#include #include #include #include #include #include "Inventory.h" #include "Player.h" #include "ItemContainer.h" #include "Item.h" #include "ServerNoticePacket.h" #include #include "Forwards.h" #include "ActorControlPacket143.h" 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++ ) { 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++ ) { 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++ ) { 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++ ) { 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, uint16_t quantity ) { return true; } int16_t Core::Inventory::addItem( uint16_t inventoryId, int8_t slotId, uint32_t catalogId, uint16_t quantity ) { 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 > invUpPacket( m_pOwner->getId() ); 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 = m_inventoryMap[fromInventoryId]->getFreeSlot(); } 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 > invTransPacket( m_pOwner->getId() ); 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 > invTransFinPacket( m_pOwner->getId() ); 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].getUInt32() ); bool isHq = itemField[2].getUInt8() == 1 ? true : false; ItemPtr pItem( new Item( uId, itemInfo->id, itemInfo->model_primary, itemInfo->model_secondary, static_cast< ItemCategory >( itemInfo->ui_category ), isHq ) ); pItem->setStackSize( itemField[1].getUInt32() ); 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].getUInt16(); for( int32_t i = 1; i <= 14; i++ ) { uint64_t uItemId = field[i].getUInt64(); 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].getUInt16(); for( int32_t i = 1; i <= 25; i++ ) { uint64_t uItemId = bagField[i].getUInt64(); 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].getUInt16(); for( int32_t i = 1; i <= 12; i++ ) { uint64_t uItemId = curField[i].getUInt64(); 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].getUInt16(); for( int32_t i = 1; i <= 17; i++ ) { uint64_t uItemId = crystalField[i].getUInt64(); 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; 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 > currencyInfoPacket( m_pOwner->getId() ); 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 > itemInfoPacket( m_pOwner->getId() ); 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 > containerInfoPacket( m_pOwner->getId() ); 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; } }