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-rw-r--r--source/Inventory.cpp528
1 files changed, 358 insertions, 170 deletions
diff --git a/source/Inventory.cpp b/source/Inventory.cpp
index 8591b7dc2..fc52d4621 100644
--- a/source/Inventory.cpp
+++ b/source/Inventory.cpp
@@ -18,13 +18,16 @@
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)
{
- m_CraftSlots = m_Slots + c_CraftOffset;
- m_ArmorSlots = m_Slots + c_ArmorOffset;
- m_MainSlots = m_Slots + c_MainOffset;
- m_HotSlots = m_Slots + c_HotOffset;
-
+ // Ask each ItemGrid to report changes to us:
+ m_ArmorSlots.AddListener(*this);
+ m_InventorySlots.AddListener(*this);
+ m_HotbarSlots.AddListener(*this);
+
SetEquippedSlotNum(0);
}
@@ -32,151 +35,153 @@ cInventory::cInventory(cPlayer & a_Owner) :
-cInventory::~cInventory()
+void cInventory::Clear(void)
{
- /*
- // TODO
- cWindow wnd = GetWindow();
- if (wnd != NULL)
- {
- wnd->Close(*m_Owner);
- }
- CloseWindow();
- */
+ m_ArmorSlots.Clear();
+ m_InventorySlots.Clear();
+ m_HotbarSlots.Clear();
}
-bool cInventory::AddItem( cItem & a_Item )
+int cInventory::HowManyCanFit(const cItem & a_ItemStack, bool a_ConsiderEmptySlots)
{
- cItem BackupSlots[c_NumSlots];
- memcpy( BackupSlots, m_Slots, c_NumSlots * sizeof( cItem ) );
+ return HowManyCanFit(a_ItemStack, 0, invNumSlots - 1, a_ConsiderEmptySlots);
+}
+
+
- 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
+int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots)
+{
+ if ((a_BeginSlotNum < 0) || (a_BeginSlotNum >= invNumSlots))
{
- // retore backup
- memcpy( m_Slots, BackupSlots, c_NumSlots * sizeof( cItem ) );
- return false;
+ 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);
}
- for (unsigned int i = 0; i < c_NumSlots; i++)
+ char NumLeft = a_ItemStack.m_ItemCount;
+ int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
+ for (int i = a_BeginSlotNum; i <= a_EndSlotNum; i++)
{
- if (ChangedSlots[i])
+ const cItem & Slot = GetSlot(i);
+ if (Slot.IsEmpty())
{
- 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);
+ NumLeft -= MaxStack;
}
- }
-
- return (a_Item.m_ItemCount == 0);
+ 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;
}
-bool cInventory::AddItemAnyAmount( cItem & a_Item )
+int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
{
- 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++)
+ cItem ToAdd(a_Item);
+ int res = 0;
+ if (ItemCategory::IsArmor(a_Item.m_ItemType))
{
- if (ChangedSlots[i])
+ res = m_ArmorSlots.AddItem(ToAdd, a_AllowNewStacks);
+ ToAdd.m_ItemCount -= res;
+ if (ToAdd.m_ItemCount == 0)
{
- 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 res;
}
}
- return true;
+ res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks);
+ ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
+ if (ToAdd.m_ItemCount == 0)
+ {
+ return res;
+ }
+
+ res += m_InventorySlots.AddItem(ToAdd, a_AllowNewStacks);
+ return res;
}
-// 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)
+int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
{
- // First check equipped slot
- if ((m_EquippedSlotNum >= 0) && (m_EquippedSlotNum < 9))
+ int TotalAdded = 0;
+ for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
{
- if (m_HotSlots[m_EquippedSlotNum].m_ItemType == a_Item.m_ItemType)
+ int NumAdded = AddItem(*itr, a_AllowNewStacks);
+ if (itr->m_ItemCount == NumAdded)
{
- 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);
- }
+ itr = a_ItemStackList.erase(itr);
}
- }
-
- // Then check other slotz
- if (a_Item.m_ItemCount > 0)
