mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2026-10-02 10:53:44 +00:00
Converts AddItemToInventoryClientSync, SetInventorySize,
RemoveItemFromInventory, ConsumeClientItem, UseItemResult,
UseItemRequirementsResponse, ResponseMoveItemBetweenInventoryTypes,
NotifyNotEnoughInvSpace, UpdateInventoryUi, MarkInventoryItemAsActive and
MoveInventoryBatch (11 old Send functions) and the received EquipInventory,
UnEquipInventory, RemoveItemFromInventory, MoveItemInInventory,
MoveItemBetweenInventoryTypes, RequestMoveItemBetweenInventoryTypes,
PushEquippedItemsState, PopEquippedItemsState, ClientItemConsumed,
UseNonEquipmentItem, SetConsumableItem, UpdateInventoryGroup and
UpdateInventoryGroupContents (13 handlers) to NetGameMsgs in
InventoryMessages.{h,cpp}. The received messages are registered in
GameMessageHandler's map and handled by InventoryComponent (new On* methods
holding the old handler logic verbatim); the old functions and switch cases
are deleted. AddItemToInventoryClientSync::SetItem fills the fields that
come from the Item.
No wire change and no change in recipients. Kept as DLU has always sent them
and documented: NotifyNotEnoughInvSpace goes out with the message ID of
VehicleNotifyFinishedRace, and RemoveItemFromInventory always sets the flag
of the fields DLU fills. The old SendMoveInventoryBatch was never called
and wrote one flag bit fewer than the client reads (it had no moveSubkey);
the struct follows the client's layout (1.10.64,
LWOInventoryComponent_Common::msgMoveInventoryBatch at 00ce1310) and has no
oracle. UnEquipInventory still ignores the trailing replacementObjectID the
client sends, as before.
Verified byte for byte against a frozen verbatim copy of the old functions
over an input grid (AddItemToInventoryClientSync with real Items, extra info
and bind flags), to one client and broadcast; received messages compared
with the old handlers' read sequences and every truncated payload rejected;
hand computed golden bytes; round trips; a deliberate width mutation made
the tests fail.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
346 lines
7.2 KiB
C++
346 lines
7.2 KiB
C++
#include "Inventory.h"
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#include "GameMessages.h"
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#include "InventoryMessages.h"
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#include "Game.h"
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#include "Item.h"
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#include "InventoryComponent.h"
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#include "eItemType.h"
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#include "eReplicaComponentType.h"
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#include "ObjectIDManager.h"
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#include "eObjectBits.h"
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#include "CDComponentsRegistryTable.h"
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#include <ranges>
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std::vector<LOT> Inventory::m_GameMasterRestrictedItems = {
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1727, // GM Only - JetPack
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2243, // GM Only - Hammer of Doom
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3293, // GM Only - Flamethrower
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3735, // GM Only - Large Jetpack
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5873, // GM Only - Winged Helm of Speed
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6407, // Gm Only - Hat of Pwnage
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14442 // The jamesster jetpack
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};
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Inventory::Inventory(const eInventoryType type, const uint32_t size, const std::vector<Item*>& items, InventoryComponent* component) {
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this->type = type;
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this->size = size;
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this->free = size;
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this->component = component;
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for (auto* item : items) {
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AddManagedItem(item);
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}
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}
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eInventoryType Inventory::GetType() const {
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return type;
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}
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uint32_t Inventory::GetSize() const {
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return size;
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}
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std::map<LWOOBJID, Item*>& Inventory::GetItems() {
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return items;
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}
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std::map<uint32_t, Item*> Inventory::GetSlots() const {
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std::map<uint32_t, Item*> slots;
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for (const auto& pair : items) {
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auto* item = pair.second;
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slots.insert_or_assign(item->GetSlot(), item);
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}
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return slots;
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}
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InventoryComponent* Inventory::GetComponent() const {
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return component;
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}
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uint32_t Inventory::GetLotCount(const LOT lot) const {
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uint32_t count = 0;
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for (const auto& pair : items) {
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const auto* item = pair.second;
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if (item->GetLot() == lot) {
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count += item->GetCount();
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}
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}
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return count;
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}
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void Inventory::SetSize(const uint32_t value) {
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const auto delta = static_cast<int32_t>(value) - static_cast<int32_t>(size);
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free = static_cast<uint32_t>(std::max(0, static_cast<int32_t>(free) + delta));
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size = value;
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GameMessages::SetInventorySize setSize;
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setSize.target = component->GetParent()->GetObjectID();
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setSize.inventoryType = type;
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setSize.size = static_cast<int>(size);
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setSize.SendToClient(component->GetParent()->GetSystemAddress());
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}
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int32_t Inventory::FindEmptySlot() {
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if (free <= 6) // Up from 1
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{
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if (type != ITEMS && type != VAULT_ITEMS && type != eInventoryType::VAULT_MODELS) {
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uint32_t newSize = size;
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if (type == MODELS) {
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newSize = 240;
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} else if (type == eInventoryType::VENDOR_BUYBACK) {
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newSize += 9u;
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} else {
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newSize += 10u;
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}
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if (newSize > GetSize()) {
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SetSize(newSize);
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}
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}
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}
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if (free == 0) {
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return -1;
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}
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const auto slots = GetSlots();
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for (auto i = 0u; i < size; ++i) {
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if (slots.find(i) == slots.end()) {
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return i;
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}
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}
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return -1;
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}
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int32_t Inventory::GetEmptySlots() {
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return free;
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}
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bool Inventory::IsSlotEmpty(int32_t slot) {
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const auto slots = GetSlots();
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const auto& index = slots.find(slot);
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return index == slots.end();
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}
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Item* Inventory::FindItemById(const LWOOBJID id) const {
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const auto& index = items.find(id);
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if (index == items.end()) {
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return nullptr;
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}
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return index->second;
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}
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Item* Inventory::FindItemByLot(const LOT lot, const bool ignoreEquipped, const bool ignoreBound) const {
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Item* smallest = nullptr;
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for (const auto& pair : items) {
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auto* item = pair.second;
