added lootsource send in GM

WIP commit
This commit is contained in:
EmosewaMC 2022-04-23 05:13:06 -07:00
parent 0eece14b68
commit a4d934913c
29 changed files with 71 additions and 62 deletions

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@ -1637,7 +1637,7 @@ void Entity::PickupItem(const LWOOBJID& objectID) {
}
}
else {
inv->AddItem(p.second.lot, p.second.count, INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, INVALID, 1);
inv->AddItem(p.second.lot, p.second.count, INVALID, {}, LWOOBJID_EMPTY, true, false, LWOOBJID_EMPTY, INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_PICKUP);
}
}
}

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@ -170,12 +170,12 @@ void Trade::Complete()
for (const auto& tradeItem : m_ItemsA)
{
inventoryB->AddItem(tradeItem.itemLot, tradeItem.itemCount);
inventoryB->AddItem(tradeItem.itemLot, tradeItem.itemCount, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_TRADE);
}
for (const auto& tradeItem : m_ItemsB)
{
inventoryA->AddItem(tradeItem.itemLot, tradeItem.itemCount);
inventoryA->AddItem(tradeItem.itemLot, tradeItem.itemCount, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_TRADE);
}
TradingManager::Instance()->CancelTrade(m_TradeId);

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@ -217,7 +217,7 @@ void CharacterComponent::HandleLevelUp()
switch (reward->rewardType)
{
case 0:
inventoryComponent->AddItem(reward->value, reward->count);
inventoryComponent->AddItem(reward->value, reward->count, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_LEVEL_REWARD);
break;
case 4:
{

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@ -150,7 +150,8 @@ void InventoryComponent::AddItem(
const eInventoryType inventorySourceType,
const int32_t sourceType,
const bool bound,
int32_t preferredSlot)
int32_t preferredSlot,
eLootSourceType lootSourceType)
{
if (count == 0)
{
@ -188,8 +189,7 @@ void InventoryComponent::AddItem(
return;
}
auto* item = new Item(lot, inventory, slot, count, config, parent, showFlyingLoot, isModMoveAndEquip, subKey, bound);
auto* item = new Item(lot, inventory, slot, count, config, parent, showFlyingLoot, isModMoveAndEquip, subKey, bound, lootSourceType);
if (missions != nullptr && !IsTransferInventory(inventoryType))
{
@ -255,6 +255,9 @@ void InventoryComponent::AddItem(
if (slot == -1)
{
// if (inventoryType == eInventoryType::VAULT_ITEMS || inventoryType == eInventoryType::VAULT_MODELS) {
// }
auto* player = dynamic_cast<Player*>(GetParent());
if (player == nullptr)
@ -284,8 +287,8 @@ void InventoryComponent::AddItem(
continue;
}
auto* item = new Item(lot, inventory, slot, size, {}, parent, showFlyingLoot, isModMoveAndEquip, subKey);
Game::logger->Log("InventoryComponent", "new item with source %i\n", lootSourceType);
auto* item = new Item(lot, inventory, slot, size, {}, parent, showFlyingLoot, isModMoveAndEquip, subKey, false, lootSourceType);
isModMoveAndEquip = false;
}
@ -369,7 +372,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
left -= delta;
AddItem(lot, delta, inventory, {}, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, false, preferredSlot);
AddItem(lot, delta, inventory, {}, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, false, preferredSlot, eLootSourceType::LOOT_SOURCE_NONE);
item->SetCount(item->GetCount() - delta, false, false);
@ -387,7 +390,7 @@ void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType in
const auto delta = std::min<uint32_t>(item->GetCount(), count);
AddItem(lot, delta, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, item->GetBound(), preferredSlot);
AddItem(lot, delta, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, LWOOBJID_EMPTY, origin->GetType(), 0, item->GetBound(), preferredSlot, eLootSourceType::LOOT_SOURCE_NONE);
item->SetCount(item->GetCount() - delta, false, false);
}

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@ -100,7 +100,8 @@ public:
eInventoryType inventorySourceType = INVALID,
int32_t sourceType = 0,
bool bound = false,
int32_t preferredSlot = -1
int32_t preferredSlot = -1,
eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE
);
/**

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@ -615,7 +615,7 @@ void PetComponent::NotifyTamingBuildSuccess(NiPoint3 position)
GameMessages::SendRegisterPetDBID(m_Tamer, petSubKey, tamer->GetSystemAddress());
inventoryComponent->AddItem(m_Parent->GetLOT(), 1, MODELS, {}, LWOOBJID_EMPTY, true, false, petSubKey);
inventoryComponent->AddItem(m_Parent->GetLOT(), 1, MODELS, {}, LWOOBJID_EMPTY, true, false, petSubKey, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
auto* item = inventoryComponent->FindItemBySubKey(petSubKey, MODELS);
if (item == nullptr)

