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sapphire/src/servers/Server_Zone/Inventory/Inventory.cpp

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#include <src/servers/Server_Common/Network/PacketDef/Zone/ServerZoneDef.h>
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#include <src/servers/Server_Common/Database/Database.h>
#include <src/servers/Server_Common/Common.h>
#include <src/servers/Server_Common/Exd/ExdData.h>
#include <src/servers/Server_Common/Logging/Logger.h>
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#include "Inventory.h"
#include "src/servers/Server_Zone/Actor/Player.h"
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#include "ItemContainer.h"
#include "Item.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/ServerNoticePacket.h"
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#include <boost/lexical_cast.hpp>
#include "src/servers/Server_Zone/Forwards.h"
#include "src/servers/Server_Zone/Network/PacketWrappers/ActorControlPacket143.h"
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extern Core::Logger g_log;
extern Core::Db::Database g_database;
extern Core::Data::ExdData g_exdData;
using namespace Core::Common;
using namespace Core::Network;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
Core::Inventory::Inventory( Core::Entity::PlayerPtr pOwner )
{
m_pOwner = pOwner;
// shortcut for setting up inventory
// TODO: use a loop to set theese up?
auto setupContainer = []( InventoryMap& map, InventoryType type )
{ map[type] = ItemContainerPtr( new ItemContainer( type ) ); };
// main bags
setupContainer( m_inventoryMap, Bag0 );
setupContainer( m_inventoryMap, Bag1 );
setupContainer( m_inventoryMap, Bag2 );
setupContainer( m_inventoryMap, Bag3 );
// gear set
setupContainer( m_inventoryMap, GearSet0 );
// gil contianer
setupContainer( m_inventoryMap, Currency );
// crystals??
setupContainer( m_inventoryMap, Crystal );
//m_inventoryMap[0x07D3] = ItemContainerPtr( new ItemContainer( UNKNOWN_0 ) );
//m_inventoryMap[0x07D8] = ItemContainerPtr( new ItemContainer( UNKNOWN_1 ) );
// armory weapons - 0
setupContainer( m_inventoryMap, ArmoryMain );
// armory offhand - 1
setupContainer( m_inventoryMap, ArmoryOff );
//armory head - 2
setupContainer( m_inventoryMap, ArmoryHead );
//armory body - 3
setupContainer( m_inventoryMap, ArmoryBody );
//armory hand - 4
setupContainer( m_inventoryMap, ArmoryHand );
//armory waist - 5
setupContainer( m_inventoryMap, ArmoryWaist );
//armory legs - 6
setupContainer( m_inventoryMap, ArmoryLegs );
//armory feet - 7
setupContainer( m_inventoryMap, ArmoryFeet );
//neck
setupContainer( m_inventoryMap, ArmotyNeck );
//earring
setupContainer( m_inventoryMap, ArmoryEar );
//wrist
setupContainer( m_inventoryMap, ArmoryWrist );
//armory rings - 11
setupContainer( m_inventoryMap, ArmoryRing );
//soul crystals - 13
setupContainer( m_inventoryMap, ArmorySoulCrystal );
}
Core::Inventory::~Inventory()
{
}
Core::Inventory::InvSlotPairVec Core::Inventory::getSlotsOfItemsInInventory( uint32_t catalogId )
{
InvSlotPairVec outVec;
for( auto i : { Bag0, Bag1, Bag2, Bag3 } )
{
auto inv = m_inventoryMap[i];
for( auto item : inv->getItemMap() )
{
if( item.second && item.second->getId() == catalogId )
outVec.push_back( std::make_pair( i, item.first ) );
}
}
return outVec;
}
Core::Inventory::InvSlotPair Core::Inventory::getFreeBagSlot()
{
for( auto i : { Bag0, Bag1, Bag2, Bag3 } )
{
int16_t freeSlot = m_inventoryMap[i]->getFreeSlot();
if( freeSlot != -1 )
return std::make_pair( i, freeSlot );
}
// no room in inventory
return std::make_pair( 0, -1 );
}
Core::ItemPtr Core::Inventory::getItemAt( uint16_t containerId, uint8_t slotId )
{
