uint32 CraftingSession::getComponentOffer(Item* component, uint32 needed) { uint32 crateSize = 0; mAsyncStackSize = 1; FactoryCrate* fC = dynamic_cast<FactoryCrate*>(component); if(fC) { if(!fC->hasAttribute("factory_count")) { DLOG(INFO) << "CraftingSession::prepareComponent crate without factory_count attribute"; return 0; } crateSize = fC->getAttribute<uint32>("factory_count"); mAsyncStackSize = 1; if(!fC->getLinkedObject()->hasAttribute("stacksize")) { if(needed> crateSize) return crateSize; else return needed; } mAsyncStackSize = fC->getLinkedObject()->getAttribute<uint32>("stacksize"); if(needed> (mAsyncStackSize*crateSize)) return mAsyncStackSize*crateSize; else return needed; } if(!component->hasAttribute("stacksize")) { return 1; } mAsyncStackSize = component->getAttribute<uint32>("stacksize"); if(needed> mAsyncStackSize) return mAsyncStackSize; else return needed; }
BString CraftingSession::ComponentGetSerial(Item* component) { BString componentSerial = ""; FactoryCrate* fC = dynamic_cast<FactoryCrate*>(component); if(fC) { if(fC->getLinkedObject()->hasAttribute("serial")) componentSerial = fC->getLinkedObject()->getAttribute<std::string>("serial").c_str(); return componentSerial; } if(component->hasAttribute("serial")) componentSerial = component->getAttribute<std::string>("serial").c_str(); return componentSerial; }
void ObjectController::_ExtractObject(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties) { PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject); FactoryCrate* crate = dynamic_cast<FactoryCrate*>(gWorldManager->getObjectById(targetId)); if(!crate) { DLOG(info) << "ObjectController::_ExtractObject: Crate does not exist!"; return; } //get the crates containing container we can use the unified interface thks to virtual functions :) TangibleObject* tO = dynamic_cast<TangibleObject* >(gWorldManager->getObjectById(crate->getParentId())); if(!tO) { assert(false && "ObjectController::_ExtractObject inventory must be a tangible object"); return; } if(!tO->checkCapacity()) { //check if we can fit an additional item in our inventory //TODO: say something return; } //create the new item gObjectFactory->requestNewClonedItem(tO,crate->getLinkedObject()->getId(),tO->getId()); //decrease crate content int32 content = crate->decreaseContent(1); if(!content) { TangibleObject* container = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(crate->getParentId())); gContainerManager->deleteObject(crate, container); return; } if(content < 0) { assert(false && "ObjectController::_ExtractObject crate must not have negative content"); return; } gMessageLib->sendUpdateCrateContent(crate,playerObject); return; }
void ObjectController::_ExtractObject(uint64 targetId,Message* message,ObjectControllerCmdProperties* cmdProperties) { PlayerObject* playerObject = dynamic_cast<PlayerObject*>(mObject); FactoryCrate* crate = dynamic_cast<FactoryCrate*>(gWorldManager->getObjectById(targetId)); Inventory* inventory = dynamic_cast<Inventory*>(playerObject->getEquipManager()->getEquippedObject(CreatureEquipSlot_Inventory)); //gLogger->logMsgF("ObjectController::_ExtractObject: Container : %I64u",MSG_NORMAL,targetId); if(!crate) { gLogger->logMsg("ObjectController::_ExtractObject: Crate does not exist!"); return; } //get the crates containing container - inventory is a tangible, too - we can use the unified interface thks to virtual functions :) //add inventories to worldmanager ? TangibleObject* tO = dynamic_cast<TangibleObject* >(gWorldManager->getObjectById(crate->getParentId())); if(!tO) { tO = dynamic_cast<TangibleObject* >(inventory); if(!tO) { gLogger->logMsg("ObjectController::_ExtractObject: Crates parent does not exist!"); assert(false && "ObjectController::_ExtractObject inventory must be a tangible object"); return; } } if(!tO->checkCapacity()) { //check if we can fit an additional item in our inventory return; } //create the new item gObjectFactory->requestNewClonedItem(tO,crate->getLinkedObject()->getId(),tO->getId()); //decrease crate content int32 content = crate->decreaseContent(1); if(!content) { gMessageLib->sendDestroyObject(crate->getId(),playerObject); gObjectFactory->deleteObjectFromDB(crate->getId()); inventory->deleteObject(crate); return; } if(content < 0) { gLogger->logMsg("ObjectController::_ExtractObject: the crate now has negative content!"); assert(false && "ObjectController::_ExtractObject crate must not have negative content"); return; } gMessageLib->sendUpdateCrateContent(crate,playerObject); return; }
bool CraftingSession::prepareComponent(Item* component, uint32 needed, ManufactureSlot* manSlot) { FactoryCrate* fC = dynamic_cast<FactoryCrate*>(component); if(fC) { uint32 amount = AdjustFactoryCrate(fC, needed); DLOG(INFO) << "CraftingSession::prepareComponent FactoryCrate take " << amount; //TODO - added stacks shouldnt have more items than maximally possible - needed is the amount needed for the slot // that might be bigger than the max stack size //create the new item - link it to the slot mAsyncComponentAmount = needed; mAsyncManSlot = manSlot; //make sure we request the right amount of stacks for(uint8 i = 0; i<amount; i++) gObjectFactory->requestNewClonedItem(this,fC->getLinkedObject()->getId(),mManufacturingSchematic->getId()); // if its now empty remove it out of the inventory so we cant use it several times // and destroy it while were at it uint32 crateSize = fC->getAttribute<uint32>("factory_count"); if(!crateSize) { TangibleObject* container = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(fC->getParentId())); //just delete it gContainerManager->deleteObject(fC, container); } //dont send result - its a callback return false; } //no stacksize or crate - do not bother with temporaries if(!component->hasAttribute("stacksize")) { // remove it out of the inventory so we cant use it several times TangibleObject* tO = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(component->getParentId())); assert(tO && "CraftingSession::prepareComponent :: cant get parent"); tO->removeObject(component); //leave parent_id untouched - we might need to readd it to the container! //please note that we can only use components out of our inventory or the crafting stations thingy //so update containment for all watchers //TODO gMessageLib->sendContainmentMessage(component->getId(),mManufacturingSchematic->getId(),0xffffffff,mOwner); //send result directly we dont have a callback return true; } //only pure stacks remain AdjustComponentStack(component, needed); //create the new item - link it to the slot mAsyncComponentAmount = needed; mAsyncManSlot = manSlot; gObjectFactory->requestNewClonedItem(this,component->getId(),mManufacturingSchematic->getId()); //delete the stack if empty uint32 stackSize = component->getAttribute<uint32>("stacksize"); if(!stackSize) { //remove the item out of its container TangibleObject* tO = dynamic_cast<TangibleObject*>(gWorldManager->getObjectById(component->getParentId())); if(!tO) { assert(false); return false; } //just delete it tO->removeObject(component); gWorldManager->destroyObject(component); } //dont send result - its a callback return false; }