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cuberite-2a/src/Inventory.cpp

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C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Inventory.h"
#include "Entities/Player.h"
#include "ClientHandle.h"
#include "UI/Window.h"
#include "Item.h"
#include "Root.h"
#include "World.h"
#include "json/json.h"
#include "Items/ItemHandler.h"
cInventory::cInventory(cPlayer & a_Owner) :
m_ArmorSlots (1, 4), // 1 x 4 slots
m_InventorySlots(9, 3), // 9 x 3 slots
m_HotbarSlots (9, 1), // 9 x 1 slots
m_ShieldSlots (1, 1), // 1 x 1 slots
m_Owner(a_Owner)
{
// Ask each ItemGrid to report changes to us:
m_ArmorSlots.AddListener(*this);
m_InventorySlots.AddListener(*this);
m_HotbarSlots.AddListener(*this);
m_ShieldSlots.AddListener(*this);
SetEquippedSlotNum(0);
}
void cInventory::Clear(void)
{
m_ArmorSlots.Clear();
m_InventorySlots.Clear();
m_HotbarSlots.Clear();
m_ShieldSlots.Clear();
}
int cInventory::HowManyCanFit(const cItem & a_ItemStack, bool a_ConsiderEmptySlots)
{
return HowManyCanFit(a_ItemStack, 0, invNumSlots - 1, a_ConsiderEmptySlots);
}
int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots)
{
UNUSED(a_ConsiderEmptySlots);
if ((a_BeginSlotNum < 0) || (a_BeginSlotNum >= invNumSlots))
{
LOGWARNING("%s: Bad BeginSlotNum, got %d, there are %d slots; correcting to 0.", __FUNCTION__, a_BeginSlotNum, invNumSlots - 1);
a_BeginSlotNum = 0;
}
if ((a_EndSlotNum < 0) || (a_EndSlotNum >= invNumSlots))
{
LOGWARNING("%s: Bad EndSlotNum, got %d, there are %d slots; correcting to %d.", __FUNCTION__, a_BeginSlotNum, invNumSlots, invNumSlots - 1);
a_EndSlotNum = invNumSlots - 1;
}
if (a_BeginSlotNum > a_EndSlotNum)
{
std::swap(a_BeginSlotNum, a_EndSlotNum);
}
char NumLeft = a_ItemStack.m_ItemCount;
int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
for (int i = a_BeginSlotNum; i <= a_EndSlotNum; i++)
{
const cItem & Slot = GetSlot(i);
if (Slot.IsEmpty())
{
NumLeft -= MaxStack;
}
else if (Slot.IsEqual(a_ItemStack))
{
NumLeft -= MaxStack - Slot.m_ItemCount;
}
if (NumLeft <= 0)
{
// All items fit
return a_ItemStack.m_ItemCount;
}
} // for i - m_Slots[]
return a_ItemStack.m_ItemCount - NumLeft;
}
int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
{
m_Owner.AddKnownItem(a_Item);
cItem ToAdd(a_Item);
int res = 0;
// When the item is a armor, try to set it directly to the armor slot.
if (ItemCategory::IsArmor(a_Item.m_ItemType))
{
for (int i = 0; i < m_ArmorSlots.GetNumSlots(); i++)
{
if (m_ArmorSlots.GetSlot(i).IsEmpty() && cSlotAreaArmor::CanPlaceArmorInSlot(i, a_Item))
{
m_ArmorSlots.SetSlot(i, a_Item);
return a_Item.m_ItemCount;
}
}
}
// Add to existing stacks in the hotbar.
res += m_HotbarSlots.AddItem(ToAdd, false);
ToAdd.m_ItemCount = static_cast<char>(a_Item.m_ItemCount - res);
if (ToAdd.m_ItemCount == 0)
{
return res;
}
// Add to existing stacks in main inventory.
res += m_InventorySlots.AddItem(ToAdd, false);
ToAdd.m_ItemCount = static_cast<char>(a_Item.m_ItemCount - res);
if (ToAdd.m_ItemCount == 0)
{
return res;
}
// All existing stacks are now filled.
