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sapphire/src/servers/sapphire_zone/Actor/PlayerInventory.cpp
2018-11-10 12:48:19 +01:00

909 lines
27 KiB
C++

#include <Common.h>
#include <Logging/Logger.h>
#include <Network/CommonActorControl.h>
#include <algorithm>
#include "Zone/Zone.h"
#include "Network/PacketWrappers/ActorControlPacket142.h"
#include "Network/PacketWrappers/ActorControlPacket143.h"
#include "Network/PacketWrappers/UpdateInventorySlotPacket.h"
#include "Inventory/Item.h"
#include "Inventory/ItemContainer.h"
#include "Inventory/ItemUtil.h"
#include "Player.h"
#include "Framework.h"
#include <Network/PacketDef/Zone/ServerZoneDef.h>
#include <Exd/ExdDataGenerated.h>
#include <Logging/Logger.h>
#include <Database/DatabaseDef.h>
#include "Actor/Player.h"
#include "Network/PacketWrappers/ServerNoticePacket.h"
#include "Network/PacketWrappers/ActorControlPacket143.h"
#include "Framework.h"
#include <Network/CommonActorControl.h>
extern Core::Framework g_fw;
using namespace Core::Common;
using namespace Core::Network::Packets;
using namespace Core::Network::Packets::Server;
using namespace Core::Network::ActorControl;
void Core::Entity::Player::initInventory()
{
auto setupContainer = [ this ]( InventoryType type, uint8_t maxSize, const std::string& tableName,
bool isMultiStorage, bool isPersistentStorage = true )
{ m_storageMap[ type ] = make_ItemContainer( type, maxSize, tableName, isMultiStorage, isPersistentStorage ); };
// main bags
setupContainer( Bag0, 34, "charaiteminventory", true );
setupContainer( Bag1, 34, "charaiteminventory", true );
setupContainer( Bag2, 34, "charaiteminventory", true );
setupContainer( Bag3, 34, "charaiteminventory", true );
// gear set
setupContainer( GearSet0, 13, "charaitemgearset", true );
// gil contianer
setupContainer( Currency, 11, "charaiteminventory", true );
// crystals??
setupContainer( Crystal, 11, "charaiteminventory", true );
// armory weapons - 0
setupContainer( ArmoryMain, 34, "charaiteminventory", true );
// armory offhand - 1
setupContainer( ArmoryOff, 34, "charaiteminventory", true );
//armory head - 2
setupContainer( ArmoryHead, 34, "charaiteminventory", true );
//armory body - 3
setupContainer( ArmoryBody, 34, "charaiteminventory", true );
//armory hand - 4
setupContainer( ArmoryHand, 34, "charaiteminventory", true );
//armory waist - 5
setupContainer( ArmoryWaist, 34, "charaiteminventory", true );
//armory legs - 6
setupContainer( ArmoryLegs, 34, "charaiteminventory", true );
//armory feet - 7
setupContainer( ArmoryFeet, 34, "charaiteminventory", true );
//neck
setupContainer( ArmoryNeck, 34, "charaiteminventory", true );
//earring
setupContainer( ArmoryEar, 34, "charaiteminventory", true );
//wrist
setupContainer( ArmoryWrist, 34, "charaiteminventory", true );
//armory rings - 11
setupContainer( ArmoryRing, 34, "charaiteminventory", true );
//soul crystals - 13
setupContainer( ArmorySoulCrystal, 34, "charaiteminventory", true );
// item hand in container
// non-persistent container, will not save its contents
setupContainer( HandIn, 10, "", true, false );
loadInventory();
}
void Core::Entity::Player::sendItemLevel()
{
queuePacket( makeActorControl142( getId(), SetItemLevel, getItemLevel(), 0 ) );
}
void Core::Entity::Player::equipWeapon( ItemPtr pItem, bool updateClass )
{
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if( !exdData )
return;
auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
auto itemClassJob = itemInfo->classJobUse;
auto classJobInfo = exdData->get< Core::Data::ClassJob >( static_cast< uint32_t >( getClass() ) );
auto currentParentClass = static_cast< ClassJob >( classJobInfo->classJobParent );
auto newClassJob = static_cast< ClassJob >( itemClassJob );
if( ( isClassJobUnlocked( newClassJob ) ) && ( currentParentClass != newClassJob ) )
{
