755 lines
16 KiB
C++
755 lines
16 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Inventory.h"
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#include "Entities/Player.h"
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#include "ClientHandle.h"
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#include "UI/Window.h"
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#include "Item.h"
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#include "Root.h"
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#include "World.h"
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#include "json/json.h"
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#include "Items/ItemHandler.h"
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cInventory::cInventory(cPlayer & a_Owner) :
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m_ArmorSlots (1, 4), // 1 x 4 slots
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m_InventorySlots(9, 3), // 9 x 3 slots
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m_HotbarSlots (9, 1), // 9 x 1 slots
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m_Owner(a_Owner)
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{
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// Ask each ItemGrid to report changes to us:
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m_ArmorSlots.AddListener(*this);
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m_InventorySlots.AddListener(*this);
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m_HotbarSlots.AddListener(*this);
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SetEquippedSlotNum(0);
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}
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void cInventory::Clear(void)
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{
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m_ArmorSlots.Clear();
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m_InventorySlots.Clear();
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m_HotbarSlots.Clear();
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}
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int cInventory::HowManyCanFit(const cItem & a_ItemStack, bool a_ConsiderEmptySlots)
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{
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return HowManyCanFit(a_ItemStack, 0, invNumSlots - 1, a_ConsiderEmptySlots);
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}
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int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots)
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{
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UNUSED(a_ConsiderEmptySlots);
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if ((a_BeginSlotNum < 0) || (a_BeginSlotNum >= invNumSlots))
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{
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LOGWARNING("%s: Bad BeginSlotNum, got %d, there are %d slots; correcting to 0.", __FUNCTION__, a_BeginSlotNum, invNumSlots - 1);
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a_BeginSlotNum = 0;
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}
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if ((a_EndSlotNum < 0) || (a_EndSlotNum >= invNumSlots))
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{
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LOGWARNING("%s: Bad EndSlotNum, got %d, there are %d slots; correcting to %d.", __FUNCTION__, a_BeginSlotNum, invNumSlots, invNumSlots - 1);
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a_EndSlotNum = invNumSlots - 1;
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}
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if (a_BeginSlotNum > a_EndSlotNum)
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{
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std::swap(a_BeginSlotNum, a_EndSlotNum);
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}
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char NumLeft = a_ItemStack.m_ItemCount;
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int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
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for (int i = a_BeginSlotNum; i <= a_EndSlotNum; i++)
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{
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const cItem & Slot = GetSlot(i);
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if (Slot.IsEmpty())
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{
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NumLeft -= MaxStack;
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}
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else if (Slot.IsEqual(a_ItemStack))
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{
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NumLeft -= MaxStack - Slot.m_ItemCount;
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}
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if (NumLeft <= 0)
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{
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// All items fit
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return a_ItemStack.m_ItemCount;
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}
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} // for i - m_Slots[]
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return a_ItemStack.m_ItemCount - NumLeft;
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}
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int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
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{
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cItem ToAdd(a_Item);
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int res = 0;
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// When the item is a armor, try to set it directly to the armor slot.
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if (ItemCategory::IsArmor(a_Item.m_ItemType))
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{
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for (int i = 0; i < m_ArmorSlots.GetNumSlots(); i++)
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{
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if (m_ArmorSlots.GetSlot(i).IsEmpty() && cSlotAreaArmor::CanPlaceArmorInSlot(i, a_Item))
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{
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m_ArmorSlots.SetSlot(i, a_Item);
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return a_Item.m_ItemCount;
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}
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}
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}
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res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
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ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
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if (ToAdd.m_ItemCount == 0)
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{
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return res;
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}
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res += m_InventorySlots.AddItem(ToAdd, a_AllowNewStacks);
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return res;
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}
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int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
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{
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int TotalAdded = 0;
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for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
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{
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int NumAdded = AddItem(*itr, a_AllowNewStacks, a_tryToFillEquippedFirst);
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if (itr->m_ItemCount == NumAdded)
