mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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de1ddd3125
Correct incorrect inventory types
320 lines
6.5 KiB
C++
320 lines
6.5 KiB
C++
#include "Inventory.h"
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#include "GameMessages.h"
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#include "Game.h"
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#include "Item.h"
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#include "InventoryComponent.h"
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#include "eItemType.h"
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#include "eReplicaComponentType.h"
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#include "CDComponentsRegistryTable.h"
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std::vector<LOT> Inventory::m_GameMasterRestrictedItems = {
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1727, // GM Only - JetPack
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2243, // GM Only - Hammer of Doom
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3293, // GM Only - Flamethrower
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3735, // GM Only - Large Jetpack
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5873, // GM Only - Winged Helm of Speed
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6407, // Gm Only - Hat of Pwnage
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14442 // The jamesster jetpack
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};
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Inventory::Inventory(const eInventoryType type, const uint32_t size, const std::vector<Item*>& items, InventoryComponent* component) {
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this->type = type;
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this->size = size;
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this->free = size;
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this->component = component;
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for (auto* item : items) {
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AddManagedItem(item);
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}
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}
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eInventoryType Inventory::GetType() const {
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return type;
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}
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uint32_t Inventory::GetSize() const {
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return size;
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}
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std::map<LWOOBJID, Item*>& Inventory::GetItems() {
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return items;
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}
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std::map<uint32_t, Item*> Inventory::GetSlots() const {
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std::map<uint32_t, Item*> slots;
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for (const auto& pair : items) {
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auto* item = pair.second;
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slots.insert_or_assign(item->GetSlot(), item);
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}
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return slots;
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}
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InventoryComponent* Inventory::GetComponent() const {
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return component;
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}
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uint32_t Inventory::GetLotCount(const LOT lot) const {
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uint32_t count = 0;
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for (const auto& pair : items) {
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const auto* item = pair.second;
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if (item->GetLot() == lot) {
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count += item->GetCount();
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}
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}
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return count;
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}
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void Inventory::SetSize(const uint32_t value) {
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free += static_cast<int32_t>(value) - static_cast<int32_t>(size);
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size = value;
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GameMessages::SendSetInventorySize(component->GetParent(), type, static_cast<int>(size));
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}
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int32_t Inventory::FindEmptySlot() {
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if (free <= 6) // Up from 1
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{
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if (type != ITEMS && type != VAULT_ITEMS && type != eInventoryType::VAULT_MODELS) {
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uint32_t newSize = size;
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if (type == MODELS) {
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newSize = 240;
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} else if (type == eInventoryType::VENDOR_BUYBACK) {
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newSize += 9u;
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} else {
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newSize += 10u;
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}
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if (newSize > GetSize()) {
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SetSize(newSize);
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}
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}
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}
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if (free == 0) {
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return -1;
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}
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const auto slots = GetSlots();
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for (auto i = 0u; i < size; ++i) {
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if (slots.find(i) == slots.end()) {
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return i;
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}
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}
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return -1;
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}
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int32_t Inventory::GetEmptySlots() {
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return free;
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}
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bool Inventory::IsSlotEmpty(int32_t slot) {
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const auto slots = GetSlots();
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const auto& index = slots.find(slot);
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return index == slots.end();
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}
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Item* Inventory::FindItemById(const LWOOBJID id) const {
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const auto& index = items.find(id);
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if (index == items.end()) {
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return nullptr;
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}
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return index->second;
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}
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Item* Inventory::FindItemByLot(const LOT lot, const bool ignoreEquipped, const bool ignoreBound) const {
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Item* smallest = nullptr;
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for (const auto& pair : items) {
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auto* item = pair.second;
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if (item->GetLot() != lot) {
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continue;
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}
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if (ignoreEquipped && item->IsEquipped()) {
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continue;
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}
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if (ignoreBound && item->GetBound()) {
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continue;
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}
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if (smallest == nullptr) {
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smallest = item;
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continue;
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}
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if (smallest->GetCount() > item->GetCount()) {
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smallest = item;
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}
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}
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return smallest;
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}
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Item* Inventory::FindItemBySlot(const uint32_t slot) const {
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const auto slots = GetSlots();
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const auto index = slots.find(slot);
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if (index == slots.end()) {
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return nullptr;
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}
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return index->second;
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}
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Item* Inventory::FindItemBySubKey(LWOOBJID id) const {
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for (const auto& item : items) {
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if (item.second->GetSubKey() == id) {
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return item.second;
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}
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}
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return nullptr;
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}
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void Inventory::AddManagedItem(Item* item) {
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const auto id = item->GetId();
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if (items.find(id) != items.end()) {
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Game::logger->Log("Inventory", "Attempting to add an item with an already present id (%llu)!", id);
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return;
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}
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const auto slots = GetSlots();
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const auto slot = item->GetSlot();
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if (slots.find(slot) != slots.end()) {
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Game::logger->Log("Inventory", "Attempting to add an item with an already present slot (%i)!", slot);
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return;
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}
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items.insert_or_assign(id, item);
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free--;
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}
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void Inventory::RemoveManagedItem(Item* item) {
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const auto id = item->GetId();
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if (items.find(id) == items.end()) {
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Game::logger->Log("Inventory", "Attempting to remove an item with an invalid id (%llu), lot (%i)!", id, item->GetLot());
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return;
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}
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items.erase(id);
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free++;
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}
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eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot) {
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auto itemComponent = FindItemComponent(lot);
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const auto itemType = static_cast<eItemType>(itemComponent.itemType);
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switch (itemType) {
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case eItemType::BRICK:
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return BRICKS;
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case eItemType::BEHAVIOR:
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return BEHAVIORS;
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case eItemType::PROPERTY:
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return PROPERTY_DEEDS;
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case eItemType::MODEL:
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case eItemType::PET_INVENTORY_ITEM:
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case eItemType::LOOT_MODEL:
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case eItemType::VEHICLE:
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case eItemType::MOUNT:
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return MODELS;
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case eItemType::HAT:
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case eItemType::HAIR:
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case eItemType::NECK:
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case eItemType::LEFT_HAND:
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case eItemType::RIGHT_HAND:
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case eItemType::LEGS:
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case eItemType::LEFT_TRINKET:
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case eItemType::RIGHT_TRINKET:
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case eItemType::COLLECTIBLE:
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case eItemType::CONSUMABLE:
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case eItemType::CHEST:
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case eItemType::EGG:
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case eItemType::PET_FOOD:
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case eItemType::PACKAGE:
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case eItemType::LUP_MODEL:
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return ITEMS;
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case eItemType::QUEST_OBJECT:
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case eItemType::UNKNOWN:
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default:
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return QUEST;
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}
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}
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const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
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auto* registry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* itemComponents = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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if (componentId == 0) {
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Game::logger->Log("Inventory", "Failed to find item component for (%i)!", lot);
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return CDItemComponentTable::Default;
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}
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const auto& itemComponent = itemComponents->GetItemComponentByID(componentId);
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return itemComponent;
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}
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bool Inventory::IsValidItem(const LOT lot) {
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auto* registry = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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return componentId != 0;
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}
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const std::vector<LOT>& Inventory::GetAllGMItems() {
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return m_GameMasterRestrictedItems;
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}
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void Inventory::DeleteAllItems() {
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while (!this->items.empty()) {
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if (items.begin()->second) items.begin()->second->SetCount(0);
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}
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}
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Inventory::~Inventory() {
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for (auto item : items) {
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delete item.second;
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}
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items.clear();
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}
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