#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 "World.h"
#include <json/json.h>
#include "Items/ItemHandler.h"
cInventory::cInventory(cPlayer & a_Owner) :
m_Owner(a_Owner)
{
m_CraftSlots = m_Slots + c_CraftOffset;
m_ArmorSlots = m_Slots + c_ArmorOffset;
m_MainSlots = m_Slots + c_MainOffset;
m_HotSlots = m_Slots + c_HotOffset;
SetEquippedSlotNum(0);
}
cInventory::~cInventory()
{
/*
// TODO
cWindow wnd = GetWindow();
if (wnd != NULL)
{
wnd->Close(*m_Owner);
}
CloseWindow();
*/
}
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])
{
LOGD("cInventory::AddItem(): Item was added to %i ID:%i Count:%i", i, m_Slots[i].m_ItemType, m_Slots[i].m_ItemCount);
SendSlot(i);
}
}
return (a_Item.m_ItemCount == 0);
}
bool cInventory::AddItemAnyAmount( cItem & a_Item )
{
bool ChangedSlots[c_NumSlots];
memset( ChangedSlots, false, c_NumSlots * sizeof( bool ) );
char StartCount = a_Item.m_ItemCount;
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 == StartCount)
return false;
for (unsigned int i = 0; i < c_NumSlots; i++)
{
if (ChangedSlots[i])
{
LOGD("cInventory::AddItemAnyAmount(): Item was added to %i ID:%i Count:%i", i, m_Slots[i].m_ItemType, m_Slots[i].m_ItemCount);
SendSlot(i);
}
}
return true;
}
// 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_EquippedSlotNum >= 0) && (m_EquippedSlotNum < 9))
{
if (m_HotSlots[m_EquippedSlotNum].m_ItemType == a_Item.m_ItemType)
{
cItem & Item = m_HotSlots[m_EquippedSlotNum];
if (Item.m_ItemCount > a_Item.m_ItemCount)
{
Item.m_ItemCount -= a_Item.m_ItemCount;
SendSlot(m_EquippedSlotNum + c_HotOffset);
return true;
}
else if (Item.m_ItemCount > 0)
{
a_Item.m_ItemCount -= Item.m_ItemCount;
Item.Empty();
SendSlot(m_EquippedSlotNum + c_HotOffset);
}
}
}
// Then check other slotz
if (a_Item.m_ItemCount > 0)
{
for (int i = 0; i < c_MainSlots; i++)
{
cItem & Item = m_MainSlots[i];
if (Item.m_ItemType == a_Item.m_ItemType)
{
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 < ARRAYCOUNT(m_Slots); i++)
{
m_Slots[i].Empty();
}
// TODO: Broadcast / send the changes to wherever needed
}
void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
{
if ((a_SlotNum < 0) || (a_SlotNum >= ARRAYCOUNT(m_Slots)))
{
LOGWARNING("%s requesting an invalid slot index: %d out of %d. Ignoring.", __FUNCTION__, a_SlotNum, ARRAYCOUNT(m_Slots));
return;
}
m_Slots[a_SlotNum] = a_Item;
// If an armor slot was touched, broadcast an EntityEquipment packet
if ((a_SlotNum >= c_ArmorOffset) && (a_SlotNum < c_MainOffset))
{
m_Owner.GetWorld()->BroadcastEntityEquipment(m_Owner, SlotNumToEntityEquipmentID(a_SlotNum), a_Item, m_Owner.GetClientHandle());
}
SendSlot(a_SlotNum);
}
void cInventory::SetHotBarSlot(int a_HotBarSlotNum, const cItem & a_Item)
{
SetSlot(a_HotBarSlotNum + c_HotSlots, a_Item);
}
const cItem & cInventory::GetSlot(int a_SlotNum) const
{
if ((a_SlotNum < 0) || (a_SlotNum >= ARRAYCOUNT(m_Slots)))
{
LOGWARNING("%s requesting an invalid slot index: %d out of %d. Returning the first one instead.", __FUNCTION__, a_SlotNum, ARRAYCOUNT(m_Slots));
return m_Slots[0];
}
return m_Slots[a_SlotNum];
}
const cItem & cInventory::GetHotBarSlot(int a_SlotNum) const
{
if ((a_SlotNum < 0) || (a_SlotNum >= 9))
{
LOGWARNING("%s requesting an invalid slot index: %d out of 9. Returning the first one instead", __FUNCTION__, a_SlotNum);
return m_HotSlots[0];
}
return m_HotSlots[a_SlotNum];
}
const cItem & cInventory::GetEquippedItem(void) const
{
return GetHotBarSlot(m_EquippedSlotNum);
}
void cInventory::SetEquippedSlotNum(int a_SlotNum)
{
if ((a_SlotNum < 0) || (a_SlotNum >= 9))
{
LOGWARNING("%s requesting invalid slot index: %d out of 9. Setting 0 instead.", __FUNCTION__, a_SlotNum);
m_EquippedSlotNum = 0;
}
else
{
m_EquippedSlotNum = (short)a_SlotNum;
}
}
bool cInventory::DamageEquippedItem(short a_Amount)
{
return DamageItem(c_HotOffset + m_EquippedSlotNum, a_Amount);
}
bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
{
if ((a_SlotNum < 0) || (a_SlotNum >= ARRAYCOUNT(m_Slots)))
{
LOGWARNING("%s requesting an invalid slot index: %d out of %d", __FUNCTION__, a_SlotNum, ARRAYCOUNT(m_Slots));
return false;
}
if (!m_Slots[a_SlotNum].DamageItem(a_Amount))
{
return false;
}
// The item has broken, remove it:
m_Slots[a_SlotNum].Empty();
SendSlot(a_SlotNum);
// TODO: If it was a special slot (armor / equipped), broadcast the change
return true;
}
void cInventory::SendWholeInventory(cClientHandle & a_Client)
{
a_Client.SendWholeInventory(*this);
}
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, 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_ItemType == a_ItemType) && (m_Slots[i].m_ItemDamage == 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_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::SlotNumToEntityEquipmentID(short a_SlotNum)
{
switch (a_SlotNum)
{
case 5: return 4; // Helmet
case 6: return 3; // Chestplate
case 7: return 2; // Leggings
case 8: return 1; // Boots
}
LOGWARN("%s: invalid slot number: %d", __FUNCTION__, a_SlotNum);
return 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;
}
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++;
if (SlotIdx >= ARRAYCOUNT(m_Slots))
{
break;
}
}
return true;
}