if ( updateClass )
setClassJob( newClassJob );
else
return;
}
}
void Core::Entity::Player::equipSoulCrystal( ItemPtr pItem, bool updateJob )
{
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if ( !exdData )
return;
auto itemInfo = exdData->get< Core::Data::Item >( pItem->getId() );
auto itemClassJob = itemInfo->classJobUse;
auto newClassJob = static_cast< ClassJob >( itemClassJob );
if ( isClassJobUnlocked( newClassJob ) && updateJob )
setClassJob( newClassJob );
}
// equip an item
void Core::Entity::Player::equipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem, bool sendUpdate )
{
//g_framework.getLogger().debug( "Equipping into slot " + std::to_string( equipSlotId ) );
if( sendUpdate )
{
updateModels( equipSlotId, pItem, true );
this->sendModel();
m_itemLevel = calculateEquippedGearItemLevel();
sendItemLevel();
}
else
updateModels( equipSlotId, pItem, false );
}
void Core::Entity::Player::updateModels( GearSetSlot equipSlotId, const Core::ItemPtr& pItem, bool updateClass )
{
uint64_t model = pItem->getModelId1();
uint64_t model2 = pItem->getModelId2();
switch( equipSlotId )
{
case MainHand:
m_modelMainWeapon = model;
m_modelSubWeapon = model2;
equipWeapon( pItem, updateClass );
break;
case OffHand:
m_modelSubWeapon = model;
break;
case SoulCrystal:
equipSoulCrystal( pItem, updateClass );
break;
case Waist:
break;
default: // any other slot
auto modelSlot = equipSlotToModelSlot( equipSlotId );
if( modelSlot == GearModelSlot::ModelInvalid )
break;
m_modelEquip[ static_cast< uint8_t >( modelSlot ) ] = static_cast< uint32_t >( model );
break;
}
}
Core::Common::GearModelSlot Core::Entity::Player::equipSlotToModelSlot( Common::GearSetSlot slot )
{
switch( slot )
{
case MainHand:
case OffHand:
case Waist:
case SoulCrystal:
default:
return GearModelSlot::ModelInvalid;
case Head:
return GearModelSlot::ModelHead;
case Body:
return GearModelSlot::ModelBody;
case Hands:
return GearModelSlot::ModelHands;
case Legs:
return GearModelSlot::ModelLegs;
case Feet:
return GearModelSlot::ModelFeet;
case Neck:
return GearModelSlot::ModelNeck;
case Ear:
return GearModelSlot::ModelEar;
case Wrist:
return GearModelSlot::ModelWrist;
case Ring1:
return GearModelSlot::ModelRing1;
case Ring2:
return GearModelSlot::ModelRing2;
}
}
void Core::Entity::Player::unequipItem( Common::GearSetSlot equipSlotId, ItemPtr pItem )
{
auto modelSlot = equipSlotToModelSlot( equipSlotId );
if( modelSlot != GearModelSlot::ModelInvalid )
m_modelEquip[ static_cast< uint8_t >( modelSlot ) ] = 0;
sendModel();
m_itemLevel = calculateEquippedGearItemLevel();
sendItemLevel();
if ( equipSlotId == SoulCrystal )
unequipSoulCrystal( pItem );
}
void Core::Entity::Player::unequipSoulCrystal( ItemPtr pItem )
{
auto exdData = g_fw.get< Core::Data::ExdDataGenerated >();
if ( !exdData )
return;
auto currentClassJob = exdData->get< Core::Data::ClassJob >( static_cast< uint32_t >( getClass() ) );
auto parentClass = static_cast< ClassJob >( currentClassJob->classJobParent );
setClassJob( parentClass );
}
// TODO: these next functions are so similar that they could likely be simplified
void Core::Entity::Player::addCurrency( CurrencyType type, uint32_t amount )
{
auto slot = static_cast< uint8_t >( static_cast< uint8_t >( type ) - 1 );
auto currItem = m_storageMap[ Currency ]->getItem( slot );
if( !currItem )
{
// TODO: map currency type to itemid
currItem = createItem( 1 );
m_storageMap[ Currency ]->setItem( slot, currItem );
}
uint32_t currentAmount = currItem->getStackSize();
currItem->setStackSize( currentAmount + amount );
writeItem( currItem );
updateContainer( Currency, slot, currItem );
auto invUpdate = std::make_shared< UpdateInventorySlotPacket >( getId(),
static_cast< uint8_t >( type ) - 1,
Common::InventoryType::Currency,
*currItem );
queuePacket( invUpdate );
}