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@ -491,7 +491,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
settings.push_back(propertyObjectID);
settings.push_back(modelType);
inventoryComponent->AddItem(6662, 1, HIDDEN, settings, LWOOBJID_EMPTY, false, false, spawnerId, INVALID, 13, false, -1);
inventoryComponent->AddItem(6662, 1, HIDDEN, settings, LWOOBJID_EMPTY, false, false, spawnerId, INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_DELETION);
auto* item = inventoryComponent->FindItemBySubKey(spawnerId);
if (item == nullptr) {
@ -526,7 +526,7 @@ void PropertyManagementComponent::DeleteModel(const LWOOBJID id, const int delet
return;
}
inventoryComponent->AddItem(model->GetLOT(), 1, INVALID, {}, LWOOBJID_EMPTY, false);
inventoryComponent->AddItem(model->GetLOT(), 1, INVALID, {}, LWOOBJID_EMPTY, false, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_DELETION);
auto* item = inventoryComponent->FindItemByLot(model->GetLOT());

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@ -423,7 +423,7 @@ void GameMessages::SendAddItemToInventoryClientSync(Entity* entity, const System
bitStream.Write(lootSourceType != eLootSourceType::LOOT_SOURCE_NONE); // Loot source
if (lootSourceType != eLootSourceType::LOOT_SOURCE_NONE) bitStream.Write(lootSourceType);
Game::logger->Log("GameMessages", "lootSource %i\n", lootSourceType);
LWONameValue extraInfo;
auto config = item->GetConfig();
@ -451,8 +451,8 @@ void GameMessages::SendAddItemToInventoryClientSync(Entity* entity, const System
auto* inventory = item->GetInventory();
const auto inventoryType = inventory->GetType();
bitStream.Write(inventoryType != INVENTORY_DEFAULT);
if (inventoryType != INVENTORY_DEFAULT) bitStream.Write(inventoryType);
bitStream.Write(inventoryType != eInventoryType::ITEMS);
if (inventoryType != eInventoryType::ITEMS) bitStream.Write(inventoryType);
bitStream.Write(itemCount != 1);
if (itemCount != 1) bitStream.Write(itemCount);
@ -4700,7 +4700,7 @@ void GameMessages::HandleBuyFromVendor(RakNet::BitStream* inStream, Entity* enti
inv->RemoveItem(tokenId, altCurrencyCost);
inv->AddItem(item, count);
inv->AddItem(item, count, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_VENDOR);
}
else
{
@ -4726,7 +4726,7 @@ void GameMessages::HandleBuyFromVendor(RakNet::BitStream* inStream, Entity* enti
}
character->SetCoins(character->GetCoins() - (coinCost), LOOT_SOURCE_VENDOR);
inv->AddItem(item, count);
inv->AddItem(item, count, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_VENDOR);
}
GameMessages::SendVendorTransactionResult(entity, sysAddr);
@ -4769,7 +4769,7 @@ void GameMessages::HandleSellToVendor(RakNet::BitStream* inStream, Entity* entit
if (Inventory::IsValidItem(itemComp.currencyLOT))
{
const auto altCurrency = (itemComp.altCurrencyCost * sellScalar) * count;
inv->AddItem(itemComp.currencyLOT, std::floor(altCurrency)); // Return alt currencies like faction tokens.
inv->AddItem(itemComp.currencyLOT, std::floor(altCurrency), eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_VENDOR); // Return alt currencies like faction tokens.
}
//inv->RemoveItem(count, -1, iObjID);
@ -5590,11 +5590,11 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
if (count == 3)
{
inv->AddItem(6416, 1, MODELS, config);
inv->AddItem(6416, 1, eInventoryType::MODELS, config, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_QUICKBUILD);
}
else if (count == 7)
{
inv->AddItem(8092, 1, MODELS, config);
inv->AddItem(8092, 1, eInventoryType::MODELS, config, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_QUICKBUILD);
}
auto* missionComponent = character->GetComponent<MissionComponent>();

