Files
Project-Reboot-3.0/Project Reboot 3.0/FortInventory.cpp
Milxnor b64f569551 a bit
proper vending machines like fully, performance
2023-05-08 22:28:32 -04:00

562 lines
18 KiB
C++

#include "FortInventory.h"
#include "FortPlayerController.h"
#include "FortPickup.h"
#include "FortQuickBars.h"
#include "FortPlayerPawnAthena.h"
#include "FortGameStateAthena.h"
#include "FortGameModeAthena.h"
#include "FortGadgetItemDefinition.h"
#include "FortPlayerStateAthena.h"
UFortItem* CreateItemInstance(AFortPlayerController* PlayerController, UFortItemDefinition* ItemDefinition, int Count)
{
UFortItem* NewItemInstance = ItemDefinition->CreateTemporaryItemInstanceBP(Count);
if (NewItemInstance && PlayerController)
NewItemInstance->SetOwningControllerForTemporaryItem(PlayerController);
return NewItemInstance;
}
std::pair<std::vector<UFortItem*>, std::vector<UFortItem*>> AFortInventory::AddItem(FFortItemEntry* ItemEntry, bool* bShouldUpdate, bool bShowItemToast, int OverrideCount)
{
if (!ItemEntry || !ItemEntry->GetItemDefinition())
return std::pair<std::vector<UFortItem*>, std::vector<UFortItem*>>();
if (bShouldUpdate)
*bShouldUpdate = false;
auto ItemDefinition = ItemEntry->GetItemDefinition();
auto WorldItemDefinition = Cast<UFortWorldItemDefinition>(ItemDefinition);
auto& Count = ItemEntry->GetCount();
auto& ItemInstances = GetItemList().GetItemInstances();
auto MaxStackSize = ItemDefinition->GetMaxStackSize();
bool bAllowMultipleStacks = ItemDefinition->DoesAllowMultipleStacks();
int OverStack = 0;
std::vector<UFortItem*> NewItemInstances;
std::vector<UFortItem*> ModifiedItemInstances;
if (MaxStackSize > 1)
{
for (int i = 0; i < ItemInstances.Num(); i++)
{
auto CurrentItemInstance = ItemInstances.at(i);
auto CurrentEntry = CurrentItemInstance->GetItemEntry();
if (CurrentEntry->GetItemDefinition() == ItemDefinition)
{
if (CurrentEntry->GetCount() < MaxStackSize || !bAllowMultipleStacks)
{
OverStack = CurrentEntry->GetCount() + Count - MaxStackSize;
if (!bAllowMultipleStacks && !(CurrentEntry->GetCount() < MaxStackSize))
{
break;
}
int AmountToStack = OverStack > 0 ? Count - OverStack : Count;
auto ReplicatedEntry = FindReplicatedEntry(CurrentEntry->GetItemGuid());
CurrentEntry->GetCount() += AmountToStack;
ReplicatedEntry->GetCount() += AmountToStack;
for (int p = 0; p < CurrentEntry->GetStateValues().Num(); p++)
{
if (CurrentEntry->GetStateValues().at(p).GetStateType() == EFortItemEntryState::ShouldShowItemToast)
{
CurrentEntry->GetStateValues().at(p).GetIntValue() = bShowItemToast;
}
}
for (int p = 0; p < ReplicatedEntry->GetStateValues().Num(); p++)
{
if (ReplicatedEntry->GetStateValues().at(p).GetStateType() == EFortItemEntryState::ShouldShowItemToast)
{
ReplicatedEntry->GetStateValues().at(p).GetIntValue() = bShowItemToast;
}
}
ModifiedItemInstances.push_back(CurrentItemInstance);
GetItemList().MarkItemDirty(CurrentEntry);
GetItemList().MarkItemDirty(ReplicatedEntry);
if (OverStack <= 0)
return std::make_pair(NewItemInstances, ModifiedItemInstances);
// break;
}
}
}
}
Count = OverStack > 0 ? OverStack : Count;
auto PlayerController = Cast<APlayerController>(GetOwner());
if (!PlayerController)
return std::make_pair(NewItemInstances, ModifiedItemInstances);
if (OverStack > 0 && !bAllowMultipleStacks)
{
auto Pawn = PlayerController->GetPawn();
if (!Pawn)
return std::make_pair(NewItemInstances, ModifiedItemInstances);
PickupCreateData CreateData;
CreateData.ItemEntry = FFortItemEntry::MakeItemEntry(ItemDefinition, Count, -1);
CreateData.SpawnLocation = Pawn->GetActorLocation();
CreateData.PawnOwner = Cast<AFortPawn>(Pawn);
CreateData.SourceType = EFortPickupSourceTypeFlag::GetPlayerValue();
CreateData.bShouldFreeItemEntryWhenDeconstructed = true;