if (!a_AllowNewStacks)
{
return res;
}
// Try adding new stacks to the hotbar.
res += m_HotbarSlots.AddItem(ToAdd, true);
ToAdd.m_ItemCount = static_cast<char>(a_Item.m_ItemCount - res);
if (ToAdd.m_ItemCount == 0)
{
return res;
}
// Try adding new stacks to the main inventory.
res += m_InventorySlots.AddItem(ToAdd, true);
return res;
}
int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
{
int TotalAdded = 0;
for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
{
int NumAdded = AddItem(*itr, a_AllowNewStacks);
if (itr->m_ItemCount == NumAdded)
{
itr = a_ItemStackList.erase(itr);
}
else
{
itr->m_ItemCount -= NumAdded;
++itr;
}
TotalAdded += NumAdded;
}
return TotalAdded;
}
int cInventory::RemoveItem(const cItem & a_ItemStack)
{
int RemovedItems = m_ShieldSlots.RemoveItem(a_ItemStack);
if (RemovedItems < a_ItemStack.m_ItemCount)
{
RemovedItems += m_HotbarSlots.RemoveItem(a_ItemStack);
}
if (RemovedItems < a_ItemStack.m_ItemCount)
{
cItem Temp(a_ItemStack);
Temp.m_ItemCount -= RemovedItems;
RemovedItems += m_InventorySlots.RemoveItem(Temp);
}
return RemovedItems;
}
cItem * cInventory::FindItem(const cItem & a_RecipeItem)
{
cItem * Item = m_ShieldSlots.FindItem(a_RecipeItem);
if (Item != nullptr)
{
return Item;
}
Item = m_HotbarSlots.FindItem(a_RecipeItem);
if (Item != nullptr)
{
return Item;
}
return m_InventorySlots.FindItem(a_RecipeItem);
}
bool cInventory::RemoveOneEquippedItem(void)
{
if (m_HotbarSlots.GetSlot(m_EquippedSlotNum).IsEmpty())
{
return false;
}
m_HotbarSlots.ChangeSlotCount(m_EquippedSlotNum, -1);
return true;
}
int cInventory::ReplaceOneEquippedItem(const cItem & a_Item, bool a_TryOtherSlots)
{
// Ignore whether there was an item in the slot to remove.
RemoveOneEquippedItem();
auto EquippedItem = GetEquippedItem();
if (EquippedItem.IsEmpty())
{
SetEquippedItem(a_Item);
return a_Item.m_ItemCount;
}
// Handle case when equipped item is the same as the replacement item.
cItem ItemsToAdd = a_Item;
if (EquippedItem.IsEqual(ItemsToAdd))
{
cItemHandler Handler(ItemsToAdd.m_ItemType);
auto AmountToAdd = std::min(static_cast<char>(Handler.GetMaxStackSize() - EquippedItem.m_ItemCount), ItemsToAdd.m_ItemCount);
EquippedItem.m_ItemCount += AmountToAdd;
SetEquippedItem(EquippedItem);
ItemsToAdd.m_ItemCount -= AmountToAdd;
}
auto ItemsAdded = a_Item.m_ItemCount - ItemsToAdd.m_ItemCount;
if (ItemsToAdd.m_ItemCount == 0)
{
return ItemsAdded;
}
if (!a_TryOtherSlots)
{
return ItemsAdded;
}
// Try the rest of the inventory.
