2012-06-14 09:06:06 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cInventory.h"
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#include "cPlayer.h"
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#include "cClientHandle.h"
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#include "cWindow.h"
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#include "cItem.h"
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#include "cRoot.h"
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#include <json/json.h>
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#include "packets/cPacket_WindowClick.h"
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#include "packets/cPacket_WholeInventory.h"
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#include "packets/cPacket_InventorySlot.h"
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cInventory::~cInventory()
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{
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delete [] m_Slots;
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delete m_EquippedItem;
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if( GetWindow() ) GetWindow()->Close( *m_Owner );
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CloseWindow();
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}
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cInventory::cInventory(cPlayer* a_Owner)
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{
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m_Owner = a_Owner;
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m_Slots = new cItem[c_NumSlots];
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for(unsigned int i = 0; i < c_NumSlots; i++)
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m_Slots[i].Empty();
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m_CraftSlots = m_Slots + c_CraftOffset;
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m_ArmorSlots = m_Slots + c_ArmorOffset;
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m_MainSlots = m_Slots + c_MainOffset;
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m_HotSlots = m_Slots + c_HotOffset;
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m_EquippedItem = new cItem();
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m_EquippedSlot = 0;
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if( !GetWindow() )
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{
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cWindow* Window = new cWindow( this, false );
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Window->SetSlots( m_Slots, c_NumSlots );
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Window->SetWindowID( 0 );
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OpenWindow( Window );
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}
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}
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bool cInventory::AddItem( cItem & a_Item )
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{
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cItem BackupSlots[c_NumSlots];
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memcpy( BackupSlots, m_Slots, c_NumSlots * sizeof( cItem ) );
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bool ChangedSlots[c_NumSlots];
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memset( ChangedSlots, false, c_NumSlots * sizeof( bool ) );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 0 );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 0 );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 2 );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 2 );
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if( a_Item.m_ItemCount > 0 ) // Could not add all items
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{
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// retore backup
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memcpy( m_Slots, BackupSlots, c_NumSlots * sizeof( cItem ) );
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return false;
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}
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for(unsigned int i = 0; i < c_NumSlots; i++)
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{
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if( ChangedSlots[i] )
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{
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LOG("Item was added to %i ID:%i Count:%i", i, m_Slots[i].m_ItemID, m_Slots[i].m_ItemCount );
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SendSlot(i);
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}
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}
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return (a_Item.m_ItemCount == 0);
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}
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// TODO: Right now if you dont have enough items, the items you did have are removed, and the function returns false anyway
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bool cInventory::RemoveItem( cItem & a_Item )
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{
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// First check equipped slot
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if( m_EquippedSlot >= 0 && m_EquippedSlot < 9 )
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{
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if( m_HotSlots[m_EquippedSlot].m_ItemID == a_Item.m_ItemID )
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{
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cItem & Item = m_HotSlots[m_EquippedSlot];
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if(Item.m_ItemCount > a_Item.m_ItemCount)
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{
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Item.m_ItemCount -= a_Item.m_ItemCount;
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SendSlot( m_EquippedSlot + c_HotOffset );
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return true;
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}
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else if(Item.m_ItemCount > 0 )
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{
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a_Item.m_ItemCount -= Item.m_ItemCount;
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Item.Empty();
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SendSlot( m_EquippedSlot + c_HotOffset );
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}
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}
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}
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// Then check other slotz
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if( a_Item.m_ItemCount > 0 )
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{
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for(int i = 0; i < 36; i++)
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{
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cItem & Item = m_MainSlots[i];
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if( Item.m_ItemID == a_Item.m_ItemID )
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{
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if(Item.m_ItemCount > a_Item.m_ItemCount)
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{
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Item.m_ItemCount -= a_Item.m_ItemCount;
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SendSlot( i + c_MainOffset );
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return true;
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}
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else if(Item.m_ItemCount > 0 )
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{
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a_Item.m_ItemCount -= Item.m_ItemCount;
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Item.Empty();
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SendSlot( i + c_MainOffset );
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}
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}
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}
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}
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if( a_Item.m_ItemCount == 0 )
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return true;
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else
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return false;
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}
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void cInventory::Clear()
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{
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for(unsigned int i = 0; i < c_NumSlots; i++)
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m_Slots[i].Empty();
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}
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cItem * cInventory::GetSlotsForType( int a_Type )
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{
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switch( a_Type )
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{
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case -1:
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return m_MainSlots;
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case -2:
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return m_CraftSlots;