return m_inventoryMap[containerId]->getItem( slotId );
}
Core::ItemPtr Core::Inventory::createItem( uint32_t catalogId, uint8_t quantity )
{
auto itemInfo = g_exdData.getItemInfo( catalogId );
uint8_t itemAmount = quantity;
if( itemInfo->stack_size == 1 )
{
itemAmount = 1;
}
if( !itemInfo )
return nullptr;
uint8_t flags = 0;
std::string itemName( itemInfo->name );
ItemPtr pItem( new Item( catalogId ) );
pItem->setStackSize( itemAmount );
pItem->setUId( g_database.getNextUId() );
pItem->setModelIds( itemInfo->model_primary, itemInfo->model_secondary );
pItem->setCategory( static_cast< ItemCategory >( itemInfo->ui_category ) );
g_database.query( " INSERT INTO charaglobalitem ( CharacterId, itemId, catalogId, stack, flags ) VALUES ( " +
std::to_string( m_pOwner->getId() ) + ", " +
std::to_string( pItem->getUId() ) + ", " +
std::to_string( pItem->getId() ) + ", " +
std::to_string( itemAmount ) + ", " +
std::to_string( flags ) + ");" );
return pItem;
}
uint32_t Core::Inventory::getCurrency( CurrencyType type )
{
auto currItem = m_inventoryMap[Currency]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return 0;
return currItem->getStackSize();
}
uint32_t Core::Inventory::getCrystal( CrystalType type )
{
auto currItem = m_inventoryMap[Crystal]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return 0;
return currItem->getStackSize();
}
bool Core::Inventory::addCrystal( CrystalType type, uint32_t amount )
{
auto currItem = m_inventoryMap[Crystal]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
{
// TODO: map currency type to itemid
currItem = createItem( static_cast< uint8_t >( type ) + 1 );
m_inventoryMap[Crystal]->setItem( static_cast< uint8_t >( type ) - 1, currItem );
updateCrystalDb();
}
uint32_t currentAmount = currItem->getStackSize();
currItem->setStackSize( currentAmount + amount );
updateItemDb( currItem );
return true;
}
bool Core::Inventory::addCurrency( CurrencyType type, uint32_t amount )
{
auto currItem = m_inventoryMap[Currency]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
{
// TODO: map currency type to itemid
currItem = createItem( 1 );
m_inventoryMap[Currency]->setItem( static_cast< uint8_t >( type ) - 1, currItem );
updateCurrencyDb();
}
uint32_t currentAmount = currItem->getStackSize();
currItem->setStackSize( currentAmount + amount );
updateItemDb( currItem );
return true;
}
void Core::Inventory::updateCurrencyDb()
{
int32_t firstItemPos = -1;
std::string query = "UPDATE charaitemcurrency SET ";
for( int32_t i = 0; i <= 11; i++ )
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{
auto currItem = m_inventoryMap[Currency]->getItem( i );
if( currItem )
{
if( firstItemPos == -1 )
firstItemPos = i;
if( i > firstItemPos )
query += ", ";
query += "container_" + std::to_string( i ) + " = " + std::to_string( currItem->getUId() );
}
}
query += " WHERE CharacterId = " + std::to_string( m_pOwner->getId() );
auto curRes = g_database.query( query );
}
void Core::Inventory::updateCrystalDb()
{
int32_t firstItemPos = -1;
std::string query = "UPDATE charaitemcrystal SET ";
for( int32_t i = 0; i <= 11; i++ )
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{
auto currItem = m_inventoryMap[Crystal]->getItem( i );
if( currItem )
{
if( firstItemPos == -1 )
firstItemPos = i;
if( i > firstItemPos )
query += ", ";
query += "container_" + std::to_string( i ) + " = " + std::to_string( currItem->getUId() );
}
}
query += " WHERE CharacterId = " + std::to_string( m_pOwner->getId() );
auto curRes = g_database.query( query );
}
void Core::Inventory::updateBagDb( InventoryType type )
{
std::string query = "UPDATE charaiteminventory SET ";
for( int32_t i = 0; i <= 34; i++ )
