Files
DarkflameServer/dDatabase/CDClientDatabase/CDClientTables/CDItemComponentTable.h
Aaron Kimbrell 02108055e7 feat(inventory): enforce DeletionRestrictions when deleting items
Deleting an item now follows its ItemComponent delResIndex row in the
DeletionRestrictions table, the way the client's shared inventory code
decides it (LWOInventoryComponent_Common::CanRemoveFromInventory @
0x00ce0d20, CheckDeletionRestrictionIndex @ 0x00c94c20):
- missing, unrestricted, unknown-type or empty rows allow it;
- LOTS_INCLUDED: another item of any listed LOT must remain;
- LOTS_EXCLUDED: other items of every listed LOT must remain;
- ANY_RESTRICTION / ALL_RESTRICTIONS: any / all listed rows allow it;
- ZONE: only in the listed maps; ALWAYS_RESTRICTED: never.
Operators (GM level 9) may delete anything, as in the client. A refused
delete is logged and the item stays.

ItemComponent.minNumRequired is not used: the client never reads it, so
its meaning can't be verified.

Issue 960: the rocket (6416, row 8) and the classic rocket parts (rows 1-3)
have rows that keep at least one rocket or part, so the last rocket can
no longer be deleted and strand the player.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-28 22:31:04 -05:00

62 lines
3.2 KiB
C++

#pragma once
// Custom Classes
#include "CDTable.h"
#include "dCommonVars.h"
struct CDItemComponent {
uint32_t id; //!< The Component ID
std::string equipLocation; //!< The equip location
uint32_t baseValue; //!< The monetary base value of the item
bool isKitPiece; //!< Whether or not the item belongs to a kit
uint32_t rarity; //!< The rarity of the item
uint32_t itemType; //!< The item type
int64_t itemInfo; //!< The item info
bool inLootTable; //!< Whether or not the item is in a loot table
bool inVendor; //!< Whether or not the item is in a vendor inventory
bool isUnique; //!< ???
bool isBOP; //!< ???
bool isBOE; //!< ???
uint32_t reqFlagID; //!< User must have completed this flag to get the item
uint32_t reqSpecialtyID; //!< ???
uint32_t reqSpecRank; //!< ???
uint32_t reqAchievementID; //!< The required achievement must be completed
uint32_t stackSize; //!< The stack size of the item
uint32_t color1; //!< Something to do with item color...
uint32_t decal; //!< The decal of the item
uint32_t offsetGroupID; //!< Something to do with group IDs
uint32_t buildTypes; //!< Something to do with building
std::string reqPrecondition; //!< The required precondition
uint32_t animationFlag; //!< The Animation Flag
uint32_t equipEffects; //!< The effect played when the item is equipped
bool readyForQA; //!< ???
uint32_t itemRating; //!< ???
bool isTwoHanded; //!< Whether or not the item is double handed
uint32_t minNumRequired; //!< Maybe the minimum number required for a mission, or to own this object?
uint32_t delResIndex; //!< Row of DeletionRestrictions, -1 (as unsigned) for none
uint32_t currencyLOT; //!< ???
uint32_t altCurrencyCost; //!< ???
std::string subItems; //!< A comma seperate string of sub items (maybe for multi-itemed things like faction test gear set)
UNUSED(std::string audioEventUse); //!< ???
bool noEquipAnimation; //!< Whether or not there is an equip animation
uint32_t commendationLOT; //!< The commendation LOT
uint32_t commendationCost; //!< The commendation cost
UNUSED(std::string audioEquipMetaEventSet); //!< ???
std::string currencyCosts; //!< Used for crafting
UNUSED(std::string ingredientInfo); //!< Unused
uint32_t locStatus; //!< ???
uint32_t forgeType; //!< Forge Type
float SellMultiplier; //!< Something to do with early vendors perhaps (but replaced)
};
class CDItemComponentTable : public CDTable<CDItemComponentTable, std::map<uint32_t, CDItemComponent>> {
public:
void LoadValuesFromDatabase();
static std::map<LOT, uint32_t> ParseCraftingCurrencies(const CDItemComponent& itemComponent);
// Gets an entry by ID
const CDItemComponent& GetItemComponentByID(uint32_t skillID);
static CDItemComponent Default;
};