return AddItem(ItemsToAdd) + ItemsAdded;
}
int cInventory::HowManyItems(const cItem & a_Item)
{
return
m_ArmorSlots.HowManyItems(a_Item) +
m_InventorySlots.HowManyItems(a_Item) +
m_HotbarSlots.HowManyItems(a_Item) +
m_ShieldSlots.HowManyItems(a_Item);
}
bool cInventory::HasItems(const cItem & a_ItemStack)
{
int CurrentlyHave = HowManyItems(a_ItemStack);
return (CurrentlyHave >= a_ItemStack.m_ItemCount);
}
void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
{
if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
{
LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Ignoring.", __FUNCTION__, a_SlotNum, invNumSlots - 1);
return;
}
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == nullptr)
{
LOGWARNING("%s(%d): requesting an invalid itemgrid. Ignoring.", __FUNCTION__, a_SlotNum);
return;
}
Grid->SetSlot(GridSlotNum, a_Item);
}
void cInventory::SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item)
{
m_ArmorSlots.SetSlot(a_ArmorSlotNum, a_Item);
}
void cInventory::SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item)
{
m_InventorySlots.SetSlot(a_InventorySlotNum, a_Item);
}
void cInventory::SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item)
{
m_HotbarSlots.SetSlot(a_HotBarSlotNum, a_Item);
}
void cInventory::SetShieldSlot(const cItem & a_Item)
{
m_ShieldSlots.SetSlot(0, a_Item);
}
void cInventory::SetEquippedItem(const cItem & a_Item)
{
SetHotbarSlot(GetEquippedSlotNum(), a_Item);
}
void cInventory::SendEquippedSlot()
{
int EquippedSlotNum = cInventory::invArmorCount + cInventory::invInventoryCount + GetEquippedSlotNum();
SendSlot(EquippedSlotNum);
}
const cItem & cInventory::GetSlot(int a_SlotNum) const
{
if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
{
LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first inventory slot instead.", __FUNCTION__, a_SlotNum, invNumSlots - 1);
return m_InventorySlots.GetSlot(0);
}
int GridSlotNum = 0;
const cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == nullptr)
{
// Something went wrong, but we don't know what. We must return a value, so return the first inventory slot
LOGWARNING("%s(%d): requesting an invalid ItemGrid, returning the first inventory slot instead.", __FUNCTION__, a_SlotNum);
return m_InventorySlots.GetSlot(0);
}
return Grid->GetSlot(GridSlotNum);
}
const cItem & cInventory::GetArmorSlot(int a_ArmorSlotNum) const
{
if ((a_ArmorSlotNum < 0) || (a_ArmorSlotNum >= invArmorCount))
{
LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_ArmorSlotNum, invArmorCount - 1);
return m_ArmorSlots.GetSlot(0);
}
return m_ArmorSlots.GetSlot(a_ArmorSlotNum);
}
const cItem & cInventory::GetInventorySlot(int a_InventorySlotNum) const
{
if ((a_InventorySlotNum < 0) || (a_InventorySlotNum >= invInventoryCount))
{
LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_InventorySlotNum, invInventoryCount - 1);
return m_InventorySlots.GetSlot(0);
}
return m_InventorySlots.GetSlot(a_InventorySlotNum);
}
const cItem & cInventory::GetHotbarSlot(int a_SlotNum) const
{
if ((a_SlotNum < 0) || (a_SlotNum >= invHotbarCount))
{
LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_SlotNum, invHotbarCount - 1);
return m_HotbarSlots.GetSlot(0);
}
return m_HotbarSlots.GetSlot(a_SlotNum);
}
const cItem & cInventory::GetShieldSlot() const
{
return m_ShieldSlots.GetSlot(0);
}
const cItem & cInventory::GetEquippedItem(void) const
{
return GetHotbarSlot(m_EquippedSlotNum);
}
void cInventory::SetEquippedSlotNum(int a_SlotNum)
{
if ((a_SlotNum < 0) || (a_SlotNum >= invHotbarCount))
{
LOGWARNING("%s: requesting invalid slot index: %d out of %d. Setting 0 instead.", __FUNCTION__, a_SlotNum, invHotbarCount - 1);
m_EquippedSlotNum = 0;
}
else
{
m_EquippedSlotNum = a_SlotNum;
}
}
bool cInventory::DamageEquippedItem(short a_Amount)
{
return DamageItem(invHotbarOffset + m_EquippedSlotNum, a_Amount);
}
int cInventory::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
{
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == nullptr)
{