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{
auto currItem = m_inventoryMap[type]->getItem( i );
if( i > 0 )
query += ", ";
query += "container_" + std::to_string( i ) + " = " + std::to_string( currItem ? currItem->getUId() : 0 );
}
query += " WHERE CharacterId = " + std::to_string( m_pOwner->getId() ) +
" AND storageId = " + std::to_string( static_cast< uint16_t >( type ) );
auto curRes = g_database.query( query );
}
bool Core::Inventory::isArmory( uint16_t containerId )
{
return
containerId == ArmoryBody ||
containerId == ArmoryEar ||
containerId == ArmoryFeet ||
containerId == ArmoryHand ||
containerId == ArmoryHead ||
containerId == ArmoryLegs ||
containerId == ArmoryMain ||
containerId == ArmoryOff ||
containerId == ArmoryRing ||
containerId == ArmoryWaist ||
containerId == ArmoryWrist;
}
uint16_t Core::Inventory::getArmoryToEquipSlot( uint8_t slotId )
{
switch( slotId )
{
case Body:
return ArmoryBody;
case Ear:
return ArmoryEar;
case Feet:
return ArmoryFeet;
case Hands:
return ArmoryHand;
case Legs:
return ArmoryLegs;
case MainHand:
return ArmoryMain;
case OffHand:
return ArmoryOff;
case Ring2:
case Ring1:
return ArmoryRing;
case Waist:
return ArmoryWaist;
case Wrist:
return ArmoryWrist;
}
return 0;
}
bool Core::Inventory::isEquipment( uint16_t containerId )
{
return containerId == GearSet0;
}
void Core::Inventory::updateMannequinDb( InventoryType type )
{
std::string query = "UPDATE charaitemgearset SET ";
for( int32_t i = 0; i <= 13; i++ )
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{
auto currItem = m_inventoryMap[type]->getItem( i );
if( i > 0 )
query += ", ";
query += "container_" + std::to_string( i ) + " = " + std::to_string( currItem ? currItem->getUId() : 0 );
}
query += " WHERE CharacterId = " + std::to_string( m_pOwner->getId() ) +
" AND storageId = " + std::to_string( static_cast< uint16_t >( type ) );
g_log.Log( LoggingSeverity::debug, query );
auto curRes = g_database.query( query );
}
void Core::Inventory::updateItemDb( Core::ItemPtr pItem ) const
{
g_database.query( "UPDATE charaglobalitem SET stack = " + std::to_string( pItem->getStackSize() ) + " " +
// TODO: add other attributes
" WHERE itemId = " + std::to_string( pItem->getUId() ) );
}
bool Core::Inventory::removeCurrency( CurrencyType type, uint32_t amount )
{
auto currItem = m_inventoryMap[Currency]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return false;
uint32_t currentAmount = currItem->getStackSize();
if( amount > currentAmount )
currItem->setStackSize( 0 );
else
currItem->setStackSize( currentAmount - amount );
updateItemDb( currItem );
return true;
}
bool Core::Inventory::removeCrystal( CrystalType type, uint32_t amount )
{
auto currItem = m_inventoryMap[Crystal]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return false;
uint32_t currentAmount = currItem->getStackSize();
if( amount > currentAmount )
currItem->setStackSize( 0 );
else
currItem->setStackSize( currentAmount - amount );
updateItemDb( currItem );
return true;
}
bool Core::Inventory::isObtainable( uint32_t catalogId, uint8_t quantity )
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{
return true;
}
int16_t Core::Inventory::addItem( uint16_t inventoryId, int8_t slotId, uint32_t catalogId, uint8_t quantity )
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{
auto itemInfo = g_exdData.getItemInfo( catalogId );
if( !itemInfo )
{
return -1;
}
int16_t rSlotId = -1;
//if( itemInfo->stack_size > 1 )
//{
// auto itemList = this->getSlotsOfItemsInInventory( catalogId );
// // TODO: this is a stacked item so we need to see if the item is already in inventory and
// // check how much free space we have on existing stacks before looking for empty slots.