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if (item->GetLot() != lot) {
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continue;
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}
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if (ignoreEquipped && item->IsEquipped()) {
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continue;
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}
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if (ignoreBound && item->GetBound()) {
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continue;
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}
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if (smallest == nullptr) {
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smallest = item;
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continue;
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}
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if (smallest->GetCount() > item->GetCount()) {
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smallest = item;
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}
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}
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return smallest;
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}
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Item* Inventory::FindItemBySlot(const uint32_t slot) const {
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const auto slots = GetSlots();
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const auto index = slots.find(slot);
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if (index == slots.end()) {
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return nullptr;
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}
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return index->second;
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}
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Item* Inventory::FindItemBySubKey(LWOOBJID id) const {
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for (const auto& item : items) {
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if (item.second->GetSubKey() == id) {
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return item.second;
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}
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}
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return nullptr;
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}
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void Inventory::AddManagedItem(Item* item) {
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const auto id = item->GetId();
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if (items.find(id) != items.end()) {
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LOG("Attempting to add an item with an already present id (%llu)!", id);
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return;
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}
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const auto slots = GetSlots();
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const auto slot = item->GetSlot();
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if (slots.find(slot) != slots.end()) {
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LOG("Attempting to add an item with an already present slot (%i)!", slot);
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return;
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}
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items.insert_or_assign(id, item);
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free--;
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}
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void Inventory::RemoveManagedItem(Item* item) {
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const auto id = item->GetId();
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if (items.find(id) == items.end()) {
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LOG("Attempting to remove an item with an invalid id (%llu), lot (%i)!", id, item->GetLot());
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return;
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}
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items.erase(id);
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free++;
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}
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eInventoryType Inventory::FindInventoryTypeForLot(const LOT lot) {
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auto itemComponent = FindItemComponent(lot);
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const auto itemType = static_cast<eItemType>(itemComponent.itemType);
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switch (itemType) {
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case eItemType::BRICK:
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return BRICKS;
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case eItemType::BEHAVIOR:
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return BEHAVIORS;
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case eItemType::PROPERTY:
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return PROPERTY_DEEDS;
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case eItemType::MODEL:
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case eItemType::PET_INVENTORY_ITEM:
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case eItemType::LOOT_MODEL:
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case eItemType::VEHICLE:
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case eItemType::MOUNT:
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return MODELS;
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case eItemType::HAT:
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case eItemType::HAIR:
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case eItemType::NECK:
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case eItemType::LEFT_HAND:
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case eItemType::RIGHT_HAND:
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case eItemType::LEGS:
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case eItemType::LEFT_TRINKET:
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case eItemType::RIGHT_TRINKET:
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case eItemType::COLLECTIBLE:
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case eItemType::CONSUMABLE:
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case eItemType::CHEST:
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case eItemType::EGG:
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case eItemType::PET_FOOD:
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case eItemType::PACKAGE:
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case eItemType::LUP_MODEL:
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return ITEMS;
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case eItemType::QUEST_OBJECT:
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case eItemType::UNKNOWN:
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default:
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return QUEST;
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}
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}
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const CDItemComponent& Inventory::FindItemComponent(const LOT lot) {
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auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
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auto* itemComponents = CDClientManager::GetTable<CDItemComponentTable>();
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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if (componentId == 0) {
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LOG("Failed to find item component for (%i)!", lot);
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return CDItemComponentTable::Default;
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}
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const auto& itemComponent = itemComponents->GetItemComponentByID(componentId);
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return itemComponent;
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}
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bool Inventory::IsValidItem(const LOT lot) {
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auto* registry = CDClientManager::GetTable<CDComponentsRegistryTable>();
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const auto componentId = registry->GetByIDAndType(lot, eReplicaComponentType::ITEM);
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return componentId != 0;
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}
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const std::vector<LOT>& Inventory::GetAllGMItems() {
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return m_GameMasterRestrictedItems;
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}
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void Inventory::DeleteAllItems() {
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while (!this->items.empty()) {
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if (items.begin()->second) items.begin()->second->SetCount(0);
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}
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}
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Inventory::~Inventory() {
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for (auto item : items) {
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delete item.second;
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}
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items.clear();
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}
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void Inventory::RegenerateItemIDs() {
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std::map<LWOOBJID, Item*> newItems{};
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for (auto* const item : items | std::views::values) {
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if (item->GetParent() != LWOOBJID_EMPTY) continue; // temp items dont need new ids
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const bool equipped = item->IsEquipped();
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if (equipped) item->UnEquip();
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const auto oldID = item->GetId();
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const auto newID = item->GenerateID();
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LOG("Updating item ID from %llu to %llu", oldID, newID);
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newItems.insert_or_assign(newID, item);
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if (equipped) item->Equip();
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}
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// We don't want to delete the item pointers, we're just moving from map to map
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items = newItems;
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}
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