
}
}
for (const auto lot : lots)
{
if (!Inventory::IsValidItem(lot))
{
continue;
}
auto* inventory = GetInventory(ITEM_SETS);
auto* proxy = new Item(lot, inventory, inventory->FindEmptySlot(), 1, {}, parent->GetId(), false);
EquipItem(proxy);
proxies.push_back(proxy);
}
return proxies;
}
std::vector<Item*> InventoryComponent::FindProxies(const LWOOBJID parent)
{
auto* inventory = GetInventory(ITEM_SETS);
std::vector<Item*> proxies;
for (const auto& pair : inventory->GetItems())
{
auto* item = pair.second;
if (item->GetParent() == parent)
{
proxies.push_back(item);
}
}
return proxies;
}
bool InventoryComponent::IsValidProxy(const LWOOBJID parent)
{
for (const auto& pair : m_Inventories)
{
const auto items = pair.second->GetItems();
for (const auto& candidate : items)
{
auto* item = candidate.second;
if (item->GetId() == parent)
{
return true;
}
}
}
return false;
}
bool InventoryComponent::IsParentValid(Item* root)
{
if (root->GetInfo().subItems.empty())
{
return true;
}
const auto id = root->GetId();
for (const auto& pair : m_Inventories)
{
const auto items = pair.second->GetItems();
for (const auto& candidate : items)
{
auto* item = candidate.second;
if (item->GetParent() == id)
{
return true;
}
}
}
return false;
}
void InventoryComponent::CheckProxyIntegrity()
{
std::vector<Item*> dead;
for (const auto& pair : m_Inventories)
{
const auto& items = pair.second->GetItems();
for (const auto& candidate : items)
{
auto* item = candidate.second;
const auto parent = item->GetParent();
if (parent == LWOOBJID_EMPTY)
{
continue;
}
if (IsValidProxy(parent))
{
continue;
}
dead.push_back(item);
}
}
for (auto* item : dead)
{
item->RemoveFromInventory();
}
dead.clear();
/*
for (const auto& pair : inventories)
{
const auto& items = pair.second->GetItems();
for (const auto& candidate : items)
{
auto* item = candidate.second;
const auto parent = item->GetParent();
if (parent != LWOOBJID_EMPTY)
{
continue;
}
if (!item->IsEquipped())
{
continue;
}
if (IsParentValid(item))
{
continue;
}
dead.push_back(item);
}
}
for (auto* item : dead)
{
item->RemoveFromInventory();
}
*/
}
void InventoryComponent::PurgeProxies(Item* item)
{
const auto root = item->GetParent();
if (root != LWOOBJID_EMPTY)
{
item = FindItemById(root);
if (item != nullptr)
{
UnEquipItem(item);
}
return;
}
auto proxies = FindProxies(item->GetId());
for (auto* proxy : proxies)
{
proxy->UnEquip();
proxy->RemoveFromInventory();
}
}
void InventoryComponent::LoadPetXml(tinyxml2::XMLDocument* document)
{
auto* petInventoryElement = document->FirstChildElement("obj")->FirstChildElement("pet");
if (petInventoryElement == nullptr)
{
m_Pets.clear();
return;
}
auto* petElement = petInventoryElement->FirstChildElement();
while (petElement != nullptr)
{
LWOOBJID id;
LOT lot;
int32_t moderationStatus;
petElement->QueryAttribute("id", &id);
petElement->QueryAttribute("l", &lot);
petElement->QueryAttribute("m", &moderationStatus);
const char* name = petElement->Attribute("n");
DatabasePet databasePet;
databasePet.lot = lot;
databasePet.moderationState = moderationStatus;
databasePet.name = std::string(name);
SetDatabasePet(id, databasePet);
petElement = petElement->NextSiblingElement();
}
}
void InventoryComponent::UpdatePetXml(tinyxml2::XMLDocument* document)
{
auto* petInventoryElement = document->FirstChildElement("obj")->FirstChildElement("pet");
if (petInventoryElement == nullptr)
{
petInventoryElement = document->NewElement("pet");
document->FirstChildElement("obj")->LinkEndChild(petInventoryElement);
}
petInventoryElement->DeleteChildren();
for (const auto& pet : m_Pets)
{
auto* petElement = document->NewElement("p");
petElement->SetAttribute("id", pet.first);
petElement->SetAttribute("l", pet.second.lot);
petElement->SetAttribute("m", pet.second.moderationState);
petElement->SetAttribute("n", pet.second.name.c_str());
petElement->SetAttribute("t", 0);
petInventoryElement->LinkEndChild(petElement);
}
}