AFortPickup::SpawnPickup(CreateData);
return std::make_pair(NewItemInstances, ModifiedItemInstances);
}
auto FortPlayerController = Cast<AFortPlayerController>(PlayerController);
UFortItem* NewItemInstance = CreateItemInstance(FortPlayerController, ItemDefinition, Count);
if (NewItemInstance)
{
NewItemInstance->GetItemEntry()->CopyFromAnotherItemEntry(ItemEntry);
if (OverrideCount != -1)
NewItemInstance->GetItemEntry()->GetCount() = OverrideCount;
NewItemInstances.push_back(NewItemInstance);
ItemInstances.Add(NewItemInstance);
auto ReplicatedEntryIdx = GetItemList().GetReplicatedEntries().Add(*NewItemInstance->GetItemEntry(), FFortItemEntry::GetStructSize());
// GetItemList().GetReplicatedEntries().AtPtr(ReplicatedEntryIdx, FFortItemEntry::GetStructSize())->GetIsReplicatedCopy() = true;
if (FortPlayerController && WorldItemDefinition->IsValidLowLevel())
{
bool AreGadgetsEnabled = Addresses::ApplyGadgetData && Addresses::RemoveGadgetData && Globals::bEnableAGIDs;
bool bWasGadget = false;
if (AreGadgetsEnabled)
{
if (auto GadgetItemDefinition = Cast<UFortGadgetItemDefinition>(WorldItemDefinition))
{
if (GadgetItemDefinition->ShouldDropAllItemsOnEquip()) // idk shouldnt this be auto?
{
FortPlayerController->DropAllItems({ GadgetItemDefinition }, false, false, Fortnite_Version < 7);
}
bool (*ApplyGadgetData)(UFortGadgetItemDefinition* a1, __int64 a2, UFortItem* a3, unsigned __int8 a4) = decltype(ApplyGadgetData)(Addresses::ApplyGadgetData);
static auto FortInventoryOwnerInterfaceClass = FindObject<UClass>("/Script/FortniteGame.FortInventoryOwnerInterface");
auto Interface = __int64(FortPlayerController->GetInterfaceAddress(FortInventoryOwnerInterfaceClass));
bool idktbh = true; // Something to do with durability
bool DidApplyingGadgetSucceed = ApplyGadgetData(GadgetItemDefinition, Interface, NewItemInstance, idktbh);
LOG_INFO(LogDev, "DidApplyingGadgetSucceed: {}", DidApplyingGadgetSucceed);
bWasGadget = true;
}
}
if (WorldItemDefinition->ShouldFocusWhenAdded()) // Should we also do this for stacking?
{
LOG_INFO(LogDev, "Force focus {}", ItemDefinition->GetFullName());
FortPlayerController->ServerExecuteInventoryItemHook(FortPlayerController, NewItemInstance->GetItemEntry()->GetItemGuid());
FortPlayerController->ClientEquipItem(NewItemInstance->GetItemEntry()->GetItemGuid(), true);
}
}
else
{
LOG_INFO(LogDev, "Not Valid!");
}
if (FortPlayerController && Engine_Version < 420)
{
static auto QuickBarsOffset = FortPlayerController->GetOffset("QuickBars", false);
auto QuickBars = FortPlayerController->Get<AActor*>(QuickBarsOffset);
if (QuickBars)
{
struct
{
FGuid Item; // (Parm, IsPlainOldData)
EFortQuickBars InQuickBar; // (Parm, ZeroConstructor, IsPlainOldData)
int Slot; // (Parm, ZeroConstructor, IsPlainOldData)
}
AFortQuickBars_ServerAddItemInternal_Params
{
NewItemInstance->GetItemEntry()->GetItemGuid(),
IsPrimaryQuickbar(ItemDefinition) ? EFortQuickBars::Primary : EFortQuickBars::Secondary,
-1
};
static auto ServerAddItemInternalFn = FindObject<UFunction>("/Script/FortniteGame.FortQuickBars.ServerAddItemInternal");
QuickBars->ProcessEvent(ServerAddItemInternalFn, &AFortQuickBars_ServerAddItemInternal_Params);
}
}
/* if (FortPlayerController && WorldItemDefinition) // Hmm
{
auto Pawn = Cast<AFortPlayerPawnAthena>(FortPlayerController->GetMyFortPawn());
auto GameState = Cast<AFortGameStateAthena>(((AFortGameModeAthena*)GetWorld()->GetGameMode())->GetGameState());
if (Pawn)
{
static auto InventorySpecialActorUniqueIDOffset = WorldItemDefinition->GetOffset("InventorySpecialActorUniqueID");
auto& InventorySpecialActorUniqueID = WorldItemDefinition->Get<FName>(InventorySpecialActorUniqueIDOffset);
static auto ItemSpecialActorIDOffset = Pawn->GetOffset("ItemSpecialActorID");