//}
//else
{
auto freeSlot = this->getFreeBagSlot();
inventoryId = freeSlot.first;
rSlotId = freeSlot.second;
if( rSlotId == -1 )
return -1;
}
auto item = createItem( catalogId, quantity );
if( rSlotId != -1 )
{
m_inventoryMap[inventoryId]->setItem( rSlotId, item );
g_database.query( "UPDATE charaiteminventory SET container_" + std::to_string( rSlotId ) + " = " + std::to_string( item->getUId() ) +
" WHERE storageId = " + std::to_string( inventoryId ) +
" AND CharacterId = " + std::to_string( m_pOwner->getId() ) );
GamePacketNew< FFXIVIpcUpdateInventorySlot, ServerZoneIpcType > invUpPacket( m_pOwner->getId() );
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invUpPacket.data().containerId = inventoryId;
invUpPacket.data().catalogId = catalogId;
invUpPacket.data().quantity = item->getStackSize();
invUpPacket.data().hqFlag = item->isHq() ? 1 : 0;
invUpPacket.data().slot = rSlotId;
invUpPacket.data().condition = 30000;
m_pOwner->queuePacket( invUpPacket );
m_pOwner->queuePacket( ActorControlPacket143( m_pOwner->getId(), ItemObtainIcon, catalogId, item->getStackSize() ) );
}
return rSlotId;
}
void Core::Inventory::moveItem( uint16_t fromInventoryId, uint8_t fromSlotId, uint16_t toInventoryId, uint8_t toSlot )
{
auto tmpItem = m_inventoryMap[fromInventoryId]->getItem( fromSlotId );
auto& itemMap = m_inventoryMap[fromInventoryId]->getItemMap();
if( tmpItem == nullptr )
return;
itemMap[fromSlotId].reset();
m_inventoryMap[toInventoryId]->setItem( toSlot, tmpItem );
if( toInventoryId != GearSet0 )
updateBagDb( static_cast< InventoryType >( toInventoryId ) );
if( fromInventoryId != GearSet0 && fromInventoryId != toInventoryId )
updateBagDb( static_cast< InventoryType >( fromInventoryId ) );
if( static_cast< InventoryType >( toInventoryId ) == GearSet0 )
{
m_pOwner->equipItem( static_cast< EquipSlot >( toSlot ), tmpItem, true );
updateMannequinDb( static_cast< InventoryType >( toInventoryId ) );
}
if( static_cast< InventoryType >( fromInventoryId ) == GearSet0 )
{
m_pOwner->unequipItem( static_cast< EquipSlot >( fromSlotId ), tmpItem );
updateMannequinDb( static_cast< InventoryType >( fromInventoryId ) );
}
}
bool Core::Inventory::updateContainer( uint16_t containerId, uint8_t slotId, ItemPtr pItem )
{
auto containerType = getContainerType( containerId );
m_inventoryMap[containerId]->setItem( slotId, pItem );
switch( containerType )
{
case Armory:
case CurrencyCrystal:
case Bag:
{
updateBagDb( static_cast< InventoryType >( containerId ) );
break;
}
case GearSet:
{
if( pItem )
m_pOwner->equipItem( static_cast< EquipSlot >( slotId ), pItem, true );
else
m_pOwner->unequipItem( static_cast< EquipSlot >( slotId ), pItem );
updateMannequinDb( static_cast< InventoryType >( containerId ) );
break;
}
default:
break;
}
return true;
}
void Core::Inventory::swapItem( uint16_t fromInventoryId, uint8_t fromSlotId, uint16_t toInventoryId, uint8_t toSlot )
{
auto fromItem = m_inventoryMap[fromInventoryId]->getItem( fromSlotId );
auto toItem = m_inventoryMap[toInventoryId]->getItem( toSlot );
auto& itemMap = m_inventoryMap[fromInventoryId]->getItemMap();
if( fromItem == nullptr || toItem == nullptr )
return;
// An item is being moved from bag0-3 to equippment, meaning
// the swapped out item will be placed in the matching armory.
if( isEquipment( toInventoryId )
&& !isEquipment( fromInventoryId )
&& !isArmory( fromInventoryId ) )
{
updateContainer( fromInventoryId, fromSlotId, nullptr );
fromInventoryId = getArmoryToEquipSlot( toSlot );
fromSlotId = static_cast < uint8_t >( m_inventoryMap[fromInventoryId]->getFreeSlot() );
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}
auto containerTypeFrom = getContainerType( fromInventoryId );
auto containerTypeTo = getContainerType( toInventoryId );
updateContainer( toInventoryId, toSlot, fromItem );
updateContainer( fromInventoryId, fromSlotId, toItem );
}
void Core::Inventory::discardItem( uint16_t fromInventoryId, uint8_t fromSlotId )
{
// i am not entirely sure how this should be generated or if it even is important for us...
