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authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cInventory.cpp
parentAdded HOOK_WEATHER_CHANGE. (diff)
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Diffstat (limited to 'source/cInventory.cpp')
-rw-r--r--source/cInventory.cpp720
1 files changed, 360 insertions, 360 deletions
diff --git a/source/cInventory.cpp b/source/cInventory.cpp
index e3c92f307..8854ad29a 100644
--- a/source/cInventory.cpp
+++ b/source/cInventory.cpp
@@ -1,360 +1,360 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cInventory.h"
-#include "cPlayer.h"
-#include "cClientHandle.h"
-#include "cWindow.h"
-#include "cItem.h"
-#include "cRoot.h"
-
-#include <json/json.h>
-
-#include "packets/cPacket_WindowClick.h"
-#include "packets/cPacket_WholeInventory.h"
-#include "packets/cPacket_InventorySlot.h"
-
-
-
-
-
-cInventory::~cInventory()
-{
- delete [] m_Slots;
- delete m_EquippedItem;
- if( GetWindow() ) GetWindow()->Close( *m_Owner );
- CloseWindow();
-}
-
-
-
-
-
-cInventory::cInventory(cPlayer* a_Owner)
-{
- m_Owner = a_Owner;
-
- m_Slots = new cItem[c_NumSlots];
- 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;
-
- m_EquippedItem = new cItem();
- m_EquippedSlot = 0;
-
- if( !GetWindow() )
- {
- cWindow* Window = new cWindow( this, false );
- Window->SetSlots( m_Slots, c_NumSlots );
- Window->SetWindowID( 0 );
- OpenWindow( Window );
- }
-}
-
-
-
-
-
-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 );
- }
- }
- }
- }
-
- if( a_Item.m_ItemCount == 0 )
- return true;
- else
- return false;
-}
-
-
-
-
-
-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;
-}
-
-
-
-
-
-cItem & cInventory::GetEquippedItem()
-{
- cItem* Item = GetFromHotBar( m_EquippedSlot );
- if( Item )
- {
- *m_EquippedItem = *Item;
- return *Item;
- }
- else
- {
- m_EquippedItem->Empty();
- }
- return *m_EquippedItem;
-}
-
-
-
-
-
-void cInventory::SendWholeInventory( cClientHandle* a_Client )
-{
- cPacket_WholeInventory Inventory( this );
- a_Client->Send( Inventory );
-}
-
-
-
-
-
-void cInventory::SendSlot( int a_SlotNum )
-{
- cItem* Item = GetSlot( a_SlotNum );
- if( Item )
- {
- cPacket_InventorySlot InventorySlot;
- InventorySlot.m_ItemCount = Item->m_ItemCount;
- InventorySlot.m_ItemID = (short) Item->m_ItemID;
- InventorySlot.m_ItemUses = (char) Item->m_ItemHealth;
- InventorySlot.m_SlotNum = (short) a_SlotNum;
- InventorySlot.m_WindowID = 0; // Inventory window ID
- m_Owner->GetClientHandle()->Send( InventorySlot );
- }
-}
-
-
-
-
-
-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;
- for( Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr )
- {
- m_Slots[SlotIdx].FromJson( *itr );
- SlotIdx++;
- }
- return true;
-}
-
-
-
-
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "cInventory.h"
+#include "cPlayer.h"
+#include "cClientHandle.h"
+#include "cWindow.h"
+#include "cItem.h"
+#include "cRoot.h"
+
+#include <json/json.h>
+
+#include "packets/cPacket_WindowClick.h"
+#include "packets/cPacket_WholeInventory.h"
+#include "packets/cPacket_InventorySlot.h"
+
+
+
+
+
+cInventory::~cInventory()
+{
+ delete [] m_Slots;
+ delete m_EquippedItem;
+ if( GetWindow() ) GetWindow()->Close( *m_Owner );
+ CloseWindow();
+}
+
+
+
+
+
+cInventory::cInventory(cPlayer* a_Owner)
+{
+ m_Owner = a_Owner;
+
+ m_Slots = new cItem[c_NumSlots];
+ 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;
+
+ m_EquippedItem = new cItem();
+ m_EquippedSlot = 0;
+
+ if( !GetWindow() )
+ {
+ cWindow* Window = new cWindow( this, false );
+ Window->SetSlots( m_Slots, c_NumSlots );
+ Window->SetWindowID( 0 );
+ OpenWindow( Window );
+ }
+}
+
+
+
+
+
+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 );
+ }
+ }
+ }
+ }
+
+ if( a_Item.m_ItemCount == 0 )
+ return true;
+ else
+ return false;
+}
+
+
+
+
+
+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;
+}
+
+
+
+
+
+cItem & cInventory::GetEquippedItem()
+{
+ cItem* Item = GetFromHotBar( m_EquippedSlot );
+ if( Item )
+ {
+ *m_EquippedItem = *Item;
+ return *Item;
+ }
+ else
+ {
+ m_EquippedItem->Empty();
+ }
+ return *m_EquippedItem;
+}
+
+
+
+
+
+void cInventory::SendWholeInventory( cClientHandle* a_Client )
+{
+ cPacket_WholeInventory Inventory( this );
+ a_Client->Send( Inventory );
+}
+
+
+
+
+
+void cInventory::SendSlot( int a_SlotNum )
+{
+ cItem* Item = GetSlot( a_SlotNum );
+ if( Item )
+ {
+ cPacket_InventorySlot InventorySlot;
+ InventorySlot.m_ItemCount = Item->m_ItemCount;
+ InventorySlot.m_ItemID = (short) Item->m_ItemID;
+ InventorySlot.m_ItemUses = (char) Item->m_ItemHealth;
+ InventorySlot.m_SlotNum = (short) a_SlotNum;
+ InventorySlot.m_WindowID = 0; // Inventory window ID
+ m_Owner->GetClientHandle()->Send( InventorySlot );
+ }
+}
+
+
+
+
+
+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;
+ for( Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr )
+ {
+ m_Slots[SlotIdx].FromJson( *itr );
+ SlotIdx++;
+ }
+ return true;
+}
+
+
+
+