mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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716a5fcf37
And add more virtuals
504 lines
13 KiB
C++
504 lines
13 KiB
C++
#include "Item.h"
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#include <sstream>
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#include "../dWorldServer/ObjectIDManager.h"
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#include "GeneralUtils.h"
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#include "GameMessages.h"
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#include "Entity.h"
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#include "Game.h"
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#include "dLogger.h"
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#include "EntityManager.h"
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#include "RenderComponent.h"
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#include "PossessableComponent.h"
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#include "CharacterComponent.h"
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#include "eItemType.h"
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#include "AssetManager.h"
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#include "InventoryComponent.h"
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#include "Loot.h"
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#include "eObjectBits.h"
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#include "eReplicaComponentType.h"
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#include "eUseItemResponse.h"
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#include "CDBrickIDTableTable.h"
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#include "CDObjectSkillsTable.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDPackageComponentTable.h"
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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) {
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if (!Inventory::IsValidItem(lot)) {
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return;
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}
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this->id = id;
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this->lot = lot;
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this->inventory = inventory;
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this->slot = slot;
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this->count = count;
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this->bound = bound;
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this->config = config;
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this->parent = parent;
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this->info = &Inventory::FindItemComponent(lot);
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this->preconditions = new PreconditionExpression(this->info->reqPrecondition);
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this->subKey = subKey;
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inventory->AddManagedItem(this);
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}
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Item::Item(
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const LOT lot,
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Inventory* inventory,
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const uint32_t slot,
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const uint32_t count,
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const std::vector<LDFBaseData*>& config,
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const LWOOBJID parent,
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bool showFlyingLoot,
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bool isModMoveAndEquip,
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LWOOBJID subKey,
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bool bound,
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eLootSourceType lootSourceType) {
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if (!Inventory::IsValidItem(lot)) {
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return;
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}
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if (isModMoveAndEquip) {
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showFlyingLoot = false;
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}
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this->lot = lot;
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this->inventory = inventory;
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this->slot = slot;
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this->count = count;
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this->config = config;
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this->parent = parent;
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this->id = LWOOBJID_EMPTY;
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this->info = &Inventory::FindItemComponent(lot);
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this->bound = info->isBOP || bound;
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this->preconditions = new PreconditionExpression(this->info->reqPrecondition);
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this->subKey = subKey;
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LWOOBJID id = ObjectIDManager::GenerateRandomObjectID();
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GeneralUtils::SetBit(id, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(id, eObjectBits::PERSISTENT);
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const auto type = static_cast<eItemType>(info->itemType);
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if (type == eItemType::MOUNT) {
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GeneralUtils::SetBit(id, eObjectBits::CLIENT);
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}
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this->id = id;
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inventory->AddManagedItem(this);
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auto* entity = inventory->GetComponent()->GetOwningEntity();
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GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, static_cast<int>(this->count), subKey, lootSourceType);
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if (isModMoveAndEquip) {
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Equip();
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Game::logger->Log("Item", "Move and equipped (%i) from (%i)", this->lot, this->inventory->GetType());
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EntityManager::Instance()->SerializeEntity(inventory->GetComponent()->GetOwningEntity());
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}
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}
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LWOOBJID Item::GetId() const {
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return id;
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}
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LOT Item::GetLot() const {
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return lot;
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}
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uint32_t Item::GetCount() const {
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return count;
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}
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uint32_t Item::GetSlot() const {
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return slot;
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}
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std::vector<LDFBaseData*>& Item::GetConfig() {
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return config;
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}
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const CDItemComponent& Item::GetInfo() const {
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return *info;
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}
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bool Item::GetBound() const {
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return bound;
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}
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Inventory* Item::GetInventory() const {
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return inventory;
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}
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LWOOBJID Item::GetOwningEntity() const {
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return parent;
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}
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LWOOBJID Item::GetSubKey() const {
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return subKey;
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}
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PreconditionExpression* Item::GetPreconditionExpression() const {
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return preconditions;
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}
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void Item::SetCount(const uint32_t value, const bool silent, const bool disassemble, const bool showFlyingLoot, eLootSourceType lootSourceType) {
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if (value == count) {
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return;
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}
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const auto delta = std::abs(static_cast<int32_t>(value) - static_cast<int32_t>(count));
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const auto type = static_cast<eItemType>(info->itemType);
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if (disassemble) {
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if (value < count) {
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for (auto i = 0; i < delta; ++i) {
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Disassemble();
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}
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}
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}
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if (!silent) {
