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Add item stacking logic
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fb281b0237
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@ -98,10 +98,38 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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resp.ToSlotItem = *toItem;
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resp.FromSlotItem = *fromItem;
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// swap items in session
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sItemBase temp = *toItem;
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*toItem = *fromItem;
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*fromItem = temp;
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// swap/stack items in session
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Item* itemDat = getItemData(toItem->iID, toItem->iType);
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if (itemDat->stackSize > 1 && itemDat == getItemData(fromItem->iID, fromItem->iType)) {
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// items are stackable and identical, so run stacking logic
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toItem->iOpt += fromItem->iOpt; // sum counts
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fromItem->iOpt = 0; // deplete from item
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if (toItem->iOpt > itemDat->stackSize) {
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// handle overflow
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fromItem->iOpt += (toItem->iOpt - itemDat->stackSize); // add overflow to fromItem
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toItem->iOpt = itemDat->stackSize; // set toItem count to max
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}
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if (fromItem->iOpt == 0) { // from item count depleted
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// delete item
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fromItem->iID = 0;
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fromItem->iType = 0;
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fromItem->iTimeLimit = 0;
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}
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resp.iFromSlotNum = itemmove->iFromSlotNum;
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resp.iToSlotNum = itemmove->iToSlotNum;
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resp.FromSlotItem = *fromItem;
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resp.ToSlotItem = *toItem;
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} else {
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// items not stackable; just swap them
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sItemBase temp = *toItem;
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*toItem = *fromItem;
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*fromItem = temp;
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resp.iFromSlotNum = itemmove->iToSlotNum;
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resp.iToSlotNum = itemmove->iFromSlotNum;
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}
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// send equip change to viewable players
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if (itemmove->eFrom == (int)SlotType::EQUIP || itemmove->eTo == (int)SlotType::EQUIP) {
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@ -130,9 +158,8 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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// send response
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resp.eTo = itemmove->eFrom;
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resp.iToSlotNum = itemmove->iFromSlotNum;
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resp.eFrom = itemmove->eTo;
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resp.iFromSlotNum = itemmove->iToSlotNum;
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sock->sendPacket((void*)&resp, P_FE2CL_PC_ITEM_MOVE_SUCC, sizeof(sP_FE2CL_PC_ITEM_MOVE_SUCC));
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}
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