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@ -61,7 +61,7 @@ namespace GameMessages {
void SendGMLevelBroadcast(const LWOOBJID& objectID, uint8_t level);
void SendChatModeUpdate(const LWOOBJID& objectID, uint8_t level);
void SendAddItemToInventoryClientSync(Entity* entity, const SystemAddress& sysAddr, Item* item, const LWOOBJID& objectID, bool showFlyingLoot, int itemCount, LWOOBJID subKey = LWOOBJID_EMPTY);
void SendAddItemToInventoryClientSync(Entity* entity, const SystemAddress& sysAddr, Item* item, const LWOOBJID& objectID, bool showFlyingLoot, int itemCount, LWOOBJID subKey = LWOOBJID_EMPTY, eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE);
void SendNotifyClientFlagChange(const LWOOBJID& objectID, int iFlagID, bool bFlag, const SystemAddress& sysAddr);
void SendChangeObjectWorldState(const LWOOBJID& objectID, int state, const SystemAddress& sysAddr);

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@ -14,7 +14,7 @@
class Inventory;
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)
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))
{
@ -46,7 +46,8 @@ Item::Item(
bool showFlyingLoot,
bool isModMoveAndEquip,
LWOOBJID subKey,
bool bound)
bool bound,
eLootSourceType lootSourceType)
{
if (!Inventory::IsValidItem(lot))
{
@ -80,8 +81,8 @@ Item::Item(
inventory->AddManagedItem(this);
auto* entity = inventory->GetComponent()->GetParent();
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, static_cast<int>(this->count), subKey);
Game::logger->Log("test", "source %i\n", lootSourceType);
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, static_cast<int>(this->count), subKey, lootSourceType);
if (isModMoveAndEquip)
{
@ -176,7 +177,7 @@ void Item::SetCount(const uint32_t value, const bool silent, const bool disassem
if (value > count)
{
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, delta);
GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, delta, 0LL);
}
else
{
@ -374,7 +375,7 @@ void Item::Disassemble(const eInventoryType inventoryType)
for (const auto mod : modArray)
{
inventory->GetComponent()->AddItem(mod, 1, inventoryType);
inventory->GetComponent()->AddItem(mod, 1, inventoryType, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_DELETION);
}
}
}
@ -472,7 +473,7 @@ void Item::DisassembleModel()
continue;
}
GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1);
GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_DELETION);
}
}

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@ -36,7 +36,8 @@ public:
bool bound,
const std::vector<LDFBaseData*>& config,
LWOOBJID parent,
LWOOBJID subKey
LWOOBJID subKey,
eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE
);
/**
@ -62,7 +63,8 @@ public:
bool showFlyingLoot = true,
bool isModMoveAndEquip = false,
LWOOBJID subKey = LWOOBJID_EMPTY,
bool bound = false
bool bound = false,
eLootSourceType lootSourceType = eLootSourceType::LOOT_SOURCE_NONE
);
~Item();

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@ -463,7 +463,7 @@ void Mission::YieldRewards() {
count = 0;
}
inventoryComponent->AddItem(pair.first, count);
inventoryComponent->AddItem(pair.first, count, eInventoryType::INVALID, {}, 0LL, IsMission(), false, 0LL, eInventoryType::INVALID, 0, false, -1, IsMission() ? eLootSourceType::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_ACHIEVEMENT);
}
if (info->reward_currency_repeatable > 0 || coinsToSend > 0) {
@ -496,7 +496,7 @@ void Mission::YieldRewards() {
count = 0;
}
inventoryComponent->AddItem(pair.first, count);
inventoryComponent->AddItem(pair.first, count, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, IsMission() ? eLootSourceType::LOOT_SOURCE_MISSION : eLootSourceType::LOOT_SOURCE_ACHIEVEMENT);
}
if (info->reward_currency > 0 || coinsToSend > 0) {

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@ -285,7 +285,7 @@ void LootGenerator::GiveLoot(Entity* player, std::unordered_map<LOT, int32_t>& r
return;
for (const auto& pair : result) {
inventoryComponent->AddItem(pair.first, pair.second);
inventoryComponent->AddItem(pair.first, pair.second, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
}
}

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@ -363,7 +363,7 @@ void Mail::HandleAttachmentCollect(RakNet::BitStream* packet, const SystemAddres
auto inv = static_cast<InventoryComponent*>(player->GetComponent(COMPONENT_TYPE_INVENTORY));
if (!inv) return;
inv->AddItem(attachmentLOT, attachmentCount);
inv->AddItem(attachmentLOT, attachmentCount, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_MAIL);
Mail::SendAttachmentRemoveConfirm(sysAddr, mailID);