Pawn->Get<FName>(ItemSpecialActorIDOffset) = InventorySpecialActorUniqueID;
static auto ItemSpecialActorCategoryIDOffset = Pawn->GetOffset("ItemSpecialActorCategoryID");
Pawn->Get<FName>(ItemSpecialActorCategoryIDOffset) = InventorySpecialActorUniqueID;
static auto BecameSpecialActorTimeOffset = Pawn->GetOffset("BecameSpecialActorTime");
Pawn->Get<float>(BecameSpecialActorTimeOffset) = GameState->GetServerWorldTimeSeconds();
}
} */
if (bShouldUpdate)
*bShouldUpdate = true;
}
return std::make_pair(NewItemInstances, ModifiedItemInstances);
}
std::pair<std::vector<UFortItem*>, std::vector<UFortItem*>> AFortInventory::AddItem(UFortItemDefinition* ItemDefinition, bool* bShouldUpdate, int Count, int LoadedAmmo, bool bShowItemToast)
{
if (LoadedAmmo == -1)
{
if (auto WeaponDef = Cast<UFortWeaponItemDefinition>(ItemDefinition)) // bPreventDefaultPreload ?
LoadedAmmo = WeaponDef->GetClipSize();
else
LoadedAmmo = 0;
}
auto ItemEntry = FFortItemEntry::MakeItemEntry(ItemDefinition, Count, LoadedAmmo);
auto Ret = AddItem(ItemEntry, bShouldUpdate, bShowItemToast);
if (!bUseFMemoryRealloc)
{
FFortItemEntry::FreeItemEntry(ItemEntry);
VirtualFree(ItemEntry, 0, MEM_RELEASE);
}
return Ret;
}
bool AFortInventory::RemoveItem(const FGuid& ItemGuid, bool* bShouldUpdate, int Count, bool bForceRemoval)
{
if (bShouldUpdate)
*bShouldUpdate = false;
auto ItemInstance = FindItemInstance(ItemGuid);
auto ReplicatedEntry = FindReplicatedEntry(ItemGuid);
if (!ItemInstance || !ReplicatedEntry)
return false;
auto ItemDefinition = Cast<UFortWorldItemDefinition>(ReplicatedEntry->GetItemDefinition());
if (!ItemDefinition)
return false;
int OldCount = Count;
if (Count < 0) // idk why i have this
{
Count = 0;
bForceRemoval = true;
}
auto& ItemInstances = GetItemList().GetItemInstances();
auto& ReplicatedEntries = GetItemList().GetReplicatedEntries();
auto NewCount = ReplicatedEntry->GetCount() - Count;
bool bOverrideChangeStackSize = false;
if (ItemDefinition->ShouldPersistWhenFinalStackEmpty())
{
bool bIsFinalStack = true;
for (int i = 0; i < ItemInstances.Num(); i++)
{
auto ItemInstance = ItemInstances.at(i);
if (ItemInstance->GetItemEntry()->GetItemDefinition() == ItemDefinition && ItemInstance->GetItemEntry()->GetItemGuid() != ItemGuid)
{
bIsFinalStack = false;
break;
}
}
if (bIsFinalStack)
{
NewCount = NewCount < 0 ? 0 : NewCount; // min(NewCount, 0) or something i forgot
bOverrideChangeStackSize = true;
}
}
if (OldCount != -1 && (NewCount > 0 || bOverrideChangeStackSize))
{
ItemInstance->GetItemEntry()->GetCount() = NewCount;
ReplicatedEntry->GetCount() = NewCount;
GetItemList().MarkItemDirty(ItemInstance->GetItemEntry());
GetItemList().MarkItemDirty(ReplicatedEntry);
return true;
}
if (NewCount < 0) // Hm
return false;
auto FortPlayerController = Cast<AFortPlayerController>(GetOwner());
bool bWasGadget = false;
for (int i = 0; i < ItemInstances.Num(); i++)
{
if (ItemInstances.at(i)->GetItemEntry()->GetItemGuid() == ItemGuid)
{
bool AreGadgetsEnabled = Addresses::ApplyGadgetData && Addresses::RemoveGadgetData && Globals::bEnableAGIDs;
if (FortPlayerController && AreGadgetsEnabled)
{
if (auto GadgetItemDefinition = Cast<UFortGadgetItemDefinition>(ItemDefinition))
{
LOG_INFO(LogDev, "Unequipping Gadget!");
GadgetItemDefinition->UnequipGadgetData(FortPlayerController, ItemInstances.at(i));
bWasGadget = true;
if (bWasGadget)
{
if (Fortnite_Version < 7 && GadgetItemDefinition->ShouldDropAllItemsOnEquip())
{
FortPlayerController->AddPickaxeToInventory();
}
}
}
}
FFortItemEntry::FreeItemEntry(ItemInstances.at(i)->GetItemEntry()); // Really this is deconstructing it, which frees the arrays inside, we have to do this since Remove doesn't.
