mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
355 lines
6.2 KiB
C++
355 lines
6.2 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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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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{
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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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{
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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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{
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return type;
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}
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uint32_t Inventory::GetSize() const
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{
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return size;
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}
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std::map<LWOOBJID, Item*>& Inventory::GetItems()
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{
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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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{
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std::map<uint32_t, Item*> slots;
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for (const auto& pair : items)
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{
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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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{
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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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{
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uint32_t count = 0;
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for (const auto& pair : items)
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{
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const auto* item = pair.second;
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if (item->GetLot() == lot)
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{
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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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{
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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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{
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if (free <= 6) // Up from 1
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{
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if (type != ITEMS && type != VAULT_ITEMS)
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{
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uint32_t newSize = size;
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if (type == MODELS || type == VAULT_MODELS)
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{
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newSize = 240;
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}
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else
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{
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newSize += 20;
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}
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if (newSize > GetSize())
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{
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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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{
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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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{
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if (slots.find(i) == slots.end())
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{
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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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{
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return free;
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}
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bool Inventory::IsSlotEmpty(int32_t slot)
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{
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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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{
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const auto& index = items.find(id);
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if (index == items.end())
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{
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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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{
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Item* smallest = nullptr;
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for (const auto& pair : items)
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{
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auto* item = pair.second;
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if (item->GetLot() != lot)
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{
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continue;
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}
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if (ignoreEquipped && item->IsEquipped())
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{
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continue;
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}
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if (ignoreBound && item->GetBound())
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{
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continue;
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}
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if (smallest == nullptr)
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{
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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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{
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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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{
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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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{
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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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{
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for (const auto& item : items)
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{
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if (item.second->GetSubKey() == id)
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{
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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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{
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const auto id = item->GetId();
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if (items.find(id) != items.end())
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{
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Game::logger->Log("Inventory", "Attempting to add an item with an already present id (%llu)!\n", 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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{
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Game::logger->Log("Inventory", "Attempting to add an item with an already present slot (%i)!\n", 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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{
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const auto id = item->GetId();
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if (items.find(id) == items.end())
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{
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Game::logger->Log("Inventory", "Attempting to remove an item with an invalid id (%llu), lot (%i)!\n", 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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{
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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 ITEM_TYPE_BRICK:
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return BRICKS;
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case ITEM_TYPE_BEHAVIOR:
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return BEHAVIORS;
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case ITEM_TYPE_PROPERTY:
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return PROPERTY_DEEDS;
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case ITEM_TYPE_MODEL:
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case ITEM_TYPE_VEHICLE:
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case ITEM_TYPE_LOOT_MODEL:
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return MODELS;
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case ITEM_TYPE_HAT:
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case ITEM_TYPE_HAIR:
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case ITEM_TYPE_NECK:
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case ITEM_TYPE_LEFT_HAND:
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case ITEM_TYPE_RIGHT_HAND:
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case ITEM_TYPE_LEGS:
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case ITEM_TYPE_LEFT_TRINKET:
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case ITEM_TYPE_RIGHT_TRINKET:
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case ITEM_TYPE_COLLECTIBLE:
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case ITEM_TYPE_CONSUMABLE:
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case ITEM_TYPE_CHEST:
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case ITEM_TYPE_EGG:
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case ITEM_TYPE_PET_FOOD:
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case ITEM_TYPE_PET_INVENTORY_ITEM:
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case ITEM_TYPE_PACKAGE:
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case ITEM_TYPE_CURRENCY:
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return ITEMS;
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case ITEM_TYPE_QUEST_OBJECT:
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case ITEM_TYPE_UNKNOWN:
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default:
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return HIDDEN;
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}
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}
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const CDItemComponent& Inventory::FindItemComponent(const LOT lot)
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{
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auto* registry = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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auto* itemComponents = CDClientManager::Instance()->GetTable<CDItemComponentTable>("ItemComponent");
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const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_ITEM);
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if (componentId == 0)
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{
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Game::logger->Log("Inventory", "Failed to find item component for (%i)!\n", 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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{
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auto* registry = CDClientManager::Instance()->GetTable<CDComponentsRegistryTable>("ComponentsRegistry");
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const auto componentId = registry->GetByIDAndType(lot, COMPONENT_TYPE_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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{
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return m_GameMasterRestrictedItems;
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}
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Inventory::~Inventory()
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{
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for (auto item : items)
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{
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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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