void Core::Entity::Player::removeCurrency( Common::CurrencyType type, uint32_t amount )
{
auto currItem = m_storageMap[ Currency ]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return;
uint32_t currentAmount = currItem->getStackSize();
if( amount > currentAmount )
currItem->setStackSize( 0 );
else
currItem->setStackSize( currentAmount - amount );
writeItem( currItem );
auto invUpdate = std::make_shared< UpdateInventorySlotPacket >( getId(),
static_cast< uint8_t >( type ) - 1,
Common::InventoryType::Currency,
*currItem );
queuePacket( invUpdate );
}
void Core::Entity::Player::addCrystal( Common::CrystalType type, uint32_t amount )
{
auto currItem = m_storageMap[ 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_storageMap[ Crystal ]->setItem( static_cast< uint8_t >( type ) - 1, currItem );
}
uint32_t currentAmount = currItem->getStackSize();
currItem->setStackSize( currentAmount + amount );
writeItem( currItem );
writeInventory( Crystal );
auto invUpdate = std::make_shared< UpdateInventorySlotPacket >( getId(),
static_cast< uint8_t >( type ) - 1,
Common::InventoryType::Crystal,
*currItem );
queuePacket( invUpdate );
queuePacket( makeActorControl143( getId(), ItemObtainIcon, static_cast< uint8_t >( type ) + 1, amount ) );
}
void Core::Entity::Player::removeCrystal( Common::CrystalType type, uint32_t amount )
{
auto currItem = m_storageMap[ Crystal ]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return;
uint32_t currentAmount = currItem->getStackSize();
if( amount > currentAmount )
currItem->setStackSize( 0 );
else
currItem->setStackSize( currentAmount - amount );
writeItem( currItem );
auto invUpdate = std::make_shared< UpdateInventorySlotPacket >( getId(),
static_cast< uint8_t >( type ) - 1,
Common::InventoryType::Crystal,
*currItem );
queuePacket( invUpdate );
}
void Core::Entity::Player::sendInventory()
{
InventoryMap::iterator it;
int32_t count = 0;
for( it = m_storageMap.begin(); it != m_storageMap.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 )
{
auto currencyInfoPacket = makeZonePacket< FFXIVIpcCurrencyCrystalInfo >( 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;
queuePacket( currencyInfoPacket );
}
else
{
auto itemInfoPacket = makeZonePacket< FFXIVIpcItemInfo >( 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 = itM->second->getDurability();
itemInfoPacket->data().spiritBond = 0;
itemInfoPacket->data().hqFlag = itM->second->isHq() ? 1 : 0;
itemInfoPacket->data().stain = itM->second->getStain();
queuePacket( itemInfoPacket );
}
}
auto containerInfoPacket = makeZonePacket< FFXIVIpcContainerInfo >( getId() );
containerInfoPacket->data().sequence = count;
containerInfoPacket->data().numItems = it->second->getEntryCount();
containerInfoPacket->data().containerId = it->second->getId();
queuePacket( containerInfoPacket );
}
}
Core::Entity::Player::InvSlotPairVec Core::Entity::Player::getSlotsOfItemsInInventory( uint32_t catalogId )
{
InvSlotPairVec outVec;
for( auto i : { Bag0, Bag1, Bag2, Bag3 } )
{
auto inv = m_storageMap[ i ];
for( auto item : inv->getItemMap() )
{
if( item.second && item.second->getId() == catalogId )
outVec.push_back( std::make_pair( i, static_cast< int8_t >( item.first ) ) );
}
}
return outVec;
}
Core::Entity::Player::InvSlotPair Core::Entity::Player::getFreeBagSlot()
{
for( auto i : { Bag0, Bag1, Bag2, Bag3 } )
{
auto freeSlot = static_cast< int8_t >( m_storageMap[ i ]->getFreeSlot() );
if( freeSlot != -1 )
return std::make_pair( i, freeSlot );
}
// no room in inventory
return std::make_pair( 0, -1 );
}
Core::ItemPtr Core::Entity::Player::getItemAt( uint16_t containerId, uint8_t slotId )
{
return m_storageMap[ containerId ]->getItem( slotId );
}
uint32_t Core::Entity::Player::getCurrency( CurrencyType type )
{
auto currItem = m_storageMap[ Currency ]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return 0;