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{
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itr = a_ItemStackList.erase(itr);
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}
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else
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{
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itr->m_ItemCount -= NumAdded;
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++itr;
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}
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TotalAdded += NumAdded;
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}
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return TotalAdded;
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}
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int cInventory::RemoveItem(const cItem & a_ItemStack)
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{
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int RemovedItems = m_HotbarSlots.RemoveItem(a_ItemStack);
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if (RemovedItems < a_ItemStack.m_ItemCount)
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{
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cItem Temp(a_ItemStack);
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Temp.m_ItemCount -= RemovedItems;
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RemovedItems += m_InventorySlots.RemoveItem(Temp);
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}
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return RemovedItems;
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}
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bool cInventory::RemoveOneEquippedItem(void)
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{
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if (m_HotbarSlots.GetSlot(m_EquippedSlotNum).IsEmpty())
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{
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return false;
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}
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m_HotbarSlots.ChangeSlotCount(m_EquippedSlotNum, -1);
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return true;
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}
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int cInventory::HowManyItems(const cItem & a_Item)
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{
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return
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m_ArmorSlots.HowManyItems(a_Item) +
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m_InventorySlots.HowManyItems(a_Item) +
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m_HotbarSlots.HowManyItems(a_Item);
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}
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bool cInventory::HasItems(const cItem & a_ItemStack)
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{
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int CurrentlyHave = HowManyItems(a_ItemStack);
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return (CurrentlyHave >= a_ItemStack.m_ItemCount);
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}
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void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
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{
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LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Ignoring.", __FUNCTION__, a_SlotNum, invNumSlots - 1);
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return;
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}
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int GridSlotNum = 0;
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cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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if (Grid == nullptr)
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{
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LOGWARNING("%s(%d): requesting an invalid itemgrid. Ignoring.", __FUNCTION__, a_SlotNum);
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return;
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}
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Grid->SetSlot(GridSlotNum, a_Item);
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}
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void cInventory::SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item)
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{
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m_ArmorSlots.SetSlot(a_ArmorSlotNum, a_Item);
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}
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void cInventory::SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item)
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{
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m_InventorySlots.SetSlot(a_InventorySlotNum, a_Item);
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}
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void cInventory::SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item)
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{
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m_HotbarSlots.SetSlot(a_HotBarSlotNum, a_Item);
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}
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void cInventory::SendEquippedSlot()
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{
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int EquippedSlotNum = cInventory::invArmorCount + cInventory::invInventoryCount + GetEquippedSlotNum();
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SendSlot(EquippedSlotNum);
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}
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const cItem & cInventory::GetSlot(int a_SlotNum) const
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
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{
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LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first inventory slot instead.", __FUNCTION__, a_SlotNum, invNumSlots - 1);
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return m_InventorySlots.GetSlot(0);
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}
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int GridSlotNum = 0;
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const cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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if (Grid == nullptr)
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{
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// Something went wrong, but we don't know what. We must return a value, so return the first inventory slot
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LOGWARNING("%s(%d): requesting an invalid ItemGrid, returning the first inventory slot instead.", __FUNCTION__, a_SlotNum);
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return m_InventorySlots.GetSlot(0);
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}
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return Grid->GetSlot(GridSlotNum);
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}
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const cItem & cInventory::GetArmorSlot(int a_ArmorSlotNum) const
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{
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if ((a_ArmorSlotNum < 0) || (a_ArmorSlotNum >= invArmorCount))
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{
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LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_ArmorSlotNum, invArmorCount - 1);
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return m_ArmorSlots.GetSlot(0);
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}
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return m_ArmorSlots.GetSlot(a_ArmorSlotNum);