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case -3:
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return m_ArmorSlots;
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}
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return 0;
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}
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int cInventory::GetSlotCountForType( int a_Type )
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{
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switch (a_Type)
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{
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case -1:
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return 36;
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case -2:
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case -3:
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return 4;
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}
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return 0;
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}
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cItem* cInventory::GetSlot( int a_SlotNum )
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{
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if( a_SlotNum < 0 || a_SlotNum >= (short)c_NumSlots ) return 0;
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return &m_Slots[a_SlotNum];
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}
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cItem* cInventory::GetFromHotBar( int a_SlotNum )
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= 9))
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{
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return NULL;
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}
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return &m_HotSlots[a_SlotNum];
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}
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void cInventory::SetEquippedSlot( int a_SlotNum )
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{
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if( a_SlotNum < 0 || a_SlotNum >= 9 ) m_EquippedSlot = 0;
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else m_EquippedSlot = (short)a_SlotNum;
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}
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cItem & cInventory::GetEquippedItem()
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{
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cItem* Item = GetFromHotBar( m_EquippedSlot );
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if( Item )
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{
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*m_EquippedItem = *Item;
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return *Item;
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}
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else
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{
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m_EquippedItem->Empty();
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}
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return *m_EquippedItem;
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}
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void cInventory::SendWholeInventory( cClientHandle* a_Client )
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{
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cPacket_WholeInventory Inventory( this );
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a_Client->Send( Inventory );
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}
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void cInventory::SendSlot( int a_SlotNum )
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{
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cItem* Item = GetSlot( a_SlotNum );
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if( Item )
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{
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cPacket_InventorySlot InventorySlot;
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InventorySlot.m_ItemCount = Item->m_ItemCount;
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InventorySlot.m_ItemID = (short) Item->m_ItemID;
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InventorySlot.m_ItemUses = (char) Item->m_ItemHealth;
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InventorySlot.m_SlotNum = (short) a_SlotNum;
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InventorySlot.m_WindowID = 0; // Inventory window ID
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m_Owner->GetClientHandle()->Send( InventorySlot );
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}
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}
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bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */ )
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{
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// Fill already present stacks
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if( a_Mode < 2 )
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{
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for(int i = 0; i < a_Size; i++)
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{
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if( m_Slots[i + a_Offset].m_ItemID == a_Item.m_ItemID && m_Slots[i + a_Offset].m_ItemCount < 64 && m_Slots[i + a_Offset].m_ItemHealth == a_Item.m_ItemHealth )
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{
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int NumFree = 64 - m_Slots[i + a_Offset].m_ItemCount;
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if( NumFree >= a_Item.m_ItemCount )
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{
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//printf("1. Adding %i items ( free: %i )\n", a_Item.m_ItemCount, NumFree );
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m_Slots[i + a_Offset].m_ItemCount += a_Item.m_ItemCount;
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a_Item.m_ItemCount = 0;
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a_bChangedSlots[i + a_Offset] = true;
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break;
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}
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else
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{
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//printf("2. Adding %i items\n", NumFree );
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m_Slots[i + a_Offset].m_ItemCount += (char)NumFree;
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a_Item.m_ItemCount -= (char)NumFree;
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a_bChangedSlots[i + a_Offset] = true;
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}
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}
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}
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}
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if( a_Mode > 0 )
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{
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// If we got more left, find first empty slot
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for(int i = 0; i < a_Size && a_Item.m_ItemCount > 0; i++)
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{
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if( m_Slots[i + a_Offset].m_ItemID == -1 )
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{
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m_Slots[i + a_Offset] = a_Item;
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a_Item.m_ItemCount = 0;
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a_bChangedSlots[i + a_Offset] = true;
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}
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}
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}
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return true;
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}
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void cInventory::SaveToJson(Json::Value & a_Value)
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{
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for(unsigned int i = 0; i < c_NumSlots; i++)
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{
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Json::Value JSON_Item;
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m_Slots[i].GetJson( JSON_Item );
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a_Value.append( JSON_Item );
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}
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}
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bool cInventory::LoadFromJson(Json::Value & a_Value)
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{
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int SlotIdx = 0;
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for( Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr )
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{
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m_Slots[SlotIdx].FromJson( *itr );
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SlotIdx++;
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}
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return true;
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}
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