#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Inventory.h" #include "Player.h" #include "ClientHandle.h" #include "UI/Window.h" #include "Item.h" #include "Root.h" #include #include "items/ItemHandler.h" cInventory::~cInventory() { /* // TODO cWindow wnd = GetWindow(); if (wnd != NULL) { wnd->Close(*m_Owner); } CloseWindow(); */ } cInventory::cInventory(cPlayer & a_Owner) : m_Owner(a_Owner) { for (unsigned int i = 0; i < c_NumSlots; i++) { m_Slots[i].Empty(); } m_CraftSlots = m_Slots + c_CraftOffset; m_ArmorSlots = m_Slots + c_ArmorOffset; m_MainSlots = m_Slots + c_MainOffset; m_HotSlots = m_Slots + c_HotOffset; SetEquippedSlot(0); } bool cInventory::AddItem( cItem & a_Item ) { cItem BackupSlots[c_NumSlots]; memcpy( BackupSlots, m_Slots, c_NumSlots * sizeof( cItem ) ); bool ChangedSlots[c_NumSlots]; memset( ChangedSlots, false, c_NumSlots * sizeof( bool ) ); if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 0 ); if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 0 ); if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 2 ); if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 2 ); if( a_Item.m_ItemCount > 0 ) // Could not add all items { // retore backup memcpy( m_Slots, BackupSlots, c_NumSlots * sizeof( cItem ) ); return false; } for(unsigned int i = 0; i < c_NumSlots; i++) { if( ChangedSlots[i] ) { LOG("Item was added to %i ID:%i Count:%i", i, m_Slots[i].m_ItemID, m_Slots[i].m_ItemCount ); SendSlot(i); } } return (a_Item.m_ItemCount == 0); } // TODO: Right now if you dont have enough items, the items you did have are removed, and the function returns false anyway bool cInventory::RemoveItem( cItem & a_Item ) { // First check equipped slot if ((m_EquippedSlot >= 0) && (m_EquippedSlot < 9)) { if (m_HotSlots[m_EquippedSlot].m_ItemID == a_Item.m_ItemID) { cItem & Item = m_HotSlots[m_EquippedSlot]; if(Item.m_ItemCount > a_Item.m_ItemCount) { Item.m_ItemCount -= a_Item.m_ItemCount; SendSlot( m_EquippedSlot + c_HotOffset ); return true; } else if(Item.m_ItemCount > 0 ) { a_Item.m_ItemCount -= Item.m_ItemCount; Item.Empty(); SendSlot( m_EquippedSlot + c_HotOffset ); } } } // Then check other slotz if (a_Item.m_ItemCount > 0) { for(int i = 0; i < 36; i++) { cItem & Item = m_MainSlots[i]; if( Item.m_ItemID == a_Item.m_ItemID ) { if(Item.m_ItemCount > a_Item.m_ItemCount) { Item.m_ItemCount -= a_Item.m_ItemCount; SendSlot( i + c_MainOffset ); return true; } else if(Item.m_ItemCount > 0 ) { a_Item.m_ItemCount -= Item.m_ItemCount; Item.Empty(); SendSlot( i + c_MainOffset ); } } } } return (a_Item.m_ItemCount == 0); } void cInventory::Clear() { for(unsigned int i = 0; i < c_NumSlots; i++) m_Slots[i].Empty(); } cItem * cInventory::GetSlotsForType( int a_Type ) { switch( a_Type ) { case -1: return m_MainSlots; case -2: return m_CraftSlots; case -3: return m_ArmorSlots; } return 0; } /* int cInventory::GetSlotCountForType( int a_Type ) { switch (a_Type) { case -1: return 36; case -2: case -3: return 4; } return 0; } */ cItem* cInventory::GetSlot( int a_SlotNum ) { if( a_SlotNum < 0 || a_SlotNum >= (short)c_NumSlots ) return 0; return &m_Slots[a_SlotNum]; } cItem* cInventory::GetFromHotBar( int a_SlotNum ) { if ((a_SlotNum < 0) || (a_SlotNum >= 9)) { return NULL; } return &m_HotSlots[a_SlotNum]; } void cInventory::SetEquippedSlot(int a_SlotNum) { if ((a_SlotNum < 0) || (a_SlotNum >= 9)) { m_EquippedSlot = 0; } else { m_EquippedSlot = (short)a_SlotNum; } m_EquippedItem = GetFromHotBar(m_EquippedSlot); } cItem & cInventory::GetEquippedItem(void) { cItem* Item = GetFromHotBar( m_EquippedSlot ); if( Item ) { *m_EquippedItem = *Item; return *Item; } else { m_EquippedItem->Empty(); } return *m_EquippedItem; } const cItem & cInventory::GetEquippedItem(void) const { return *m_EquippedItem; } void cInventory::SendWholeInventory(cClientHandle & a_Client) { a_Client.SendWholeInventory(*this); } void cInventory::SendSlot(int a_SlotNum) { cItem * Item = GetSlot(a_SlotNum); if (Item != NULL) { if (Item->IsEmpty()) { // Sanitize items that are not completely empty (ie. count == 0, but type != empty) Item->Empty(); } m_Owner.GetClientHandle()->SendInventorySlot(0, a_SlotNum, *Item); } } int cInventory::HowManyCanFit(short a_ItemType, short a_ItemDamage, int a_BeginSlot, int a_EndSlot) { int res = 0; for (int i = a_BeginSlot; i <= a_EndSlot; i++) { if ( m_Slots[i].IsEmpty() || ((m_Slots[i].m_ItemID == a_ItemType) && (m_Slots[i].m_ItemHealth == a_ItemDamage)) ) { int MaxCount = ItemHandler(a_ItemType)->GetMaxStackSize(); ASSERT(m_Slots[i].m_ItemCount <= MaxCount); res += MaxCount - m_Slots[i].m_ItemCount; } } // for i - m_Slots[] return res; } int cInventory::MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot) { int res = 0; for (int i = a_BeginSlot; i <= a_EndSlot; i++) { if ( m_Slots[i].IsEmpty() || ((m_Slots[i].m_ItemID == a_ItemType) && (m_Slots[i].m_ItemHealth == a_ItemDamage)) ) { int MaxCount = ItemHandler(a_ItemType)->GetMaxStackSize(); ASSERT(m_Slots[i].m_ItemCount <= MaxCount); int NumToMove = std::min(a_Count, MaxCount - m_Slots[i].m_ItemCount); m_Slots[i].m_ItemCount += NumToMove; m_Slots[i].m_ItemHealth = a_ItemDamage; m_Slots[i].m_ItemID = a_ItemType; SendSlot(i); res += NumToMove; a_Count -= NumToMove; if (a_Count <= 0) { // No more items to distribute return res; } } } // for i - m_Slots[] // No more space to distribute to return res; } bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */ ) { // Fill already present stacks if( a_Mode < 2 ) { for(int i = 0; i < a_Size; i++) { 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 ) { int NumFree = 64 - m_Slots[i + a_Offset].m_ItemCount; if( NumFree >= a_Item.m_ItemCount ) { //printf("1. Adding %i items ( free: %i )\n", a_Item.m_ItemCount, NumFree ); m_Slots[i + a_Offset].m_ItemCount += a_Item.m_ItemCount; a_Item.m_ItemCount = 0; a_bChangedSlots[i + a_Offset] = true; break; } else { //printf("2. Adding %i items\n", NumFree ); m_Slots[i + a_Offset].m_ItemCount += (char)NumFree; a_Item.m_ItemCount -= (char)NumFree; a_bChangedSlots[i + a_Offset] = true; } } } } if( a_Mode > 0 ) { // If we got more left, find first empty slot for(int i = 0; i < a_Size && a_Item.m_ItemCount > 0; i++) { if( m_Slots[i + a_Offset].m_ItemID == -1 ) { m_Slots[i + a_Offset] = a_Item; a_Item.m_ItemCount = 0; a_bChangedSlots[i + a_Offset] = true; } } } return true; } void cInventory::SaveToJson(Json::Value & a_Value) { for(unsigned int i = 0; i < c_NumSlots; i++) { Json::Value JSON_Item; m_Slots[i].GetJson( JSON_Item ); a_Value.append( JSON_Item ); } } bool cInventory::LoadFromJson(Json::Value & a_Value) { int SlotIdx = 0; // TODO: Limit the number of slots written to the actual number of slots, // otherwise an invalid json will crash the server! for( Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr ) { m_Slots[SlotIdx].FromJson( *itr ); SlotIdx++; } return true; }