return currItem->getStackSize();
}
uint32_t Core::Entity::Player::getCrystal( CrystalType type )
{
auto currItem = m_storageMap[ Crystal ]->getItem( static_cast< uint8_t >( type ) - 1 );
if( !currItem )
return 0;
return currItem->getStackSize();
}
void Core::Entity::Player::writeInventory( InventoryType type )
{
auto pLog = g_fw.get< Logger >();
auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
auto storage = m_storageMap[ type ];
if( !storage->isPersistentStorage() )
return;
std::string query = "UPDATE " + storage->getTableName() + " SET ";
for( int32_t i = 0; i <= storage->getMaxSize(); i++ )
{
auto currItem = storage->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( getId() );
if( storage->isMultiStorage() )
query += " AND storageId = " + std::to_string( static_cast< uint16_t >( type ) );
pLog->debug( query );
pDb->execute( query );
}
void Core::Entity::Player::writeItem( Core::ItemPtr pItem ) const
{
auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
auto stmt = pDb->getPreparedStatement( Db::CHARA_ITEMGLOBAL_UP );
// todo: add more fields
stmt->setInt( 1, pItem->getStackSize() );
stmt->setInt( 2, pItem->getDurability() );
stmt->setInt( 3, pItem->getStain() );
stmt->setInt64( 4, pItem->getUId() );
pDb->directExecute( stmt );
}
void Core::Entity::Player::deleteItemDb( Core::ItemPtr item ) const
{
auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
auto stmt = pDb->getPreparedStatement( Db::CHARA_ITEMGLOBAL_DELETE );
stmt->setInt64( 1, item->getUId() );
pDb->directExecute( stmt );
}
bool Core::Entity::Player::isObtainable( uint32_t catalogId, uint8_t quantity )
{
return true;
}
Core::ItemPtr Core::Entity::Player::addItem( uint32_t catalogId, uint32_t quantity, bool isHq, bool silent )
{
auto pDb = g_fw.get< Db::DbWorkerPool< Db::ZoneDbConnection > >();
auto pExdData = g_fw.get< Data::ExdDataGenerated >();
auto itemInfo = pExdData->get< Core::Data::Item >( catalogId );
// if item data doesn't exist or it's a blank field
if( !itemInfo || itemInfo->levelItem == 0 )
{
return nullptr;
}
quantity = std::min< uint32_t >( quantity, itemInfo->stackSize );
// used for item obtain notification
uint32_t originalQuantity = quantity;
std::pair< uint16_t, uint8_t > freeBagSlot;
bool foundFreeSlot = false;
std::vector< uint16_t > bags = { Bag0, Bag1, Bag2, Bag3 };
// add the related armoury bag to the applicable bags and try and fill a free slot there before falling back to regular inventory
if( itemInfo->isEquippable && getEquipDisplayFlags() & StoreNewItemsInArmouryChest )
{
auto bag = Items::Util::getCharaEquipSlotCategoryToArmoryId( itemInfo->equipSlotCategory );
bags.insert( bags.begin(), bag );
}
for( auto bag : bags )
{
auto storage = m_storageMap[ bag ];
for( uint8_t slot = 0; slot < storage->getMaxSize(); slot++ )
{
auto item = storage->getItem( slot );
// add any items that are stackable
if( item && !itemInfo->isEquippable && item->getId() == catalogId )
{
uint32_t count = item->getStackSize();
uint32_t maxStack = item->getMaxStackSize();
// if slot is full, skip it
if( count >= maxStack )
continue;
// check slot is same quality
if( item->isHq() != isHq )
continue;
// update stack
uint32_t newStackSize = count + quantity;
if( newStackSize > maxStack )
{
quantity = newStackSize - maxStack;
newStackSize = maxStack;
}
item->setStackSize( newStackSize );
writeItem( item );
auto slotUpdate = std::make_shared< UpdateInventorySlotPacket >( getId(), slot, bag, *item );
queuePacket( slotUpdate );
// return existing stack if we have no overflow - items fit into a preexisting stack
if( quantity == 0 )
{
queuePacket( makeActorControl143( getId(), ItemObtainIcon, catalogId, originalQuantity ) );
return item;
}
}
else if( !item && !foundFreeSlot )
{
freeBagSlot = { bag, slot };
foundFreeSlot = true;
}
}
}