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auto* entity = inventory->GetComponent()->GetOwningEntity();
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if (value > count) {
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GameMessages::SendAddItemToInventoryClientSync(entity, entity->GetSystemAddress(), this, id, showFlyingLoot, delta, LWOOBJID_EMPTY, lootSourceType);
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} else {
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GameMessages::SendRemoveItemFromInventory(entity, entity->GetSystemAddress(), id, lot, inventory->GetType(), delta, value);
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}
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}
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count = value;
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if (count == 0) {
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RemoveFromInventory();
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}
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}
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void Item::SetSlot(const uint32_t value) {
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if (slot == value) {
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return;
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}
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for (const auto& pair : inventory->GetItems()) {
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auto* item = pair.second;
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if (item->slot == value) {
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item->slot = slot;
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}
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}
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slot = value;
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}
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void Item::SetBound(const bool value) {
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bound = value;
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}
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void Item::SetSubKey(LWOOBJID value) {
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subKey = value;
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}
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void Item::SetInventory(Inventory* value) {
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inventory->RemoveManagedItem(this);
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inventory = value;
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inventory->AddManagedItem(this);
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}
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void Item::Equip(const bool skipChecks) {
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if (IsEquipped()) {
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return;
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}
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inventory->GetComponent()->EquipItem(this, skipChecks);
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}
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void Item::UnEquip() {
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if (!IsEquipped()) {
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return;
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}
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inventory->GetComponent()->UnEquipItem(this);
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}
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bool Item::IsEquipped() const {
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auto* component = inventory->GetComponent();
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for (const auto& pair : component->GetEquippedItems()) {
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const auto item = pair.second;
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if (item.id == id) {
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return true;
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}
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}
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return false;
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}
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bool Item::Consume() {
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auto* skillsTable = CDClientManager::Instance().GetTable<CDObjectSkillsTable>();
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auto skills = skillsTable->Query([=](const CDObjectSkills entry) {
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return entry.objectTemplate == static_cast<uint32_t>(lot);
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});
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auto success = false;
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for (auto& skill : skills) {
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if (skill.castOnType == 3) // Consumable type
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{
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success = true;
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}
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}
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Game::logger->LogDebug("Item", "Consumed LOT (%i) itemID (%llu). Success=(%d)", lot, id, success);
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GameMessages::SendUseItemResult(inventory->GetComponent()->GetOwningEntity(), lot, success);
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if (success) {
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inventory->GetComponent()->RemoveItem(lot, 1);
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}
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return success;
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}
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void Item::UseNonEquip(Item* item) {
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LOT thisLot = this->GetLot();
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if (!GetInventory()) {
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Game::logger->LogDebug("Item", "item %i has no inventory??", this->GetLot());
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return;
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}
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auto* playerInventoryComponent = GetInventory()->GetComponent();
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if (!playerInventoryComponent) {
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Game::logger->LogDebug("Item", "no inventory component attached to item id %llu lot %i", this->GetId(), this->GetLot());
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return;
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}
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auto* playerEntity = playerInventoryComponent->GetOwningEntity();
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if (!playerEntity) {
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Game::logger->LogDebug("Item", "no player entity attached to inventory? item id is %llu", this->GetId());
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return;
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}
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const auto type = static_cast<eItemType>(info->itemType);
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if (type == eItemType::MOUNT) {
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playerInventoryComponent->HandlePossession(this);
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// TODO Check if mounts are allowed to be spawned
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} else if (type == eItemType::PET_INVENTORY_ITEM && subKey != LWOOBJID_EMPTY) {
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const auto& databasePet = playerInventoryComponent->GetDatabasePet(subKey);
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if (databasePet.lot != LOT_NULL) {
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playerInventoryComponent->SpawnPet(this);
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}
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// This precondition response is taken care of in SpawnPet().
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} else {
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bool success = false;
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auto inventory = item->GetInventory();
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if (inventory && inventory->GetType() == eInventoryType::ITEMS) {
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auto* compRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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const auto packageComponentId = compRegistryTable->GetByIDAndType(lot, eReplicaComponentType::PACKAGE);
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if (packageComponentId == 0) return;
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auto* packCompTable = CDClientManager::Instance().GetTable<CDPackageComponentTable>();
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auto packages = packCompTable->Query([=](const CDPackageComponent entry) {return entry.id == static_cast<uint32_t>(packageComponentId); });
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auto success = !packages.empty();
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if (success) {
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if (this->GetPreconditionExpression()->Check(playerInventoryComponent->GetOwningEntity())) {
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auto* entityParent = playerInventoryComponent->GetOwningEntity();
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// Roll the loot for all the packages then see if it all fits. If it fits, give it to the player, otherwise don't.
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std::unordered_map<LOT, int32_t> rolledLoot{};
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for (auto& pack : packages) {
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auto thisPackage = LootGenerator::Instance().RollLootMatrix(entityParent, pack.LootMatrixIndex);
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for (auto& loot : thisPackage) {
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// If we already rolled this lot, add it to the existing one, otherwise create a new entry.
