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-- __ _ _______ _ __
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-- / / /\ | | |__ __| | | \ \
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-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
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-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
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-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
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-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
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Quantum.Server.Inventory = {}
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function Quantum.Server.Inventory.Create( char )
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char.inventory = {}
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return char.inventory
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end
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local function isEquippable( item )
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return item.equipable || false
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end
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local function isStackable( item )
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return item.stack || false
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end
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function Quantum.Server.Inventory.SetSlotItem( char, pos, itemid, amount )
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if( amount < 1 ) then return end
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local item = Quantum.Item.Get( itemid )
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if( isEquippable( item ) || !isStackable( item ) ) then
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amount = 1
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char.inventory[pos] = { itemid }
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else
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amount = amount || 1
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char.inventory[pos] = { itemid, amount }
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end
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Quantum.Debug( "Gave " .. char.name .. " " .. amount .. "x [" .. item.name .. "] at " .. tostring(pos) )
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end
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function Quantum.Server.Inventory.GetSlotItem( char, pos ) return char.inventory[pos] end
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function Quantum.Server.Inventory.FindStackable( char, item )
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if( item.stack ) then
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local inv = Quantum.Server.Char.GetInventory( char )
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for i, item2 in pairs( inv ) do
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if( item2[1] == item.id && item2[2] < item.stack ) then -- if the item is stackable and it is the same item
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return i -- return its index
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end
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end
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else
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return
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end
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end
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local function getStackSize( char, item )
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return item.stack || 1
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end
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local function sortItem( char, itemid, amount )
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local item = Quantum.Item.Get( itemid )
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local slotitem = Quantum.Server.Inventory.GetSlotItem( char, index )
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local inv = Quantum.Server.Char.GetInventory( char )
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local stacksize = getStackSize( char, item )
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local index = Quantum.Server.Inventory.FindStackable( char, item ) || #inv + 1
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local rest = amount
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if( slotitem != nil ) then rest = rest + slotitem[2] end
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local count = 0
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local itemInSlot = Quantum.Server.Inventory.GetSlotItem( char, index )
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if( itemInSlot != nil ) then
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if( itemInSlot[2] < stacksize ) then
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rest = rest - ( stacksize - itemInSlot[2] )
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Quantum.Server.Inventory.SetSlotItem( char, index, itemid, stacksize )
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end
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end
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while( rest >= stacksize ) do
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count = count + 1
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if( count == 1 ) then
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if( itemInSlot != nil ) then
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rest = rest - ( stacksize - itemInSlot[2] )
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else
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rest = rest - stacksize
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end
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Quantum.Server.Inventory.SetSlotItem( char, index, itemid, stacksize )
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else
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index = index + 1
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itemInSlot = Quantum.Server.Inventory.GetSlotItem( char, index )
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if( itemInSlot != nil ) then
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if( itemInSlot[1] == itemid && itemInSlot[2] < stacksize ) then
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rest = rest - ( stacksize - itemInSlot[2] )
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Quantum.Server.Inventory.SetSlotItem( char, index, itemid, stacksize )
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if( rest <= 0 ) then
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rest = 0
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break
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end
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end
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else
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rest = rest - stacksize
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Quantum.Server.Inventory.SetSlotItem( char, index, itemid, stacksize )
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end
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end
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end
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Quantum.Server.Inventory.SetSlotItem( char, #inv + 1, itemid, rest )
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end
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function Quantum.Server.Inventory.GiveItem( pl, itemid, amount ) -- Quantum.Server.Inventory.GiveItem( Entity(1), "test2", 21 )
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local char = Quantum.Server.Char.GetCurrentCharacter( pl )
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local inv = Quantum.Server.Char.GetInventory( char )
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local item = Quantum.Item.Get( itemid )
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if( item == nil ) then Quantum.Error( "Tried to give " .. tostring(pl) .. " a non-existent item! Item '" .. tostring(itemid) .. "' does not exist." ) return end
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if( #inv + 1 <= Quantum.Inventory.Width * Quantum.Inventory.Height || Quantum.Server.Inventory.FindStackable( char, item ) != nil ) then
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sortItem( char, itemid, amount )
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-- send net message to client about item update
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else
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Quantum.Debug( "Tried to give " .. tostring(pl) .. " a item but their inventory is full!" )
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end
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end
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