// couldn't find a free slot and we still have some quantity of items left, shits fucked
if( !foundFreeSlot )
return nullptr;
auto item = createItem( catalogId, quantity );
item->setHq( isHq );
auto storage = m_storageMap[ freeBagSlot.first ];
storage->setItem( freeBagSlot.second, item );
writeInventory( static_cast< InventoryType >( freeBagSlot.first ) );
if( !silent )
{
auto invUpdate = std::make_shared< UpdateInventorySlotPacket >( getId(), freeBagSlot.second, freeBagSlot.first,
*item );
queuePacket( invUpdate );
queuePacket( makeActorControl143( getId(), ItemObtainIcon, catalogId, originalQuantity ) );
}
return item;
}
void
Core::Entity::Player::moveItem( uint16_t fromInventoryId, uint8_t fromSlotId, uint16_t toInventoryId, uint8_t toSlot )
{
auto tmpItem = m_storageMap[ fromInventoryId ]->getItem( fromSlotId );
auto& itemMap = m_storageMap[ fromInventoryId ]->getItemMap();
if( tmpItem == nullptr )
return;
itemMap[ fromSlotId ].reset();
m_storageMap[ toInventoryId ]->setItem( toSlot, tmpItem );
writeInventory( static_cast< InventoryType >( toInventoryId ) );
if( fromInventoryId != toInventoryId )
writeInventory( static_cast< InventoryType >( fromInventoryId ) );
if( static_cast< InventoryType >( toInventoryId ) == GearSet0 )
equipItem( static_cast< GearSetSlot >( toSlot ), tmpItem, true );
if( static_cast< InventoryType >( fromInventoryId ) == GearSet0 )
unequipItem( static_cast< GearSetSlot >( fromSlotId ), tmpItem );
}
bool Core::Entity::Player::updateContainer( uint16_t storageId, uint8_t slotId, ItemPtr pItem )
{
auto containerType = Items::Util::getContainerType( storageId );
m_storageMap[ storageId ]->setItem( slotId, pItem );
switch( containerType )
{
case Armory:
case Bag:
case CurrencyCrystal:
{
writeInventory( static_cast< InventoryType >( storageId ) );
break;
}
case GearSet:
{
if( pItem )
equipItem( static_cast< GearSetSlot >( slotId ), pItem, true );
else
unequipItem( static_cast< GearSetSlot >( slotId ), pItem );
writeInventory( static_cast< InventoryType >( storageId ) );
break;
}
default:
break;
}
return true;
}
void Core::Entity::Player::splitItem( uint16_t fromInventoryId, uint8_t fromSlotId,
uint16_t toInventoryId, uint8_t toSlot, uint16_t itemCount )
{
if( itemCount == 0 )
return;
auto fromItem = m_storageMap[ fromInventoryId ]->getItem( fromSlotId );
if( !fromItem )
return;
// check we have enough items in the origin slot
// nb: don't let the client 'split' a whole stack into another slot
if( fromItem->getStackSize() < itemCount )
// todo: correct the invalid item split? does retail do this or does it just ignore it?
return;
// make sure toInventoryId & toSlot are actually free so we don't orphan an item
if( m_storageMap[ toInventoryId ]->getItem( toSlot ) )
// todo: correct invalid move? again, not sure what retail does here
return;
auto newItem = addItem( fromItem->getId(), itemCount, fromItem->isHq(), true );
if( !newItem )
return;
fromItem->setStackSize( fromItem->getStackSize() - itemCount );
updateContainer( fromInventoryId, fromSlotId, fromItem );
updateContainer( toInventoryId, toSlot, newItem );
writeItem( fromItem );
}
void Core::Entity::Player::mergeItem( uint16_t fromInventoryId, uint8_t fromSlotId,
uint16_t toInventoryId, uint8_t toSlot )
{
auto fromItem = m_storageMap[ fromInventoryId ]->getItem( fromSlotId );
auto toItem = m_storageMap[ toInventoryId ]->getItem( toSlot );
if( !fromItem || !toItem )
return;
if( fromItem->getId() != toItem->getId() )
return;
uint32_t stackSize = fromItem->getStackSize() + toItem->getStackSize();
uint32_t stackOverflow = stackSize - std::min< uint32_t >( fromItem->getMaxStackSize(), stackSize );
// we can destroy the original stack if there's no overflow
if( stackOverflow == 0 )
{
m_storageMap[ fromInventoryId ]->removeItem( fromSlotId );
deleteItemDb( fromItem );
}
else
{
fromItem->setStackSize( stackOverflow );