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@ -794,7 +794,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
InventoryComponent * inventory = static_cast<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
inventory->AddItem(itemLOT, 1);
inventory->AddItem(itemLOT, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_MODERATION);
} else if(args.size() == 2) {
uint32_t itemLOT;
@ -814,7 +814,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
InventoryComponent* inventory = static_cast<InventoryComponent*>(entity->GetComponent(COMPONENT_TYPE_INVENTORY));
inventory->AddItem(itemLOT, count);
inventory->AddItem(itemLOT, count, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_MODERATION);
}
else {
ChatPackets::SendSystemMessage(sysAddr, u"Correct usage: /gmadditem <lot>");
@ -1626,7 +1626,7 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
std::vector<LDFBaseData*> data {};
data.push_back(new LDFData<int32_t>(u"reforgedLOT", reforgedItem));
inventoryComponent->AddItem(baseItem, 1, INVALID, data);
inventoryComponent->AddItem(baseItem, 1, eInventoryType::INVALID, data, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_MODERATION);
}
if (chatCommand == "crash" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR)

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@ -32,7 +32,7 @@ void AmDropshipComputer::OnUse(Entity* self, Entity* user)
return;
}
inventoryComponent->AddItem(12323, 1);
inventoryComponent->AddItem(12323, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
}
void AmDropshipComputer::OnDie(Entity* self, Entity* killer)

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@ -11,7 +11,7 @@ void NPCAddRemoveItem::OnMissionDialogueOK(Entity *self, Entity *target, int mis
for (const auto& itemSetting : missionSetting.second) {
for (const auto& lot : itemSetting.items) {
if (itemSetting.add && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)) {
inventory->AddItem(lot, 1);
inventory->AddItem(lot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
} else if (itemSetting.remove && (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)) {
inventory->RemoveItem(lot, 1);
}

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@ -54,6 +54,6 @@ void NjColeNPC::OnMissionDialogueOK(Entity* self, Entity* target, int missionID,
return;
}
inventoryComponent->AddItem(16644, 1);
inventoryComponent->AddItem(16644, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_VENDOR);
}
}

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@ -12,6 +12,6 @@ void NjScrollChestServer::OnUse(Entity *self, Entity *user) {
playerInventory->RemoveItem(keyLOT, 1);
// Reward the player with the item set
playerInventory->AddItem(rewardItemLOT, 1);
playerInventory->AddItem(rewardItemLOT, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
}
}

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@ -23,7 +23,7 @@ void NpcCowboyServer::OnMissionDialogueOK(Entity* self, Entity* target, int miss
{
if (inventoryComponent->GetLotCount(14378) == 0)
{
inventoryComponent->AddItem(14378, 1);
inventoryComponent->AddItem(14378, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
}
}
else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE)

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@ -9,7 +9,7 @@ void NpcPirateServer::OnMissionDialogueOK(Entity *self, Entity *target, int miss
// Add or remove the lucky shovel based on whether the mission was completed or started
if ((missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
&& luckyShovel == nullptr) {
inventory->AddItem(14591, 1);
inventory->AddItem(14591, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
inventory->RemoveItem(14591, 1);
}

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@ -20,7 +20,7 @@ void NpcWispServer::OnMissionDialogueOK(Entity* self, Entity* target, int missio
// For the daily we add the maelstrom vacuum if the player doesn't have it yet
if (missionID == 1883 && (missionState == MissionState::MISSION_STATE_AVAILABLE || missionState == MissionState::MISSION_STATE_COMPLETE_AVAILABLE)
&& maelstromVacuum == nullptr) {
inventory->AddItem(maelstromVacuumLot, 1);
inventory->AddItem(maelstromVacuumLot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
} else if (missionState == MissionState::MISSION_STATE_READY_TO_COMPLETE || missionState == MissionState::MISSION_STATE_COMPLETE_READY_TO_COMPLETE) {
inventory->RemoveItem(maelstromVacuumLot, 1);
}

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@ -195,7 +195,7 @@ void NsConcertInstrument::EquipInstruments(Entity *self, Entity *player) {
// Equip the left hand instrument
const auto leftInstrumentLot = instrumentLotLeft.find(GetInstrumentLot(self))->second;
if (leftInstrumentLot != LOT_NULL) {
inventory->AddItem(leftInstrumentLot, 1, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
inventory->AddItem(leftInstrumentLot, 1, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
auto* leftInstrument = inventory->FindItemByLot(leftInstrumentLot, TEMP_ITEMS);
leftInstrument->Equip();
}
@ -203,7 +203,7 @@ void NsConcertInstrument::EquipInstruments(Entity *self, Entity *player) {
// Equip the right hand instrument
const auto rightInstrumentLot = instrumentLotRight.find(GetInstrumentLot(self))->second;
if (rightInstrumentLot != LOT_NULL) {
inventory->AddItem(rightInstrumentLot, 1, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false);
inventory->AddItem(rightInstrumentLot, 1, TEMP_ITEMS, {}, LWOOBJID_EMPTY, false, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
auto* rightInstrument = inventory->FindItemByLot(rightInstrumentLot, TEMP_ITEMS);
rightInstrument->Equip();
}

