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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
commit | ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch) | |
tree | 898e37fe747f0fdcefeb88f833557fd45db3347c /source/Inventory.cpp | |
parent | Source files cleanup: ChunkDataSerializer is Protocol-related (diff) | |
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Diffstat (limited to 'source/Inventory.cpp')
-rw-r--r-- | source/Inventory.cpp | 427 |
1 files changed, 427 insertions, 0 deletions
diff --git a/source/Inventory.cpp b/source/Inventory.cpp new file mode 100644 index 000000000..1ad349fb5 --- /dev/null +++ b/source/Inventory.cpp @@ -0,0 +1,427 @@ + +#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 <json/json.h> + +#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; +} + + + + |