LOGWARNING("%s: invalid slot number, expected 0 .. %d, got %d; ignoring", __FUNCTION__, invNumSlots, a_SlotNum);
return -1;
}
return Grid->ChangeSlotCount(GridSlotNum, a_AddToCount);
}
bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
{
if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
{
LOGWARNING("%s: requesting an invalid slot index: %d out of %d", __FUNCTION__, a_SlotNum, invNumSlots - 1);
return false;
}
if (a_Amount <= 0)
{
return false;
}
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == nullptr)
{
LOGWARNING("%s(%d, %d): requesting an invalid grid, ignoring.", __FUNCTION__, a_SlotNum, a_Amount);
return false;
}
if (!Grid->DamageItem(GridSlotNum, a_Amount))
{
// The item has been damaged, but did not break yet
SendSlot(a_SlotNum);
return false;
}
// The item has broken, remove it:
Grid->EmptySlot(GridSlotNum);
return true;
}
void cInventory::CopyToItems(cItems & a_Items)
{
m_ArmorSlots.CopyToItems(a_Items);
m_InventorySlots.CopyToItems(a_Items);
m_HotbarSlots.CopyToItems(a_Items);
}
void cInventory::SendSlot(int a_SlotNum)
{
cItem Item(GetSlot(a_SlotNum));
if (Item.IsEmpty())
{
// Sanitize items that are not completely empty (ie. count == 0, but type != empty)
Item.Empty();
}
m_Owner.GetClientHandle()->SendInventorySlot(0, static_cast<short>(a_SlotNum + 5), Item); // Slots in the client are numbered "+ 5" because of crafting grid and result
}
/*
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_ItemType == a_ItemType) && (m_Slots[i].m_ItemDamage == 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_ItemDamage = a_ItemDamage;
m_Slots[i].m_ItemType = 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;
}
*/
int cInventory::ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum)
{
switch (a_ArmorSlotNum)
{
case 0: return 4; // Helmet
case 1: return 3; // Chestplate
case 2: return 2; // Leggings
case 3: return 1; // Boots
}
LOGWARN("%s: invalid armor slot number: %d", __FUNCTION__, a_ArmorSlotNum);
return 0;
}
#if 0
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)
{
int MaxStackSize = cItemHandler::GetItemHandler(a_Item.m_ItemType)->GetMaxStackSize();
for (int i = 0; i < a_Size; i++)
{
if (
(m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType) &&
(m_Slots[i + a_Offset].m_ItemCount < MaxStackSize) &&
(m_Slots[i + a_Offset].m_ItemDamage == a_Item.m_ItemDamage)
)
{
int NumFree = MaxStackSize - 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_ItemType == -1)
{
m_Slots[i + a_Offset] = a_Item;
a_Item.m_ItemCount = 0;
a_bChangedSlots[i + a_Offset] = true;
}
}
}
return true;
}
#endif
void cInventory::UpdateItems(void)
{
const cItem & Slot = GetEquippedItem();
if (!Slot.IsEmpty())
{
ItemHandler(Slot.m_ItemType)->OnUpdate(m_Owner.GetWorld(), &m_Owner, Slot);
}
}
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:
for (int i = 0; i < invHotbarCount; i++)
{
Json::Value JSON_Item;
m_HotbarSlots.GetSlot(i).GetJson(JSON_Item);
a_Value.append(JSON_Item);
}
// Shield slot is the last
Json::Value JSON_Item;
m_ShieldSlots.GetSlot(0).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_SlotNum -= invInventoryCount;
if (a_SlotNum < invHotbarCount)
{
a_GridSlotNum = a_SlotNum;
return &m_HotbarSlots;
}
a_GridSlotNum = a_SlotNum - invHotbarCount;
return &m_ShieldSlots;
}
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_SlotNum -= invInventoryCount;
if (a_SlotNum < invHotbarCount)
{
a_GridSlotNum = a_SlotNum;
return &m_HotbarSlots;
}
a_GridSlotNum = a_SlotNum - invHotbarCount;
return &m_ShieldSlots;
}
void cInventory::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
// Send the neccessary updates to whoever needs them
if (!m_Owner.IsTicking())
{
// 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, static_cast<short>(ArmorSlotNumToEntityEquipmentID(static_cast<short>(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 if (a_ItemGrid == &m_ShieldSlots)
{
Base = invShieldOffset;
}
else
{
ASSERT(!"Unknown ItemGrid calling OnSlotChanged()");
return;
}
SendSlot(Base + a_SlotNum);
}