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[Quest API] Add multiple augment related methods to Perl/Lua. (#1930)
* [Quest API] Add multiple augment related methods to Perl/Lua. - Add $inventory->CountAugmentEquippedByID(item_id) to Perl. - Add $inventory->HasAugmentEquippedByID(item_id) to Perl. - Add $item->ContainsAugmentByID(item_id) to Perl. - Add $item->CountAugmentByID(item_id) to Perl. - Add inventory:CountAugmentEquippedByID(item_id) to Perl. - Add inventory:HasAugmentEquippedByID(item_id) to Perl. - Add item:ContainsAugmentByID(item_id) to Perl. - Add item:CountAugmentByID(item_id) to Perl. * Update inventory_profile.cpp
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@@ -590,6 +590,37 @@ bool EQ::InventoryProfile::HasSpaceForItem(const ItemData *ItemToTry, int16 Quan
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// Checks that user has at least 'quantity' number of items in a given inventory slot
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// Returns first slot it was found in, or SLOT_INVALID if not found
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bool EQ::InventoryProfile::HasAugmentEquippedByID(uint32 item_id)
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{
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bool has_equipped = false;
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ItemInstance* item = nullptr;
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for (int slot_id = EQ::invslot::EQUIPMENT_BEGIN; slot_id <= EQ::invslot::EQUIPMENT_END; ++slot_id) {
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item = GetItem(slot_id);
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if (item && item->ContainsAugmentByID(item_id)) {
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has_equipped = true;
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break;
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}
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}
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return has_equipped;
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}
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int EQ::InventoryProfile::CountAugmentEquippedByID(uint32 item_id)
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{
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int quantity = 0;
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ItemInstance* item = nullptr;
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for (int slot_id = EQ::invslot::EQUIPMENT_BEGIN; slot_id <= EQ::invslot::EQUIPMENT_END; ++slot_id) {
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item = GetItem(slot_id);
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if (item && item->ContainsAugmentByID(item_id)) {
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quantity += item->CountAugmentByID(item_id);
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}
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}
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return quantity;
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}
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//This function has a flaw in that it only returns the last stack that it looked at
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//when quantity is greater than 1 and not all of quantity can be found in 1 stack.
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int16 EQ::InventoryProfile::HasItem(uint32 item_id, uint8 quantity, uint8 where)
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@@ -140,6 +140,12 @@ namespace EQ
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// Remove item from inventory (and take control of memory)
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ItemInstance* PopItem(int16 slot_id);
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// Check if player has a specific augment equipped by Item ID
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bool HasAugmentEquippedByID(uint32 item_id);
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// Check how many of a specific augment the player has equipped by Item ID
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int CountAugmentEquippedByID(uint32 item_id);
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// Check whether there is space for the specified number of the specified item.
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bool HasSpaceForItem(const ItemData *ItemToTry, int16 Quantity);
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@@ -708,6 +708,26 @@ bool EQ::ItemInstance::ContainsAugmentByID(uint32 item_id)
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return false;
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}
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int EQ::ItemInstance::CountAugmentByID(uint32 item_id)
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{
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int quantity = 0;
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if (!m_item || !m_item->IsClassCommon()) {
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return quantity;
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}
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if (!item_id) {
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return quantity;
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}
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for (uint8 augment_slot = invaug::SOCKET_BEGIN; augment_slot <= invaug::SOCKET_END; ++augment_slot) {
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if (GetAugmentItemID(augment_slot) == item_id) {
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quantity++;
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}
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}
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return quantity;
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}
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// Has attack/delay?
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bool EQ::ItemInstance::IsWeapon() const
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{
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@@ -133,6 +133,7 @@ namespace EQ
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ItemInstance* RemoveAugment(uint8 index);
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bool IsAugmented();
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bool ContainsAugmentByID(uint32 item_id);
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int CountAugmentByID(uint32 item_id);
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ItemInstance* GetOrnamentationAug(int32 ornamentationAugtype) const;
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bool UpdateOrnamentationInfo();
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static bool CanTransform(const ItemData *ItemToTry, const ItemData *Container, bool AllowAll = false);
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