ItemInstances.Remove(i);
break;
}
}
for (int i = 0; i < ReplicatedEntries.Num(); i++)
{
if (ReplicatedEntries.at(i, FFortItemEntry::GetStructSize()).GetItemGuid() == ItemGuid)
{
FFortItemEntry::FreeItemEntry(ReplicatedEntries.AtPtr(i, FFortItemEntry::GetStructSize()));
ReplicatedEntries.Remove(i, FFortItemEntry::GetStructSize());
break;
}
}
if (FortPlayerController && Engine_Version < 420)
{
static auto QuickBarsOffset = FortPlayerController->GetOffset("QuickBars", false);
auto QuickBars = FortPlayerController->Get<AFortQuickBars*>(QuickBarsOffset);
if (QuickBars)
{
auto ItemDefinitionQuickBars = IsPrimaryQuickbar(ItemDefinition) ? EFortQuickBars::Primary : EFortQuickBars::Secondary;
auto SlotIndex = QuickBars->GetSlotIndex(ItemGuid, ItemDefinitionQuickBars);
if (SlotIndex != -1)
{
QuickBars->ServerRemoveItemInternal(ItemGuid, false, true);
QuickBars->EmptySlot(ItemDefinitionQuickBars, SlotIndex);
}
}
}
// todo remove from weaponlist
if (bShouldUpdate)
*bShouldUpdate = true;
return true;
}
void AFortInventory::SwapItem(const FGuid& ItemGuid, FFortItemEntry* NewItemEntry, int OverrideNewCount, std::pair<FFortItemEntry*, FFortItemEntry*>* outEntries)
{
auto NewCount = OverrideNewCount == -1 ? NewItemEntry->GetCount() : OverrideNewCount;
auto ItemInstance = FindItemInstance(ItemGuid);
if (!ItemInstance)
return;
/* RemoveItem(ItemGuid, nullptr, ItemInstance->GetItemEntry()->GetCount(), true);
AddItem(NewItemEntry, nullptr, false, OverrideNewCount);
return; */
// IDK WHY THIS DOESNT WORK
static auto FortItemEntrySize = FFortItemEntry::GetStructSize();
auto& ReplicatedEntries = GetItemList().GetReplicatedEntries();
for (int i = 0; i < ReplicatedEntries.Num(); i++)
{
auto& ReplicatedEntry = ReplicatedEntries.At(i, FortItemEntrySize);
if (ReplicatedEntry.GetItemGuid() == ItemGuid)
{
ReplicatedEntry.CopyFromAnotherItemEntry(NewItemEntry);
ItemInstance->GetItemEntry()->CopyFromAnotherItemEntry(NewItemEntry);
ReplicatedEntry.GetCount() = NewCount;
ItemInstance->GetItemEntry()->GetCount() = NewCount;
if (outEntries)
*outEntries = std::make_pair(ItemInstance->GetItemEntry(), &ReplicatedEntry);
}
}
}
void AFortInventory::ModifyCount(UFortItem* ItemInstance, int New, bool bRemove, std::pair<FFortItemEntry*, FFortItemEntry*>* outEntries, bool bUpdate, bool bShowItemToast)
{
auto ReplicatedEntry = FindReplicatedEntry(ItemInstance->GetItemEntry()->GetItemGuid());
if (!ReplicatedEntry)
return;
if (!bRemove)
{
ItemInstance->GetItemEntry()->GetCount() += New;
ReplicatedEntry->GetCount() += New;
for (int p = 0; p < ItemInstance->GetItemEntry()->GetStateValues().Num(); p++)
{
if (ItemInstance->GetItemEntry()->GetStateValues().at(p).GetStateType() == EFortItemEntryState::ShouldShowItemToast)
{
ItemInstance->GetItemEntry()->GetStateValues().at(p).GetIntValue() = bShowItemToast;
}
}