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}
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const cItem & cInventory::GetInventorySlot(int a_InventorySlotNum) const
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{
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if ((a_InventorySlotNum < 0) || (a_InventorySlotNum >= invInventoryCount))
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{
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LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_InventorySlotNum, invInventoryCount - 1);
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return m_InventorySlots.GetSlot(0);
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}
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return m_InventorySlots.GetSlot(a_InventorySlotNum);
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}
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const cItem & cInventory::GetHotbarSlot(int a_SlotNum) const
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= invHotbarCount))
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{
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LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_SlotNum, invHotbarCount - 1);
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return m_HotbarSlots.GetSlot(0);
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}
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return m_HotbarSlots.GetSlot(a_SlotNum);
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}
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const cItem & cInventory::GetEquippedItem(void) const
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{
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return GetHotbarSlot(m_EquippedSlotNum);
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}
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void cInventory::SetEquippedSlotNum(int a_SlotNum)
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= invHotbarCount))
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{
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LOGWARNING("%s: requesting invalid slot index: %d out of %d. Setting 0 instead.", __FUNCTION__, a_SlotNum, invHotbarCount - 1);
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m_EquippedSlotNum = 0;
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}
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else
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{
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m_EquippedSlotNum = a_SlotNum;
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}
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}
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bool cInventory::DamageEquippedItem(short a_Amount)
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{
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return DamageItem(invHotbarOffset + m_EquippedSlotNum, a_Amount);
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}
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int cInventory::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
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{
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int GridSlotNum = 0;
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cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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if (Grid == nullptr)
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{
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LOGWARNING("%s: invalid slot number, expected 0 .. %d, got %d; ignoring", __FUNCTION__, invNumSlots, a_SlotNum);
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return -1;
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}
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return Grid->ChangeSlotCount(GridSlotNum, a_AddToCount);
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}
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bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
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{
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LOGWARNING("%s: requesting an invalid slot index: %d out of %d", __FUNCTION__, a_SlotNum, invNumSlots - 1);
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return false;
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}
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if (a_Amount <= 0)
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{
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return false;
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}
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int GridSlotNum = 0;
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cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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if (Grid == nullptr)
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{
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LOGWARNING("%s(%d, %d): requesting an invalid grid, ignoring.", __FUNCTION__, a_SlotNum, a_Amount);
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return false;
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}
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if (!Grid->DamageItem(GridSlotNum, a_Amount))
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{
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// The item has been damaged, but did not break yet
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SendSlot(a_SlotNum);
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return false;
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}
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// The item has broken, remove it:
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Grid->EmptySlot(GridSlotNum);
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return true;
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}
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void cInventory::CopyToItems(cItems & a_Items)
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{
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m_ArmorSlots.CopyToItems(a_Items);
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m_InventorySlots.CopyToItems(a_Items);
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m_HotbarSlots.CopyToItems(a_Items);
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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.IsEmpty())
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{
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// Sanitize items that are not completely empty (ie. count == 0, but type != empty)
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Item.Empty();
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}
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m_Owner.GetClientHandle()->SendInventorySlot(0, a_SlotNum + 5, Item); // Slots in the client are numbered "+ 5" because of crafting grid and result
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}
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/*
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int cInventory::MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot)
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{
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int res = 0;
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for (int i = a_BeginSlot; i <= a_EndSlot; i++)
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{
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if (
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m_Slots[i].IsEmpty() ||
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((m_Slots[i].m_ItemType == a_ItemType) && (m_Slots[i].m_ItemDamage == a_ItemDamage))
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)
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{
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int MaxCount = ItemHandler(a_ItemType)->GetMaxStackSize();
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ASSERT(m_Slots[i].m_ItemCount <= MaxCount);
