#include "InventoryComponent.h" #include #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" #include "DestroyableComponent.h" #include "dConfig.h" #include "eItemType.h" #include "eUnequippableActiveType.h" #include "CppScripts.h" #include "eMissionTaskType.h" #include "eStateChangeType.h" #include "eUseItemResponse.h" #include "CDComponentsRegistryTable.h" #include "CDInventoryComponentTable.h" #include "CDScriptComponentTable.h" #include "CDObjectSkillsTable.h" #include "CDSkillBehaviorTable.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(); const auto componentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::INVENTORY); auto* inventoryComponentTable = CDClientManager::Instance().GetTable(); 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(item.itemid), item.count, slot++ }); // Equip this items proxies. auto subItems = info.subItems; subItems.erase(std::remove_if(subItems.begin(), subItems.end(), ::isspace), subItems.end()); if (!subItems.empty()) { const auto subItemsSplit = GeneralUtils::SplitString(subItems, ','); for (auto proxyLotAsString : subItemsSplit) { const auto proxyLOT = static_cast(std::stoi(proxyLotAsString)); const auto& proxyInfo = Inventory::FindItemComponent(proxyLOT); const LWOOBJID proxyId = ObjectIDManager::Instance()->GenerateObjectID(); // Use item.count since we equip item.count number of the item this is a requested proxy of UpdateSlot(proxyInfo.equipLocation, { proxyId, proxyLOT, 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; case eInventoryType::VAULT_MODELS: case eInventoryType::VAULT_ITEMS: size = 40u; break; case eInventoryType::VENDOR_BUYBACK: size = 27u; break; case eInventoryType::DONATION: size = 24u; break; default: break; } auto* inventory = new Inventory(type, size, {}, this); m_Inventories.insert_or_assign(type, inventory); return inventory; } const std::map& 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& 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!", lot); return; } if (!Inventory::IsValidItem(lot)) { if (lot > 0) { Game::logger->Log("InventoryComponent", "Attempted to add invalid item (%i) to the inventory!", lot); } return; } if (inventoryType == INVALID) { inventoryType = Inventory::FindInventoryTypeForLot(lot); } auto* missions = static_cast(this->m_Parent->GetComponent(eReplicaComponentType::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)!", inventoryType); return; } auto* item = new Item(lot, inventory, slot, count, config, parent, showFlyingLoot, isModMoveAndEquip, subKey, bound, lootSourceType); if (missions != nullptr && !IsTransferInventory(inventoryType)) { missions->Progress(eMissionTaskType::GATHER, lot, LWOOBJID_EMPTY, "", count, IsTransferInventory(inventorySourceType)); } return; } const auto info = Inventory::FindItemComponent(lot); auto left = count; int32_t outOfSpace = 0; auto stack = static_cast(info.stackSize); bool isBrick = inventoryType == eInventoryType::BRICKS || (stack == 0 && info.itemType == 1); // info.itemType of 1 is item type brick if (isBrick) { stack = UINT32_MAX; } else if (stack == 0) { stack = 1; } auto* existing = FindItemByLot(lot, inventoryType); if (existing != nullptr) { const auto delta = std::min(left, stack - existing->GetCount()); left -= delta; existing->SetCount(existing->GetCount() + delta, false, true, showFlyingLoot, lootSourceType); if (isModMoveAndEquip) { existing->Equip(); isModMoveAndEquip = false; } } // If we have some leftover and we aren't bricks, make a new stack while (left > 0 && (!isBrick || (isBrick && !existing))) { 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(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'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; } auto* item = new Item(lot, inventory, slot, size, {}, parent, showFlyingLoot, isModMoveAndEquip, subKey, false, lootSourceType); isModMoveAndEquip = false; } if (missions != nullptr && !IsTransferInventory(inventoryType)) { missions->Progress(eMissionTaskType::GATHER, 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) { Game::logger->Log("InventoryComponent", "Attempted to remove 0 of item (%i) from the inventory!", lot); return; } if (inventoryType == INVALID) { inventoryType = Inventory::FindInventoryTypeForLot(lot); } auto* inventory = GetInventory(inventoryType); if (inventory == nullptr) { return; } auto left = std::min(count, inventory->GetLotCount(lot)); while (left > 0) { auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound); if (item == nullptr) { break; } const auto delta = std::min(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(); const auto subkey = item->GetSubKey(); if (subkey == LWOOBJID_EMPTY && item->GetConfig().empty() && (!item->GetBound() || (item->GetBound() && item->GetInfo().isBOP))) { auto left = std::min(count, origin->GetLotCount(lot)); while (left > 0) { if (item == nullptr) { item = origin->FindItemByLot(lot, false); if (item == nullptr) { break; } } const auto delta = std::min(item->GetCount(), left); left -= delta; AddItem(lot, delta, eLootSourceType::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 config; for (auto* const data : item->GetConfig()) { config.push_back(data->Copy()); } const auto delta = std::min(item->GetCount(), count); AddItem(lot, delta, eLootSourceType::NONE, inventory, config, LWOOBJID_EMPTY, showFlyingLot, isModMoveAndEquip, subkey, origin->GetType(), 0, item->GetBound(), preferredSlot); item->SetCount(item->GetCount() - delta, false, false); } auto* missionComponent = m_Parent->GetComponent(); if (missionComponent != nullptr) { if (IsTransferInventory(inventory)) { missionComponent->Progress(eMissionTaskType::GATHER, lot, LWOOBJID_EMPTY, "", -static_cast(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& loot) { std::unordered_map 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(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(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); EquipSkill(eSkillBar::Primary, BehaviorSlot::Primary, 1); EquipSkill(eSkillBar::Primary, BehaviorSlot::Head, 6); EquipSkill(eSkillBar::Primary, BehaviorSlot::Offhand, 7); EquipSkill(eSkillBar::Primary, BehaviorSlot::Neck, 8); auto* inventoryElement = document->FirstChildElement("obj")->FirstChildElement("inv"); if (inventoryElement == nullptr) { Game::logger->Log("InventoryComponent", "Failed to find 'inv' xml element!"); return; } auto* bags = inventoryElement->FirstChildElement("bag"); if (bags == nullptr) { Game::logger->Log("InventoryComponent", "Failed to find 'bags' xml element!"); 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(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!"); return; } bag = items->FirstChildElement(); while (bag != nullptr) { unsigned int type; bag->QueryAttribute("t", &type); auto* inventory = GetInventory(static_cast(type)); if (inventory == nullptr) { Game::logger->Log("InventoryComponent", "Failed to find inventory (%i)!", 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 config; auto* extraInfo = itemElement->FirstChildElement("x"); if (extraInfo) { // Check if has attribute "ma" if (extraInfo->Attribute("ma") != nullptr) { std::string modInfo = extraInfo->Attribute("ma"); LDFBaseData* moduleAssembly = new LDFData(u"assemblyPartLOTs", GeneralUtils::ASCIIToUTF16(modInfo.substr(2, modInfo.size() - 1))); config.push_back(moduleAssembly); } } auto* statInfo = itemElement->Attribute("st"); std::vector stats; if (statInfo != nullptr) { // type,modifier,value;... std::vector statData = GeneralUtils::SplitString(statInfo, ';'); for (const auto& stat : statData) { if (stat.empty()) { continue; } std::vector statParts = GeneralUtils::SplitString(stat, ','); if (statParts.size() != 3) { continue; } eStatTypes type = static_cast(std::stoi(statParts[0])); eStatModifier modifier = static_cast(std::stoi(statParts[1])); float value = std::stof(statParts[2]); stats.push_back(StatProperty(type, modifier, value)); } } std::vector modifiers; auto* modifierInfo = itemElement->Attribute("mo"); if (modifierInfo != nullptr) { // name;... std::vector modifierData = GeneralUtils::SplitString(modifierInfo, ';'); for (const auto& modifier : modifierData) { if (modifier.empty()) { continue; } auto* modifierTemplate = ItemModifierTemplate::FindItemModifierTemplate(modifier); if (modifierTemplate == nullptr) { Game::logger->Log("InventoryComponent", "Failed to find modifier template (%s)!", modifier.c_str()); continue; } modifiers.push_back(modifierTemplate); } } auto* item = new Item(id, lot, inventory, slot, count, bound, config, parent, subKey); if (!stats.empty()) { item->GetStats() = stats; } if (!modifiers.empty()) { item->GetModifiers() = modifiers; } 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!"); return; } std::vector inventoriesToSave; // Need to prevent some transfer inventories from being saved for (const auto& pair : this->m_Inventories) { auto* inventory = pair.second; if (inventory->GetType() == VENDOR_BUYBACK || inventory->GetType() == eInventoryType::MODELS_IN_BBB) { continue; } inventoriesToSave.