- {
- for (int i = 0; i < c_MainSlots; i++)
+ else
{
- 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);
- }
- }
+ itr->m_ItemCount -= NumAdded;
+ ++itr;
}
+ TotalAdded += NumAdded;
}
-
- return (a_Item.m_ItemCount == 0);
+ return TotalAdded;
}
-void cInventory::Clear()
+bool cInventory::RemoveOneEquippedItem(void)
{
- for (unsigned int i = 0; i < ARRAYCOUNT(m_Slots); i++)
+ if (m_HotbarSlots.GetSlot(m_EquippedSlotNum).IsEmpty())
{
- m_Slots[i].Empty();
+ return false;
}
- // TODO: Broadcast / send the changes to wherever needed
+
+ 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);
}
@@ -185,29 +190,47 @@ void cInventory::Clear()
void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
{
- if ((a_SlotNum < 0) || (a_SlotNum >= ARRAYCOUNT(m_Slots)))
+ if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
{
- LOGWARNING("%s requesting an invalid slot index: %d out of %d. Ignoring.", __FUNCTION__, a_SlotNum, ARRAYCOUNT(m_Slots));
+ LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Ignoring.", __FUNCTION__, a_SlotNum, invNumSlots - 1);
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))
+
+ int GridSlotNum = 0;
+ cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
+ if (Grid == NULL)
{
- m_Owner.GetWorld()->BroadcastEntityEquipment(m_Owner, SlotNumToEntityEquipmentID(a_SlotNum), a_Item, m_Owner.GetClientHandle());
+ LOGWARNING("%s(%d): requesting an invalid itemgrid. Ignoring.", __FUNCTION__, a_SlotNum);
+ return;
}
-
- SendSlot(a_SlotNum);
+ Grid->SetSlot(GridSlotNum, a_Item);
+}
+
+
+
+
+
+void cInventory::SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item)
+{
+ m_ArmorSlots.SetSlot(a_ArmorSlotNum, a_Item);
}
-void cInventory::SetHotBarSlot(int a_HotBarSlotNum, const cItem & a_Item)
+void cInventory::SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item)
{
- SetSlot(a_HotBarSlotNum + c_HotSlots, 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);
}
@@ -216,27 +239,62 @@ void cInventory::SetHotBarSlot(int a_HotBarSlotNum, const cItem & a_Item)
const cItem & cInventory::GetSlot(int a_SlotNum) const
{
- if ((a_SlotNum < 0) || (a_SlotNum >= ARRAYCOUNT(m_Slots)))
+ if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
{
- 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];
+ 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);
}
-
- return m_Slots[a_SlotNum];
+ 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::GetHotBarSlot(int a_SlotNum) const
+const cItem & cInventory::GetInventorySlot(int a_InventorySlotNum) const
{
- if ((a_SlotNum < 0) || (a_SlotNum >= 9))
+ if ((a_InventorySlotNum < 0) || (a_InventorySlotNum >= invInventoryCount))
{
- LOGWARNING("%s requesting an invalid slot index: %d out of 9. Returning the first one instead", __FUNCTION__, a_SlotNum);
- return m_HotSlots[0];
+ 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_HotSlots[a_SlotNum];
+ 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);
}
@@ -245,7 +303,7 @@ const cItem & cInventory::GetHotBarSlot(int a_SlotNum) const
const cItem & cInventory::GetEquippedItem(void) const
{
- return GetHotBarSlot(m_EquippedSlotNum);
+ return GetHotbarSlot(m_EquippedSlotNum);
}
@@ -254,14 +312,14 @@ const cItem & cInventory::GetEquippedItem(void) const
void cInventory::SetEquippedSlotNum(int a_SlotNum)
{
- if ((a_SlotNum < 0) || (a_SlotNum >= 9))
+ if ((a_SlotNum < 0) || (a_SlotNum >= invHotbarCount))
{
- LOGWARNING("%s requesting invalid slot index: %d out of 9. Setting 0 instead.", __FUNCTION__, a_SlotNum);