writeItem( fromItem );
}
toItem->setStackSize( stackSize );
writeItem( toItem );
updateContainer( fromInventoryId, fromSlotId, fromItem );
updateContainer( toInventoryId, toSlot, toItem );
}
void Core::Entity::Player::swapItem( uint16_t fromInventoryId, uint8_t fromSlotId,
uint16_t toInventoryId, uint8_t toSlot )
{
auto fromItem = m_storageMap[ fromInventoryId ]->getItem( fromSlotId );
auto toItem = m_storageMap[ toInventoryId ]->getItem( toSlot );
auto& itemMap = m_storageMap[ 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( Items::Util::isEquipment( toInventoryId )
&& !Items::Util::isEquipment( fromInventoryId )
&& !Items::Util::isArmory( fromInventoryId ) )
{
updateContainer( fromInventoryId, fromSlotId, nullptr );
fromInventoryId = Items::Util::getCharaEquipSlotCategoryToArmoryId( toSlot );
fromSlotId = static_cast < uint8_t >( m_storageMap[ fromInventoryId ]->getFreeSlot() );
}
auto containerTypeFrom = Items::Util::getContainerType( fromInventoryId );
auto containerTypeTo = Items::Util::getContainerType( toInventoryId );
updateContainer( toInventoryId, toSlot, fromItem );
updateContainer( fromInventoryId, fromSlotId, toItem );
}
void Core::Entity::Player::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_storageMap[ fromInventoryId ]->getItem( fromSlotId );
deleteItemDb( fromItem );
m_storageMap[ fromInventoryId ]->removeItem( fromSlotId );
updateContainer( fromInventoryId, fromSlotId, nullptr );
auto invTransPacket = makeZonePacket< FFXIVIpcInventoryTransaction >( getId() );
invTransPacket->data().transactionId = transactionId;
invTransPacket->data().ownerId = getId();
invTransPacket->data().storageId = fromInventoryId;
invTransPacket->data().catalogId = fromItem->getId();
invTransPacket->data().stackSize = fromItem->getStackSize();
invTransPacket->data().slotId = fromSlotId;
invTransPacket->data().type = 7;
queuePacket( invTransPacket );
auto invTransFinPacket = makeZonePacket< FFXIVIpcInventoryTransactionFinish >( getId() );
invTransFinPacket->data().transactionId = transactionId;
invTransFinPacket->data().transactionId1 = transactionId;
queuePacket( invTransFinPacket );
}
void Core::Entity::Player::setActiveLand( uint8_t land, uint8_t ward )
{
m_activeLand.plot = land;
m_activeLand.ward = ward;
}
Core::Common::ActiveLand Core::Entity::Player::getActiveLand() const
{
return m_activeLand;
}
uint16_t Core::Entity::Player::calculateEquippedGearItemLevel()
{
uint32_t iLvlResult = 0;
auto gearSetMap = m_storageMap[ GearSet0 ]->getItemMap();
auto it = gearSetMap.begin();
while( it != gearSetMap.end() )
{
auto currItem = it->second;
if( currItem )
{
iLvlResult += currItem->getItemLevel();
// If item is weapon and isn't one-handed
if( currItem->isWeapon() && !Items::Util::isOneHandedWeapon( currItem->getCategory() ) )
{
iLvlResult += currItem->getItemLevel();
}
}
it++;
}
return static_cast< uint16_t >( std::min( static_cast< int32_t >( iLvlResult / 13 ), 9999 ) );
}
uint8_t Core::Entity::Player::getFreeSlotsInBags()
{
uint8_t slots = 0;
for( uint8_t container : { Bag0, Bag1, Bag2, Bag3 } )
{
const auto& storage = m_storageMap[ container ];
slots += ( storage->getMaxSize() - storage->getEntryCount() );
}
return slots;
}
bool Core::Entity::Player::collectHandInItems( std::vector< uint32_t > itemIds )
{
// todo: figure out how the game gets the required stack count
const auto& container = m_storageMap[ HandIn ];
std::vector< uint8_t > foundItems;
auto itemMap = container->getItemMap();
for( auto& item : itemMap )
{
for( auto needle : itemIds )
{
if( item.second->getId() == needle )
{
foundItems.push_back( item.first );
break;
}
}
}
// couldn't find all the items required
if( foundItems.size() != itemIds.size() )
return false;
// remove items
for( auto item : foundItems )
{
container->removeItem( item );
}
return true;
}