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!"); return; } bags->DeleteChildren(); for (const auto* inventory : inventoriesToSave) { auto* bag = document->NewElement("b"); bag->SetAttribute("t", inventory->GetType()); bag->SetAttribute("m", static_cast(inventory->GetSize())); bags->LinkEndChild(bag); } auto* items = inventoryElement->FirstChildElement("items"); if (items == nullptr) { Game::logger->Log("InventoryComponent", "Failed to find 'items' xml element!"); return; } items->DeleteChildren(); for (auto* inventory : inventoriesToSave) { 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(item->GetSlot())); itemElement->SetAttribute("c", static_cast(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); } // St attribute std::stringstream ss; for (const auto& stat : item->GetStats()) { ss << static_cast(stat.type) << "," << static_cast(stat.modifier) << "," << stat.value << ";"; } itemElement->SetAttribute("st", ss.str().c_str()); // Mo attribute ss.str(""); for (const auto& modifier : item->GetModifiers()) { ss << modifier->GetName() << ";"; } itemElement->SetAttribute("mo", ss.str().c_str()); bagElement->LinkEndChild(itemElement); } items->LinkEndChild(bagElement); } } void InventoryComponent::Serialize(RakNet::BitStream* outBitStream, const bool bIsInitialUpdate) { if (bIsInitialUpdate || m_Dirty) { outBitStream->Write(true); outBitStream->Write(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(item.slot); outBitStream->Write0(); bool flag = !item.config.empty(); outBitStream->Write(flag); if (flag) { RakNet::BitStream ldfStream; ldfStream.Write(item.config.size()); // Key count for (LDFBaseData* data : item.config) { if (data->GetKey() == u"assemblyPartLOTs") { std::string newRocketStr = data->GetValueAsString() + ";"; GeneralUtils::ReplaceInString(newRocketStr, "+", ";"); LDFData* ldf_data = new LDFData(u"assemblyPartLOTs", GeneralUtils::ASCIIToUTF16(newRocketStr)); ldf_data->WriteToPacket(&ldfStream); delete ldf_data; } else { data->WriteToPacket(&ldfStream); } } outBitStream->Write(ldfStream.GetNumberOfBytesUsed() + 1); outBitStream->Write(0); // Don't compress outBitStream->Write(ldfStream); } outBitStream->Write1(); } m_Dirty = false; } else { outBitStream->Write(false); } outBitStream->Write(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 = Game::entityManager->GetEntitiesByComponent(eReplicaComponentType::ROCKET_LAUNCH); const auto position = m_Parent->GetPosition(); for (auto* launchPad : rocketLauchPads) { if (!launchPad) continue; auto prereq = launchPad->GetVarAsString(u"rocketLaunchPreCondition"); if (!prereq.empty()) { PreconditionExpression expression(prereq); if (!expression.Check(m_Parent)) continue; } if (Vector3::DistanceSquared(launchPad->GetPosition(), position) > 13 * 13) continue; auto* characterComponent = m_Parent->GetComponent(); if (characterComponent != nullptr) characterComponent->SetLastRocketItemID(item->GetId()); launchPad->OnUse(m_Parent); break; } return; } const auto building = character->GetBuildMode(); const auto type = static_cast(item->GetInfo().itemType); if (!building && (item->GetLot() == 6086 || type == eItemType::LOOT_MODEL || type == eItemType::VEHICLE)) return; if (type != eItemType::LOOT_MODEL && type != eItemType::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() }); ApplyBuff(item); AddItemSkills(item->GetLot()); EquipScripts(item); Game::entityManager->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); } RemoveBuff(item); RemoveItemSkills(item->GetLot()); RemoveSlot(item->GetInfo().equipLocation); PurgeProxies(item); UnequipScripts(item); Game::entityManager->SerializeEntity(m_Parent); // Trigger property event if (PropertyManagementComponent::Instance() != nullptr && item->GetCount() > 0 && Inventory::FindInventoryTypeForLot(item->GetLot()) == MODELS) { PropertyManagementComponent::Instance()->GetParent()->OnZonePropertyModelRemovedWhileEquipped(m_Parent); Game::zoneManager->GetZoneControlObject()->OnZonePropertyModelRemovedWhileEquipped(m_Parent); } } void InventoryComponent::EquipScripts(Item* equippedItem) { CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable(); if (!compRegistryTable) return; int32_t scriptComponentID = compRegistryTable->GetByIDAndType(equippedItem->GetLot(), eReplicaComponentType::SCRIPT, -1); if (scriptComponentID > -1) { CDScriptComponentTable* scriptCompTable = CDClientManager::Instance().GetTable(); CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID); auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name); if (!itemScript) { Game::logger->Log("InventoryComponent", "null script?"); } itemScript->OnFactionTriggerItemEquipped(m_Parent, equippedItem->GetId()); } } void InventoryComponent::UnequipScripts(Item* unequippedItem) { CDComponentsRegistryTable* compRegistryTable = CDClientManager::Instance().GetTable(); if (!compRegistryTable) return; int32_t scriptComponentID = compRegistryTable->GetByIDAndType(unequippedItem->GetLot(), eReplicaComponentType::SCRIPT, -1); if (scriptComponentID > -1) { CDScriptComponentTable* scriptCompTable = CDClientManager::Instance().GetTable(); CDScriptComponent scriptCompData = scriptCompTable->GetByID(scriptComponentID); auto* itemScript = CppScripts::GetScript(m_Parent, scriptCompData.script_name); if (!itemScript) { Game::logger->Log("InventoryComponent", "null script?"); } itemScript->OnFactionTriggerItemUnequipped(m_Parent, unequippedItem->GetId()); } } void InventoryComponent::HandlePossession(Item* item) { auto* characterComponent = m_Parent->GetComponent(); if (!characterComponent) return; auto* possessorComponent = m_Parent->GetComponent(); if (!possessorComponent) return; // Don't do anything if we are busy dismounting if (possessorComponent->GetIsDismounting()) return; // Check to see if we are already mounting something auto* currentlyPossessedEntity = Game::entityManager->GetEntity(possessorComponent->GetPossessable()); auto currentlyPossessedItem = possessorComponent->GetMountItemID(); if (currentlyPossessedItem) { if (currentlyPossessedEntity) possessorComponent->Dismount(currentlyPossessedEntity); return; } GameMessages::SendSetStunned(m_Parent->GetObjectID(), eStateChangeType::PUSH, m_Parent->GetSystemAddress(), LWOOBJID_EMPTY, true, false, true, false, false, false, false, true, true, true, true, true, true, true, true, true); // Set the mount Item ID so that we know what were handling possessorComponent->SetMountItemID(item->GetId()); GameMessages::SendSetMountInventoryID(m_Parent, item->GetId(), UNASSIGNED_SYSTEM_ADDRESS); // Create entity to mount auto startRotation = m_Parent->GetRotation(); EntityInfo info{}; info.lot = item->GetLot(); info.pos = m_Parent->GetPosition(); info.rot = startRotation; info.spawnerID = m_Parent->GetObjectID(); auto* mount = Game::entityManager->CreateEntity(info, nullptr, m_Parent); // Check to see if the mount is a vehicle, if so, flip it auto* vehicleComponent = mount->GetComponent(); if (vehicleComponent) characterComponent->SetIsRacing(true); // Setup the destroyable stats auto* destroyableComponent = mount->GetComponent(); if (destroyableComponent) { destroyableComponent->SetIsImmune(true); } // Mount it auto* possessableComponent = mount->GetComponent(); if (possessableComponent) { possessableComponent->SetIsItemSpawned(true); possessableComponent->SetPossessor(m_Parent->GetObjectID()); // Possess it possessorComponent->SetPossessable(mount->GetObjectID()); possessorComponent->SetPossessableType(possessableComponent->GetPossessionType()); } GameMessages::SendSetJetPackMode(m_Parent, false); // Make it go to the client Game::entityManager->ConstructEntity(mount); // Update the possessor Game::entityManager->SerializeEntity(m_Parent); // have to unlock the input so it vehicle can be driven if (vehicleComponent) GameMessages::SendVehicleUnlockInput(mount->GetObjectID(), false, m_Parent->GetSystemAddress()); GameMessages::SendMarkInventoryItemAsActive(m_Parent->GetObjectID(), true, eUnequippableActiveType::MOUNT, item->GetId(), m_Parent->GetSystemAddress()); } void InventoryComponent::ApplyBuff(Item* item) const { const auto buffs = FindBuffs(item, true); for (const auto buff : buffs) { SkillComponent::HandleUnmanaged(buff, m_Parent->GetObjectID(), LWOOBJID_EMPTY, item->GetId()); } auto* destroyableComponent = m_Parent->GetComponent(); if (destroyableComponent == nullptr) { return; } for (const auto& stat : item->GetStats()) { destroyableComponent->AddStat(stat); } } // TODO Something needs to send the remove buff GameMessage as well when it is unequipping items that would remove buffs. void InventoryComponent::RemoveBuff(Item* item) const { const auto buffs = FindBuffs(item, false); for (const auto buff : buffs) { SkillComponent::HandleUnCast(buff, m_Parent->GetObjectID(), item->GetId()); } auto* destroyableComponent = m_Parent->GetComponent(); if (destroyableComponent == nullptr) { return; } for (const auto& stat : item->GetStats()) { destroyableComponent->RemoveStat(stat); } } 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_Pushed.clear(); auto destroyableComponent = m_Parent->GetComponent(); // Reset stats to full if (destroyableComponent) { destroyableComponent->SetHealth(static_cast(destroyableComponent->GetMaxHealth())); destroyableComponent->SetArmor(static_cast(destroyableComponent->GetMaxArmor())); destroyableComponent->SetImagination(static_cast(destroyableComponent->GetMaxImagination())); Game::entityManager->SerializeEntity(m_Parent); } 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(info.itemType)); if (slot == BehaviorSlot::Invalid) { return; } eSkillBar bar = eSkillBar::Gear; switch (slot) { case BehaviorSlot::Primary: bar = eSkillBar::Primary; break; case BehaviorSlot::Consumable: bar = eSkillBar::Consumable; break; } const auto skill = FindSkill(lot); if (skill == 0) { UnequipSkill(bar, slot); return; } if (slot == BehaviorSlot::Primary) { EquipSkill(eSkillBar::Primary, BehaviorSlot::Primary, skill); EquipSkill(eSkillBar::Gear, BehaviorSlot::Primary, skill); EquipSkill(eSkillBar::ClassPrimary, BehaviorSlot::Primary, skill); EquipSkill(eSkillBar::ClassSecondary, BehaviorSlot::Primary, skill); } else { EquipSkill(bar, slot, skill); } } void InventoryComponent::RemoveItemSkills(const LOT lot) { const auto info = Inventory::FindItemComponent(lot); const auto slot = FindBehaviorSlot(static_cast(info.itemType)); if (slot == BehaviorSlot::Invalid) { return; } if (slot == BehaviorSlot::Primary) { EquipSkill(eSkillBar::Primary, BehaviorSlot::Primary, 1); EquipSkill(eSkillBar::Gear, BehaviorSlot::Primary, 1); EquipSkill(eSkillBar::ClassPrimary, BehaviorSlot::Primary, 1); EquipSkill(eSkillBar::ClassSecondary, BehaviorSlot::Primary, 1); return; } eSkillBar bar = eSkillBar::Gear; switch (slot) { case BehaviorSlot::Primary: bar = eSkillBar::Primary; break; case BehaviorSlot::Consumable: bar = eSkillBar::Consumable; break; } UnequipSkill(bar, slot); } void InventoryComponent::EquipSkill(eSkillBar bar, BehaviorSlot slot, uint32_t skillID) { Game::logger->Log("InventoryComponent", "Equipping skill %i to slot %i on bar %i", skillID, slot, bar); const auto& barIt = m_EquippedSkills.find(bar); if (barIt == m_EquippedSkills.end()) { m_EquippedSkills.emplace(bar, std::map()); } auto& barMap = m_EquippedSkills.at(bar); const auto& slotIt = barMap.find(slot); barMap.insert_or_assign(slot, skillID); UpdateSkills(); } void InventoryComponent::UnequipSkill(eSkillBar bar, BehaviorSlot slot) { Game::logger->Log("InventoryComponent", "Unequipping skill from slot %i on bar %i", slot, bar); const auto& barIt = m_EquippedSkills.find(bar); if (barIt == m_EquippedSkills.end()) { return; } auto& barMap = m_EquippedSkills.at(bar); const auto& slotIt = barMap.find(slot); if (slotIt == barMap.end()) { return; } const auto old = slotIt->second; barMap.erase(slot); if (bar == eSkillBar::Primary && slot == BehaviorSlot::Primary) { barMap.insert_or_assign(BehaviorSlot::Primary, 1); } if (barMap.empty()) { m_EquippedSkills.erase(bar); } UpdateSkills(); } uint32_t InventoryComponent::GetSkill(eSkillBar bar, BehaviorSlot slot) const { const auto& barIt = m_EquippedSkills.find(bar); if (barIt == m_EquippedSkills.end()) { return 0; } const auto& barMap = barIt->second; const auto& slotIt = barMap.find(slot); if (slotIt == barMap.end()) { return 0; } return slotIt->second; } eSkillBar InventoryComponent::GetSelectedSkillBar() const { return m_SelectedSkillBar; } void InventoryComponent::SetSelectedSkillBar(eSkillBar bar) { if (bar == m_SelectedSkillBar) { return; } m_SelectedSkillBar = bar; UpdateSkills(); } void InventoryComponent::UpdateSkills() { // The active skills are kept in m_Skills, compare what is there to what should be there // and add/remove skills as needed const auto& barIt = m_EquippedSkills.find(m_SelectedSkillBar); if (barIt == m_EquippedSkills.end()) { // Unequip all skills for (auto& pair : m_Skills) { GameMessages::SendRemoveSkill(m_Parent, pair.second); } return; } const auto& barMap = barIt->second; for (BehaviorSlot slot = BehaviorSlot::Primary; slot < BehaviorSlot::Consumable;) { const auto& slotIt = barMap.find(slot); if (slotIt == barMap.end()) { // Unequip the skill const auto& skillIt = m_Skills.find(slot); if (skillIt != m_Skills.end()) { GameMessages::SendRemoveSkill(m_Parent, skillIt->second); } } else { // Equip the skill const auto& skillIt = m_Skills.find(slot); if (skillIt != m_Skills.end()) { GameMessages::SendRemoveSkill(m_Parent, skillIt->second); } GameMessages::SendAddSkill(m_Parent, slotIt->second, static_cast(slot)); } slot = static_cast(static_cast(slot) + 1); } // Update the active skills m_Skills = barMap; } void InventoryComponent::TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target) { for (auto* set : m_Itemsets) { set->TriggerPassiveAbility(trigger, target); } } bool InventoryComponent::HasAnyPassive(const std::vector& 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(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(); if (Game::config->GetValue("pets_take_imagination") == "1" && destroyableComponent && destroyableComponent->GetImagination() <= 0) { GameMessages::SendUseItemRequirementsResponse(m_Parent->GetObjectID(), m_Parent->GetSystemAddress(), eUseItemResponse::NoImaginationForPet); return; } EntityInfo info{}; info.lot = item->GetLot(); info.pos = m_Parent->GetPosition(); info.rot = NiQuaternion::IDENTITY; info.spawnerID = m_Parent->GetObjectID(); auto* pet = Game::entityManager->CreateEntity(info); auto* petComponent = pet->GetComponent(); if (petComponent != nullptr) { petComponent->Activate(item); } Game::entityManager->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 eItemType::HAT: return BehaviorSlot::Head; case eItemType::NECK: return BehaviorSlot::Neck; case eItemType::LEFT_HAND: return BehaviorSlot::Offhand; case eItemType::RIGHT_HAND: return BehaviorSlot::Primary; case eItemType::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 || type == MODELS_IN_BBB; } uint32_t InventoryComponent::FindSkill(const LOT lot) { auto* table = CDClientManager::Instance().GetTable(); const auto results = table->Query([=](const CDObjectSkills& entry) { return entry.objectTemplate == static_cast(lot); }); for (const auto& result : results) { if (result.castOnType == 0) { return result.skillID; } } return 0; } std::vector InventoryComponent::FindBuffs(Item* item, bool castOnEquip) const { std::vector buffs; if (item == nullptr) return buffs; auto* table = CDClientManager::Instance().GetTable(); auto* behaviors = CDClientManager::Instance().GetTable(); const auto results = table->Query([=](const CDObjectSkills& entry) { return entry.objectTemplate == static_cast(item->GetLot()); }); auto* missions = static_cast(m_Parent->GetComponent(eReplicaComponentType::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)!", result.skillID); continue; } if (missions != nullptr && castOnEquip) { missions->Progress(eMissionTaskType::USE_SKILL, result.skillID); } // If item is not a proxy, add its buff to the added buffs. if (item->GetParent() == LWOOBJID_EMPTY) buffs.push_back(static_cast(entry.behaviorID)); } } return buffs; } void InventoryComponent::SetNPCItems(const std::vector& 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(item), 1, slot++ }, true); } Game::entityManager->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 InventoryComponent::GenerateProxies(Item* parent) { std::vector 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 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)!", 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 InventoryComponent::FindProxies(const LWOOBJID parent) { auto* inventory = GetInventory(ITEM_SETS); std::vector 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 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); } }