uint32_t transactionId = 1;
auto fromItem = m_inventoryMap[fromInventoryId]->getItem( fromSlotId );
m_inventoryMap[fromInventoryId]->removeItem( fromSlotId );
updateContainer( fromInventoryId, fromSlotId, nullptr );
GamePacketNew< FFXIVIpcInventoryTransaction, ServerZoneIpcType > invTransPacket( m_pOwner->getId() );
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invTransPacket.data().transactionId = transactionId;
invTransPacket.data().ownerId = m_pOwner->getId();
invTransPacket.data().storageId = fromInventoryId;
invTransPacket.data().catalogId = fromItem->getId();
invTransPacket.data().stackSize = fromItem->getStackSize();
invTransPacket.data().slotId = fromSlotId;
invTransPacket.data().type = 7;
m_pOwner->queuePacket( invTransPacket );
GamePacketNew< FFXIVIpcInventoryTransactionFinish, ServerZoneIpcType > invTransFinPacket( m_pOwner->getId() );
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invTransFinPacket.data().transactionId = transactionId;
invTransFinPacket.data().transactionId1 = transactionId;
m_pOwner->queuePacket( invTransFinPacket );
}
Core::ItemPtr Core::Inventory::loadItem( uint64_t uId )
{
// load actual item
auto itemRes = g_database.query( "SELECT catalogId, stack, flags FROM charaglobalitem WHERE itemId = " + std::to_string( uId ) + ";" );
if( !itemRes )
return nullptr;
try
{
Db::Field *itemField = itemRes->fetch();
auto itemInfo = g_exdData.getItemInfo( itemField[0].get< uint32_t >() );
bool isHq = itemField[2].get< uint8_t >() == 1 ? true : false;
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ItemPtr pItem( new Item( uId,
itemInfo->id,
itemInfo->model_primary,
itemInfo->model_secondary,
static_cast< ItemCategory >( itemInfo->ui_category ),
isHq ) );
pItem->setStackSize( itemField[1].get< uint32_t >() );
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return pItem;
}
catch( ... )
{
return nullptr;
}
}
bool Core::Inventory::load()
{
//////////////////////////////////////////////////////////////////////////////////////////////////////
// load active gearset
auto res = g_database.query( "SELECT storageId, container_0, container_1, container_2, container_3, "
"container_4, container_5, container_6, container_7, "
"container_8, container_9, container_10, container_11, "
"container_12, container_13 "
"FROM charaitemgearset " \
"WHERE CharacterId = " + std::to_string( m_pOwner->getId() ) + " " \
"ORDER BY storageId ASC;" );
if( !res )
return false;
Db::Field *field = res->fetch();
do
{
uint16_t storageId = field[0].get< uint16_t >();
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for( int32_t i = 1; i <= 14; i++ )
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{
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uint64_t uItemId = field[i].getUInt64();
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if( uItemId == 0 )
continue;
ItemPtr pItem = loadItem( uItemId );
if( pItem == nullptr )
continue;
m_inventoryMap[storageId]->getItemMap()[i - 1] = pItem;
m_pOwner->equipItem( static_cast< EquipSlot >( i - 1 ), pItem, false );
}
} while( res->nextRow() );
///////////////////////////////////////////////////////////////////////////////////////////////////////
// Load Bags
auto bagRes = g_database.query( "SELECT storageId, "
"container_0, container_1, container_2, container_3, container_4, "
"container_5, container_6, container_7, container_8, container_9, "
"container_10, container_11, container_12, container_13, container_14, "
"container_15, container_16, container_17, container_18, container_19, "
"container_20, container_21, container_22, container_23, container_24, "
"container_25, container_26, container_27, container_28, container_29, "
"container_30, container_31, container_32, container_33, container_34 "
"FROM charaiteminventory " \
"WHERE CharacterId = " + std::to_string( m_pOwner->getId() ) + " " \
"ORDER BY storageId ASC;" );
if( !bagRes )
return false;
Db::Field *bagField = bagRes->fetch();
do
{
uint16_t storageId = bagField[0].get< uint16_t >();
for( int32_t i = 1; i <= 25; i++ )
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{
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uint64_t uItemId = bagField[i].getUInt64();
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if( uItemId == 0 )
continue;
ItemPtr pItem = loadItem( uItemId );
if( pItem == nullptr )
continue;
m_inventoryMap[storageId]->getItemMap()[i - 1] = pItem;
}
} while( bagRes->nextRow() );
///////////////////////////////////////////////////////////////////////////////////////////////////////
