From 675b4aa878f16291ce33fced48a2bc7425f635ae Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Sun, 24 Nov 2013 14:19:41 +0000 Subject: Moved source to src --- src/Inventory.cpp | 682 ++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 682 insertions(+) create mode 100644 src/Inventory.cpp (limited to 'src/Inventory.cpp') diff --git a/src/Inventory.cpp b/src/Inventory.cpp new file mode 100644 index 000000000..90b998358 --- /dev/null +++ b/src/Inventory.cpp @@ -0,0 +1,682 @@ + +#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 + +#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_Owner(a_Owner) +{ + // Ask each ItemGrid to report changes to us: + m_ArmorSlots.AddListener(*this); + m_InventorySlots.AddListener(*this); + m_HotbarSlots.AddListener(*this); + + SetEquippedSlotNum(0); +} + + + + + +void cInventory::Clear(void) +{ + m_ArmorSlots.Clear(); + m_InventorySlots.Clear(); + m_HotbarSlots.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) +{ + 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.IsStackableWith(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, bool a_tryToFillEquippedFirst) +{ + cItem ToAdd(a_Item); + int res = 0; + if (ItemCategory::IsArmor(a_Item.m_ItemType)) + { + res = m_ArmorSlots.AddItem(ToAdd, a_AllowNewStacks); + ToAdd.m_ItemCount -= res; + if (ToAdd.m_ItemCount == 0) + { + return res; + } + } + + res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1); + ToAdd.m_ItemCount = a_Item.m_ItemCount - res; + if (ToAdd.m_ItemCount == 0) + { + return res; + } + + res += m_InventorySlots.AddItem(ToAdd, a_AllowNewStacks); + return res; +} + + + + + +int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst) +{ + int TotalAdded = 0; + for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();) + { + int NumAdded = AddItem(*itr, a_AllowNewStacks, a_tryToFillEquippedFirst); + if (itr->m_ItemCount == NumAdded) + { + itr = a_ItemStackList.erase(itr); + } + else + { + itr->m_ItemCount -= NumAdded; + ++itr; + } + TotalAdded += NumAdded; + } + return TotalAdded; +} + + + + + +bool cInventory::RemoveOneEquippedItem(void) +{ + if (m_HotbarSlots.GetSlot(m_EquippedSlotNum).IsEmpty()) + { + return false; + } + + m_HotbarSlots.ChangeSlotCount(m_EquippedSlotNum, -1); + return true; +} + + + + + +int cInventory::HowManyItems(const cItem & a_Item) +{ + return + m_ArmorSlots.HowManyItems(a_Item) + + m_InventorySlots.HowManyItems(a_Item) + + m_HotbarSlots.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 == NULL) + { + 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); +} + + + + + +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 == NULL) + { + // 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::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 == NULL) + { + 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; + } + + int GridSlotNum = 0; + cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum); + if (Grid == NULL) + { + 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 + 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, 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::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 != NULL); + 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 != NULL)) + { + World->BroadcastEntityEquipment( + m_Owner, ArmorSlotNumToEntityEquipmentID(a_SlotNum), + m_ArmorSlots.GetSlot(a_SlotNum), 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); +} + + + + -- cgit v1.2.3