+ LOGWARNING("%s: requesting invalid slot index: %d out of %d. Setting 0 instead.", __FUNCTION__, a_SlotNum, invHotbarCount - 1);
m_EquippedSlotNum = 0;
}
else
{
- m_EquippedSlotNum = (short)a_SlotNum;
+ m_EquippedSlotNum = a_SlotNum;
}
}
@@ -271,7 +329,7 @@ void cInventory::SetEquippedSlotNum(int a_SlotNum)
bool cInventory::DamageEquippedItem(short a_Amount)
{
- return DamageItem(c_HotOffset + m_EquippedSlotNum, a_Amount);
+ return DamageItem(invHotbarOffset + m_EquippedSlotNum, a_Amount);
}
@@ -280,22 +338,27 @@ bool cInventory::DamageEquippedItem(short a_Amount)
bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
{
- if ((a_SlotNum < 0) || (a_SlotNum >= ARRAYCOUNT(m_Slots)))
+ if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
{
- LOGWARNING("%s requesting an invalid slot index: %d out of %d", __FUNCTION__, a_SlotNum, ARRAYCOUNT(m_Slots));
+ LOGWARNING("%s: requesting an invalid slot index: %d out of %d", __FUNCTION__, a_SlotNum, invNumSlots - 1);
return false;
}
- if (!m_Slots[a_SlotNum].DamageItem(a_Amount))
+ 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:
- m_Slots[a_SlotNum].Empty();
- SendSlot(a_SlotNum);
-
- // TODO: If it was a special slot (armor / equipped), broadcast the change
+ Grid->EmptySlot(a_SlotNum);
return true;
}
@@ -303,6 +366,17 @@ bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
+void cInventory::CopyToItems(cItems & a_Items)
+{
+ m_ArmorSlots.CopyToItems(a_Items);
+ m_InventorySlots.CopyToItems(a_Items);
+ m_HotbarSlots.CopyToItems(a_Items);
+}
+
+
+
+
+
void cInventory::SendWholeInventory(cClientHandle & a_Client)
{
a_Client.SendWholeInventory(*this);
@@ -320,35 +394,14 @@ void cInventory::SendSlot(int a_SlotNum)
// 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;
+ 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;
@@ -378,21 +431,22 @@ int cInventory::MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int
// No more space to distribute to
return res;
}
+*/
-int cInventory::SlotNumToEntityEquipmentID(short a_SlotNum)
+int cInventory::ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum)
{
- switch (a_SlotNum)
+ switch (a_ArmorSlotNum)
{
- case 5: return 4; // Helmet
- case 6: return 3; // Chestplate
- case 7: return 2; // Leggings
- case 8: return 1; // Boots
+ case 0: return 4; // Helmet
+ case 1: return 3; // Chestplate
+ case 2: return 2; // Leggings
+ case 3: return 1; // Boots
}
- LOGWARN("%s: invalid slot number: %d", __FUNCTION__, a_SlotNum);
+ LOGWARN("%s: invalid armor slot number: %d", __FUNCTION__, a_ArmorSlotNum);
return 0;
}
@@ -400,6 +454,7 @@ int cInventory::SlotNumToEntityEquipmentID(short a_SlotNum)
+#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
@@ -447,6 +502,7 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
return true;
}
+#endif
@@ -454,11 +510,37 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
void cInventory::SaveToJson(Json::Value & a_Value)
{
- for(unsigned int i = 0; i < c_NumSlots; i++)
+ // 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_Slots[i].GetJson( JSON_Item );
- a_Value.append( 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);
}
}
@@ -470,18 +552,124 @@ bool cInventory::LoadFromJson(Json::Value & a_Value)
{
int SlotIdx = 0;
- for( Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr )
+ for (Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr, SlotIdx++)
{
- m_Slots[SlotIdx].FromJson( *itr );
- SlotIdx++;
- if (SlotIdx >= ARRAYCOUNT(m_Slots))
+ 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);
+}
+
+
+
+