for (int p = 0; p < ReplicatedEntry->GetStateValues().Num(); p++)
{
if (ReplicatedEntry->GetStateValues().at(p).GetStateType() == EFortItemEntryState::ShouldShowItemToast)
{
ReplicatedEntry->GetStateValues().at(p).GetIntValue() = bShowItemToast;
}
}
}
else
{
ItemInstance->GetItemEntry()->GetCount() -= New;
ReplicatedEntry->GetCount() -= New;
}
if (outEntries)
*outEntries = { ItemInstance->GetItemEntry(), ReplicatedEntry};
if (bUpdate || !outEntries)
{
GetItemList().MarkItemDirty(ItemInstance->GetItemEntry());
GetItemList().MarkItemDirty(ReplicatedEntry);
}
}
UFortItem* AFortInventory::GetPickaxeInstance()
{
static auto FortWeaponMeleeItemDefinitionClass = FindObject<UClass>("/Script/FortniteGame.FortWeaponMeleeItemDefinition");
auto& ItemInstances = GetItemList().GetItemInstances();
for (int i = 0; i < ItemInstances.Num(); i++)
{
auto ItemInstance = ItemInstances.At(i);
if (ItemInstance->GetItemEntry()->GetItemDefinition()->IsA(FortWeaponMeleeItemDefinitionClass))
return ItemInstance;
}
return nullptr;
}
UFortItem* AFortInventory::FindItemInstance(UFortItemDefinition* ItemDefinition)
{
auto& ItemInstances = GetItemList().GetItemInstances();
for (int i = 0; i < ItemInstances.Num(); i++)
{
auto ItemInstance = ItemInstances.At(i);
if (ItemInstance->GetItemEntry()->GetItemDefinition() == ItemDefinition)
return ItemInstance;
}
return nullptr;
}
void AFortInventory::CorrectLoadedAmmo(const FGuid& Guid, int NewAmmoCount)
{
auto CurrentWeaponInstance = FindItemInstance(Guid);
if (!CurrentWeaponInstance)
return;
auto CurrentWeaponReplicatedEntry = FindReplicatedEntry(Guid);
if (!CurrentWeaponReplicatedEntry)
return;
if (CurrentWeaponReplicatedEntry->GetLoadedAmmo() != NewAmmoCount)
{
CurrentWeaponInstance->GetItemEntry()->GetLoadedAmmo() = NewAmmoCount;
CurrentWeaponReplicatedEntry->GetLoadedAmmo() = NewAmmoCount;
GetItemList().MarkItemDirty(CurrentWeaponInstance->GetItemEntry());
GetItemList().MarkItemDirty(CurrentWeaponReplicatedEntry);
}
}
UFortItem* AFortInventory::FindItemInstance(const FGuid& Guid)
{
auto& ItemInstances = GetItemList().GetItemInstances();
for (int i = 0; i < ItemInstances.Num(); i++)
{
auto ItemInstance = ItemInstances.At(i);
if (ItemInstance->GetItemEntry()->GetItemGuid() == Guid)
return ItemInstance;
}
return nullptr;
}
FFortItemEntry* AFortInventory::FindReplicatedEntry(const FGuid& Guid)
{
static auto FortItemEntrySize = FFortItemEntry::GetStructSize();
auto& ReplicatedEntries = GetItemList().GetReplicatedEntries();
for (int i = 0; i < ReplicatedEntries.Num(); i++)
{
auto& ReplicatedEntry = ReplicatedEntries.At(i, FortItemEntrySize);
if (ReplicatedEntry.GetItemGuid() == Guid)
return &ReplicatedEntry;
}
return nullptr;
}
/* UClass* AFortInventory::StaticClass()
{
static auto Class = FindObject<UClass>("/Script/FortniteGame.FortInventory");
return Class;
} */