#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;
}