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@ -50,19 +50,19 @@ void NsTokenConsoleServer::OnUse(Entity* self, Entity* user)
if (character->GetPlayerFlag(46))
{
inventoryComponent->AddItem(8321, 5);
inventoryComponent->AddItem(8321, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
}
else if (character->GetPlayerFlag(47))
{
inventoryComponent->AddItem(8318, 5);
inventoryComponent->AddItem(8318, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
}
else if (character->GetPlayerFlag(48))
{
inventoryComponent->AddItem(8320, 5);
inventoryComponent->AddItem(8320, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
}
else if (character->GetPlayerFlag(49))
{
inventoryComponent->AddItem(8319, 5);
inventoryComponent->AddItem(8319, 5, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
}
missionComponent->ForceProgressTaskType(863, 1, 1, false);

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@ -29,7 +29,7 @@ void NtDukeServer::OnMissionDialogueOK(Entity *self, Entity *target, int mission
auto lotCount = inventoryComponent->GetLotCount(m_SwordLot);
if ((state == MissionState::MISSION_STATE_AVAILABLE || state == MissionState::MISSION_STATE_ACTIVE) && lotCount < 1) {
inventoryComponent->AddItem(m_SwordLot, 1);
inventoryComponent->AddItem(m_SwordLot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
} else if (state == MissionState::MISSION_STATE_READY_TO_COMPLETE) {
inventoryComponent->RemoveItem(m_SwordLot, lotCount);
}

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@ -574,7 +574,7 @@ void SGCannon::StopGame(Entity *self, bool cancel) {
auto* inventory = player->GetComponent<InventoryComponent>();
if (inventory != nullptr) {
for (const auto rewardLot : self->GetVar<std::vector<LOT>>(RewardsVariable)) {
inventory->AddItem(rewardLot, 1, eInventoryType::MODELS);
inventory->AddItem(rewardLot, 1, eInventoryType::MODELS, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
}
}

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@ -21,15 +21,17 @@ void TokenConsoleServer::OnUse(Entity* self, Entity* user) {
//figure out which faction the player belongs to:
auto character = user->GetCharacter();
if (!character) return;
// At this point the player has to be in a faction.
LOT tokenLOT = 0;
if (character->GetPlayerFlag(ePlayerFlags::VENTURE_FACTION)) //venture
inv->AddItem(8321, tokensToGive);
tokenLOT = 8321;
else if (character->GetPlayerFlag(ePlayerFlags::ASSEMBLY_FACTION)) //assembly
inv->AddItem(8318, tokensToGive);
tokenLOT = 8318;
else if (character->GetPlayerFlag(ePlayerFlags::PARADOX_FACTION)) //paradox
inv->AddItem(8320, tokensToGive);
tokenLOT = 8320;
else if (character->GetPlayerFlag(ePlayerFlags::SENTINEL_FACTION)) //sentinel
inv->AddItem(8319, tokensToGive);
tokenLOT = 8319;
inv->AddItem(tokenLOT, tokensToGive, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_NONE);
}
GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());

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@ -10,7 +10,7 @@ void VeBricksampleServer::OnUse(Entity *self, Entity *user) {
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
if (loot && inventoryComponent != nullptr && inventoryComponent->GetLotCount(loot) == 0) {
inventoryComponent->AddItem(loot, 1);
inventoryComponent->AddItem(loot, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY);
for (auto* brickEntity : EntityManager::Instance()->GetEntitiesInGroup("Bricks")) {
GameMessages::SendNotifyClientObject(brickEntity->GetObjectID(), u"Pickedup");

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@ -8,7 +8,7 @@ void VeMissionConsole::OnUse(Entity *self, Entity *user) {
auto* inventoryComponent = user->GetComponent<InventoryComponent>();
if (inventoryComponent != nullptr) {
inventoryComponent->AddItem(12547, 1); // Add the panel required for pickup
inventoryComponent->AddItem(12547, 1, eInventoryType::INVALID, {}, 0LL, true, false, 0LL, eInventoryType::INVALID, 0, false, -1, eLootSourceType::LOOT_SOURCE_ACTIVITY); // Add the panel required for pickup
}
// The flag to set is 101<number>