// Load Currency
auto curRes = g_database.query( "SELECT storageId, "
"container_0, container_1, container_2, container_3, container_4, "
"container_5, container_6, container_7, container_8, container_9, "
"container_10, container_11 "
"FROM charaitemcurrency " \
"WHERE CharacterId = " + std::to_string( m_pOwner->getId() ) + " " \
"ORDER BY storageId ASC;" );
if( !curRes )
return false;
Db::Field *curField = curRes->fetch();
do
{
uint16_t storageId = curField[0].get< uint16_t >();
for( int32_t i = 1; i <= 12; i++ )
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{
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uint64_t uItemId = curField[i].getUInt64();
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if( uItemId == 0 )
continue;
ItemPtr pItem = loadItem( uItemId );
if( pItem == nullptr )
continue;
m_inventoryMap[storageId]->getItemMap()[i - 1] = pItem;
}
} while( curRes->nextRow() );
///////////////////////////////////////////////////////////////////////////////////////////////////////
// Load Crystals
auto crystalRes = g_database.query( "SELECT storageId, "
"container_0, container_1, container_2, container_3, container_4, "
"container_5, container_6, container_7, container_8, container_9, "
"container_10, container_11, container_12, container_13, container_14, "
"container_15, container_16, container_17 "
"FROM charaitemcrystal " \
"WHERE CharacterId = " + std::to_string( m_pOwner->getId() ) + " " \
"ORDER BY storageId ASC;" );
if( !crystalRes )
return false;
Db::Field *crystalField = crystalRes->fetch();
do
{
uint16_t storageId = crystalField[0].get< uint16_t >();
for( int32_t i = 1; i <= 17; i++ )
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{
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uint64_t uItemId = crystalField[i].getUInt64();
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if( uItemId == 0 )
continue;
ItemPtr pItem = loadItem( uItemId );
if( pItem == nullptr )
continue;
m_inventoryMap[storageId]->getItemMap()[i - 1] = pItem;
}
} while( crystalRes->nextRow() );
return true;
}
void Core::Inventory::send()
{
InventoryMap::iterator it;
int32_t count = 0;
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for( it = m_inventoryMap.begin(); it != m_inventoryMap.end(); ++it, count++ )
{
auto pMap = it->second->getItemMap();
auto itM = pMap.begin();
for( ; itM != pMap.end(); ++itM )
{
if( !itM->second )
return;
if( it->second->getId() == InventoryType::Currency || it->second->getId() == InventoryType::Crystal )
{
GamePacketNew< FFXIVIpcCurrencyCrystalInfo, ServerZoneIpcType > currencyInfoPacket( m_pOwner->getId() );
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currencyInfoPacket.data().sequence = count;
currencyInfoPacket.data().catalogId = itM->second->getId();
currencyInfoPacket.data().unknown = 1;
currencyInfoPacket.data().quantity = itM->second->getStackSize();
currencyInfoPacket.data().containerId = it->second->getId();
currencyInfoPacket.data().slot = 0;
m_pOwner->queuePacket( currencyInfoPacket );
}
else
{
GamePacketNew< FFXIVIpcItemInfo, ServerZoneIpcType > itemInfoPacket( m_pOwner->getId() );
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itemInfoPacket.data().sequence = count;
itemInfoPacket.data().containerId = it->second->getId();
itemInfoPacket.data().slot = itM->first;
itemInfoPacket.data().quantity = itM->second->getStackSize();
itemInfoPacket.data().catalogId = itM->second->getId();
itemInfoPacket.data().condition = 30000;
itemInfoPacket.data().spiritBond = 0;
itemInfoPacket.data().hqFlag = itM->second->isHq() ? 1 : 0;
m_pOwner->queuePacket( itemInfoPacket );
}
}
GamePacketNew< FFXIVIpcContainerInfo, ServerZoneIpcType > containerInfoPacket( m_pOwner->getId() );
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containerInfoPacket.data().sequence = count;
containerInfoPacket.data().numItems = it->second->getEntryCount();
containerInfoPacket.data().containerId = it->second->getId();
m_pOwner->queuePacket( containerInfoPacket );
}
}
uint8_t Core::Inventory::getFreeSlotsInBags()
{
uint8_t slots = 0;
for( uint8_t container : { 0, 1, 2, 3 } )
{
slots += 25 - m_inventoryMap[container]->getEntryCount();
}
return slots;
}
Core::Inventory::ContainerType Core::Inventory::getContainerType( uint32_t containerId )
{
if( containerId < 5 )
{
return Bag;
}
else if( containerId < 2000 )
{
return GearSet;
}
else if( containerId < 3200 )
{
return CurrencyCrystal;
}
else if( containerId < 3600 )
{
return Armory;
}
else
{
return Unknown;
}
}