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int NumToMove = std::min(a_Count, MaxCount - m_Slots[i].m_ItemCount);
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m_Slots[i].m_ItemCount += NumToMove;
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m_Slots[i].m_ItemDamage = a_ItemDamage;
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m_Slots[i].m_ItemType = a_ItemType;
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SendSlot(i);
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res += NumToMove;
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a_Count -= NumToMove;
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if (a_Count <= 0)
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{
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// No more items to distribute
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return res;
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}
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}
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} // for i - m_Slots[]
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// No more space to distribute to
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return res;
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}
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*/
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int cInventory::ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum)
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{
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switch (a_ArmorSlotNum)
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{
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case 0: return 4; // Helmet
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case 1: return 3; // Chestplate
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case 2: return 2; // Leggings
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case 3: return 1; // Boots
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}
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LOGWARN("%s: invalid armor slot number: %d", __FUNCTION__, a_ArmorSlotNum);
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return 0;
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}
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#if 0
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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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int MaxStackSize = cItemHandler::GetItemHandler(a_Item.m_ItemType)->GetMaxStackSize();
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for (int i = 0; i < a_Size; i++)
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{
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if (
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(m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType) &&
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(m_Slots[i + a_Offset].m_ItemCount < MaxStackSize) &&
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(m_Slots[i + a_Offset].m_ItemDamage == a_Item.m_ItemDamage)
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)
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{
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int NumFree = MaxStackSize - 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_ItemType == -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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#endif
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void cInventory::UpdateItems(void)
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{
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const cItem & Slot = GetEquippedItem();
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if (Slot.IsEmpty())
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{
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return;
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|
}
|
|
|
|
switch (Slot.m_ItemType)
|
|
{
|
|
case E_ITEM_MAP:
|
|
{
|
|
ItemHandler(Slot.m_ItemType)->OnUpdate(m_Owner.GetWorld(), &m_Owner, Slot);
|
|
break;
|
|
}
|
|
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cInventory::SaveToJson(Json::Value & a_Value)
|
|
{
|
|
// The JSON originally included the 4 crafting slots and the result, so we have to put empty items there, too:
|
|
cItem EmptyItem;
|
|
Json::Value EmptyItemJson;
|
|
EmptyItem.GetJson(EmptyItemJson);
|
|
for (int i = 0; i < 5; i++)
|
|
{
|
|
a_Value.append(EmptyItemJson);
|
|
}
|
|
|
|
// The 4 armor slots follow:
|
|
for (int i = 0; i < invArmorCount; i++)
|
|
{
|
|
Json::Value JSON_Item;
|
|
m_ArmorSlots.GetSlot(i).GetJson(JSON_Item);
|
|
a_Value.append(JSON_Item);
|
|
}
|
|
|
|
// Next comes the main inventory:
|
|
for (int i = 0; i < invInventoryCount; i++)
|
|
{
|
|
Json::Value JSON_Item;
|
|
m_InventorySlots.GetSlot(i).GetJson(JSON_Item);
|
|
a_Value.append(JSON_Item);
|
|
}
|
|
|
|
// The hotbar is the last:
|
|
for (int i = 0; i < invHotbarCount; i++)
|
|
{
|
|
Json::Value JSON_Item;
|
|
m_HotbarSlots.GetSlot(i).GetJson(JSON_Item);
|
|
a_Value.append(JSON_Item);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cInventory::LoadFromJson(Json::Value & a_Value)
|
|
{
|
|
int SlotIdx = 0;
|
|
|
|
for (Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr, SlotIdx++)
|
|
{
|
|
cItem Item;
|
|
Item.FromJson(*itr);
|
|
|
|
// The JSON originally included the 4 crafting slots and the result slot, so we need to skip the first 5 items:
|
|
if (SlotIdx < 5)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
// If we loaded all the slots, stop now, even if the JSON has more:
|
|
if (SlotIdx - 5 >= invNumSlots)
|
|
{
|
|
break;
|
|
}
|
|
|
|
int GridSlotNum = 0;
|
|
cItemGrid * Grid = GetGridForSlotNum(SlotIdx - 5, GridSlotNum);
|
|
ASSERT(Grid != nullptr);
|
|
Grid->SetSlot(GridSlotNum, Item);
|
|
} // for itr - a_Value[]
|
|
return true;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum) const
|
|
{
|
|
ASSERT(a_SlotNum >= 0);
|
|
|
|
if (a_SlotNum < invArmorCount)
|
|
{
|
|
a_GridSlotNum = a_SlotNum;
|
|
return &m_ArmorSlots;
|
|
}
|
|
a_SlotNum -= invArmorCount;
|
|
if (a_SlotNum < invInventoryCount)
|
|
{
|
|
a_GridSlotNum = a_SlotNum;
|
|
return &m_InventorySlots;
|
|
}
|
|
a_GridSlotNum = a_SlotNum - invInventoryCount;
|
|
return &m_HotbarSlots;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum)
|
|
{
|
|
ASSERT(a_SlotNum >= 0);
|
|
|
|
if (a_SlotNum < invArmorCount)
|
|
{
|
|
a_GridSlotNum = a_SlotNum;
|
|
return &m_ArmorSlots;
|
|
}
|
|
a_SlotNum -= invArmorCount;
|
|
if (a_SlotNum < invInventoryCount)
|
|
{
|
|
a_GridSlotNum = a_SlotNum;
|
|
return &m_InventorySlots;
|
|
}
|
|
a_GridSlotNum = a_SlotNum - invInventoryCount;
|
|
return &m_HotbarSlots;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cInventory::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
|
{
|
|
// Send the neccessary updates to whoever needs them
|
|
|
|
if (m_Owner.IsDestroyed())
|
|
{
|
|
// Owner is not (yet) valid, skip for now
|
|
return;
|
|
}
|
|
|
|
// Armor update needs broadcast to other players:
|
|
cWorld * World = m_Owner.GetWorld();
|
|
if ((a_ItemGrid == &m_ArmorSlots) && (World != nullptr))
|
|
{
|
|
World->BroadcastEntityEquipment(
|
|
m_Owner, ArmorSlotNumToEntityEquipmentID(a_SlotNum),
|
|
m_ArmorSlots.GetSlot(a_SlotNum), m_Owner.GetClientHandle()
|
|
);
|
|
}
|
|
|
|
// Broadcast the Equipped Item, if the Slot is changed.
|
|
if ((a_ItemGrid == &m_HotbarSlots) && (m_EquippedSlotNum == a_SlotNum))
|
|
{
|
|
m_Owner.GetWorld()->BroadcastEntityEquipment(m_Owner, 0, GetEquippedItem(), m_Owner.GetClientHandle());
|
|
}
|
|
|
|
// Convert the grid-local a_SlotNum to our global SlotNum:
|
|
int Base = 0;
|
|
if (a_ItemGrid == &m_ArmorSlots)
|
|
{
|
|
Base = invArmorOffset;
|
|
}
|
|
else if (a_ItemGrid == &m_InventorySlots)
|
|
{
|
|
Base = invInventoryOffset;
|
|
}
|
|
else if (a_ItemGrid == &m_HotbarSlots)
|
|
{
|
|
Base = invHotbarOffset;
|
|
}
|
|
else
|
|
{
|
|
ASSERT(!"Unknown ItemGrid calling OnSlotChanged()");
|
|
return;
|
|
}
|
|
|
|
SendSlot(Base + a_SlotNum);
|
|
}
|
|
|
|
|
|
|
|
|