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auto existingLoot = rolledLoot.find(loot.first);
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if (existingLoot == rolledLoot.end()) {
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rolledLoot.insert(loot);
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} else {
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existingLoot->second += loot.second;
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}
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}
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}
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if (playerInventoryComponent->HasSpaceForLoot(rolledLoot)) {
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LootGenerator::Instance().GiveLoot(playerInventoryComponent->GetOwningEntity(), rolledLoot, eLootSourceType::CONSUMPTION);
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item->SetCount(item->GetCount() - 1);
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} else {
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success = false;
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}
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} else {
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GameMessages::SendUseItemRequirementsResponse(
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playerInventoryComponent->GetOwningEntity()->GetObjectID(),
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playerInventoryComponent->GetOwningEntity()->GetSystemAddress(),
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eUseItemResponse::FailedPrecondition
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);
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success = false;
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}
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}
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}
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Game::logger->LogDebug("Item", "Player %llu %s used item %i", playerEntity->GetObjectID(), success ? "successfully" : "unsuccessfully", thisLot);
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GameMessages::SendUseItemResult(playerInventoryComponent->GetOwningEntity(), thisLot, success);
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}
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}
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void Item::Disassemble(const eInventoryType inventoryType) {
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for (auto* data : config) {
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if (data->GetKey() == u"assemblyPartLOTs") {
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auto modStr = data->GetValueAsString();
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// This shouldn't be null but always check your pointers.
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if (GetInventory()) {
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auto inventoryComponent = GetInventory()->GetComponent();
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if (inventoryComponent) {
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auto entity = inventoryComponent->GetOwningEntity();
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if (entity) entity->SetVar<std::string>(u"currentModifiedBuild", modStr);
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}
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}
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std::vector<LOT> modArray;
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std::stringstream ssData(modStr);
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std::string token;
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const auto deliminator = '+';
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while (std::getline(ssData, token, deliminator)) {
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const auto modLot = std::stoi(token.substr(2, token.size() - 1));
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modArray.push_back(modLot);
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}
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for (const auto mod : modArray) {
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inventory->GetComponent()->AddItem(mod, 1, eLootSourceType::DELETION, inventoryType);
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}
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}
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}
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}
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void Item::DisassembleModel() {
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auto* table = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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const auto componentId = table->GetByIDAndType(GetLot(), eReplicaComponentType::RENDER);
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT render_asset, LXFMLFolder FROM RenderComponent WHERE id = ?;");
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query.bind(1, (int)componentId);
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auto result = query.execQuery();
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if (result.eof() || result.fieldIsNull(0)) {
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return;
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}
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std::string renderAsset = std::string(result.getStringField(0));
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std::string lxfmlFolderName = std::string(result.getStringField(1));
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std::vector<std::string> renderAssetSplit = GeneralUtils::SplitString(renderAsset, '\\');
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if (renderAssetSplit.size() == 0) return;
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std::string lxfmlPath = "BrickModels/" + lxfmlFolderName + "/" + GeneralUtils::SplitString(renderAssetSplit.back(), '.').at(0) + ".lxfml";
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auto buffer = Game::assetManager->GetFileAsBuffer(lxfmlPath.c_str());
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if (!buffer.m_Success) {
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Game::logger->Log("Item", "Failed to load %s to disassemble model into bricks, check that this file exists", lxfmlPath.c_str());
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return;
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}
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std::istream file(&buffer);
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result.finalize();
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if (!file.good()) {
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buffer.close();
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return;
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}
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std::stringstream data;
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data << file.rdbuf();
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buffer.close();
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if (data.str().empty()) {
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return;
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}
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auto* doc = new tinyxml2::XMLDocument();
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if (!doc) {
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return;
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}
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if (doc->Parse(data.str().c_str(), data.str().size()) != 0) {
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return;
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}
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std::vector<int> parts;
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auto* lxfml = doc->FirstChildElement("LXFML");
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auto* bricks = lxfml->FirstChildElement("Bricks");
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std::string searchTerm = "Brick";
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if (!bricks) {
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searchTerm = "Part";
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bricks = lxfml->FirstChildElement("Scene")->FirstChildElement("Model")->FirstChildElement("Group");
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if (!bricks) {
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return;
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}
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}
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auto* currentBrick = bricks->FirstChildElement(searchTerm.c_str());
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while (currentBrick) {
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if (currentBrick->Attribute("designID") != nullptr) {
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parts.push_back(std::stoi(currentBrick->Attribute("designID")));
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}
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currentBrick = currentBrick->NextSiblingElement(searchTerm.c_str());
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}
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auto* brickIDTable = CDClientManager::Instance().GetTable<CDBrickIDTableTable>();
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for (unsigned int part : parts) {
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const auto brickID = brickIDTable->Query([=](const CDBrickIDTable& entry) {
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return entry.LEGOBrickID == part;
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});
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if (brickID.empty()) {
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continue;
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}
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GetInventory()->GetComponent()->AddItem(brickID[0].NDObjectID, 1, eLootSourceType::DELETION);
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}
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}
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void Item::RemoveFromInventory() {
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UnEquip();
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count = 0;
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inventory->RemoveManagedItem(this);
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delete this;
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}
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Item::~Item() {
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delete preconditions;
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for (auto* value : config) {
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delete value;
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}
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config.clear();
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}
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