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Deleting an item now follows the item's DeletionRestrictions row (ItemComponent.delResIndex), as the client's LWOInventoryComponent_Common::CanRemoveFromInventory (0x00ce0d20) and CheckDeletionRestrictionIndex (0x00c94c20) do: an item the player is driving or riding can't be deleted, an operator can delete anything, and otherwise the row decides: - LOTS_INCLUDED: only while the player has another item of any of the LOTs (the last rocket can't be deleted) - LOTS_EXCLUDED: only while the player has other items of all of the LOTs - ANY_RESTRICTION / ALL_RESTRICTIONS: any / all of the listed rows allow it (a row that names itself again allows it) - ZONE: only in the listed zones - ALWAYS_RESTRICTED: never A missing, unrestricted or bad row (no valid ids, unknown check type) allows it. The client checks first and shows the row's failure reason; the server checks again and ignores a client's forceDeletion. Refs issue 960 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
62 lines
3.2 KiB
C++
62 lines
3.2 KiB
C++
#pragma once
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// Custom Classes
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#include "CDTable.h"
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#include "dCommonVars.h"
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struct CDItemComponent {
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uint32_t id; //!< The Component ID
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std::string equipLocation; //!< The equip location
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uint32_t baseValue; //!< The monetary base value of the item
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bool isKitPiece; //!< Whether or not the item belongs to a kit
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uint32_t rarity; //!< The rarity of the item
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uint32_t itemType; //!< The item type
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int64_t itemInfo; //!< The item info
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bool inLootTable; //!< Whether or not the item is in a loot table
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bool inVendor; //!< Whether or not the item is in a vendor inventory
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bool isUnique; //!< ???
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bool isBOP; //!< ???
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bool isBOE; //!< ???
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uint32_t reqFlagID; //!< User must have completed this flag to get the item
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uint32_t reqSpecialtyID; //!< ???
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uint32_t reqSpecRank; //!< ???
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uint32_t reqAchievementID; //!< The required achievement must be completed
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uint32_t stackSize; //!< The stack size of the item
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uint32_t color1; //!< Something to do with item color...
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uint32_t decal; //!< The decal of the item
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uint32_t offsetGroupID; //!< Something to do with group IDs
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uint32_t buildTypes; //!< Something to do with building
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std::string reqPrecondition; //!< The required precondition
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uint32_t animationFlag; //!< The Animation Flag
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uint32_t equipEffects; //!< The effect played when the item is equipped
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bool readyForQA; //!< ???
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uint32_t itemRating; //!< ???
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bool isTwoHanded; //!< Whether or not the item is double handed
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uint32_t minNumRequired; //!< Maybe the minimum number required for a mission, or to own this object?
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uint32_t delResIndex; //!< Relates to DeletionRestrictions Table
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uint32_t currencyLOT; //!< ???
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uint32_t altCurrencyCost; //!< ???
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std::string subItems; //!< A comma seperate string of sub items (maybe for multi-itemed things like faction test gear set)
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UNUSED(std::string audioEventUse); //!< ???
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bool noEquipAnimation; //!< Whether or not there is an equip animation
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uint32_t commendationLOT; //!< The commendation LOT
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uint32_t commendationCost; //!< The commendation cost
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UNUSED(std::string audioEquipMetaEventSet); //!< ???
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std::string currencyCosts; //!< Used for crafting
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UNUSED(std::string ingredientInfo); //!< Unused
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uint32_t locStatus; //!< ???
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uint32_t forgeType; //!< Forge Type
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float SellMultiplier; //!< Something to do with early vendors perhaps (but replaced)
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};
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class CDItemComponentTable : public CDTable<CDItemComponentTable, std::map<uint32_t, CDItemComponent>> {
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public:
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void LoadValuesFromDatabase();
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static std::map<LOT, uint32_t> ParseCraftingCurrencies(const CDItemComponent& itemComponent);
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// Gets an entry by ID
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const CDItemComponent& GetItemComponentByID(uint32_t skillID);
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static CDItemComponent Default;
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};
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