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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-05-19 20:22:37 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-05-19 20:22:37 +0200
commit90c398a3926f097e51955817e2829d831ae2bd2b (patch)
treeaf4e2d236a5e0595f19975dcd2295c60c4a59712 /source/Inventory.cpp
parentDebuggers: sorted things into separate functions, commented out most of them; added ForEachEntity() testing - list all and kill all entities. (diff)
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Diffstat (limited to 'source/Inventory.cpp')
-rw-r--r--source/Inventory.cpp209
1 files changed, 118 insertions, 91 deletions
diff --git a/source/Inventory.cpp b/source/Inventory.cpp
index b6de2d821..7cfe69be8 100644
--- a/source/Inventory.cpp
+++ b/source/Inventory.cpp
@@ -7,6 +7,7 @@
#include "UI/Window.h"
#include "Item.h"
#include "Root.h"
+#include "World.h"
#include <json/json.h>
@@ -16,6 +17,21 @@
+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()
{
/*
@@ -33,26 +49,6 @@ cInventory::~cInventory()
-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];
@@ -120,25 +116,25 @@ bool cInventory::AddItemAnyAmount( cItem & a_Item )
// 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 )
+bool cInventory::RemoveItem(cItem & a_Item)
{
// First check equipped slot
- if ((m_EquippedSlot >= 0) && (m_EquippedSlot < 9))
+ if ((m_EquippedSlotNum >= 0) && (m_EquippedSlotNum < 9))
{
- if (m_HotSlots[m_EquippedSlot].m_ItemType == a_Item.m_ItemType)
+ if (m_HotSlots[m_EquippedSlotNum].m_ItemType == a_Item.m_ItemType)
{
- cItem & Item = m_HotSlots[m_EquippedSlot];
- if(Item.m_ItemCount > a_Item.m_ItemCount)
+ cItem & Item = m_HotSlots[m_EquippedSlotNum];
+ if (Item.m_ItemCount > a_Item.m_ItemCount)
{
Item.m_ItemCount -= a_Item.m_ItemCount;
- SendSlot( m_EquippedSlot + c_HotOffset );
+ SendSlot(m_EquippedSlotNum + c_HotOffset);
return true;
}
- else if(Item.m_ItemCount > 0 )
+ else if (Item.m_ItemCount > 0)
{
a_Item.m_ItemCount -= Item.m_ItemCount;
Item.Empty();
- SendSlot( m_EquippedSlot + c_HotOffset );
+ SendSlot(m_EquippedSlotNum + c_HotOffset);
}
}
}
@@ -146,22 +142,22 @@ bool cInventory::RemoveItem( cItem & a_Item )
// Then check other slotz
if (a_Item.m_ItemCount > 0)
{
- for(int i = 0; i < 36; i++)
+ for (int i = 0; i < c_MainSlots; i++)
{
cItem & Item = m_MainSlots[i];
- if( Item.m_ItemType == a_Item.m_ItemType )
+ if (Item.m_ItemType == a_Item.m_ItemType)
{
- if(Item.m_ItemCount > a_Item.m_ItemCount)
+ if (Item.m_ItemCount > a_Item.m_ItemCount)
{
Item.m_ItemCount -= a_Item.m_ItemCount;
- SendSlot( i + c_MainOffset );
+ SendSlot(i + c_MainOffset);
return true;
}
- else if(Item.m_ItemCount > 0 )
+ else if (Item.m_ItemCount > 0)
{
a_Item.m_ItemCount -= Item.m_ItemCount;
Item.Empty();
- SendSlot( i + c_MainOffset );
+ SendSlot(i + c_MainOffset);
}
}
}
@@ -176,113 +172,129 @@ bool cInventory::RemoveItem( cItem & a_Item )
void cInventory::Clear()
{
- for(unsigned int i = 0; i < c_NumSlots; i++)
+ for (unsigned int i = 0; i < ARRAYCOUNT(m_Slots); i++)
+ {
m_Slots[i].Empty();
+ }
+ // TODO: Broadcast / send the changes to wherever needed
}
-cItem * cInventory::GetSlotsForType( int a_Type )
+void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
{
- switch( a_Type )
+ if ((a_SlotNum < 0) || (a_SlotNum >= ARRAYCOUNT(m_Slots)))
{
- case -1:
- return m_MainSlots;
- case -2:
- return m_CraftSlots;
- case -3:
- return m_ArmorSlots;
+ 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());
}
- return 0;
}
-/*
-int cInventory::GetSlotCountForType( int a_Type )
+void cInventory::SetHotBarSlot(int a_HotBarSlotNum, const cItem & a_Item)
{
- switch (a_Type)
- {
- case -1:
- return 36;
- case -2:
- case -3:
- return 4;
- }
- return 0;
+ SetSlot(a_HotBarSlotNum + c_HotSlots, a_Item);
}
-*/
-cItem* cInventory::GetSlot( int a_SlotNum )
+const cItem & cInventory::GetSlot(int a_SlotNum) const
{
- if( a_SlotNum < 0 || a_SlotNum >= (short)c_NumSlots ) return 0;
- return &m_Slots[a_SlotNum];
+ 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];
}
-cItem* cInventory::GetFromHotBar( int a_SlotNum )
+const cItem & cInventory::GetHotBarSlot(int a_SlotNum) const
{
if ((a_SlotNum < 0) || (a_SlotNum >= 9))
{
- return NULL;
+ 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];
+ return m_HotSlots[a_SlotNum];
+}
+
+
+
+
+
+const cItem & cInventory::GetEquippedItem(void) const
+{
+ return GetHotBarSlot(m_EquippedSlotNum);
}
-void cInventory::SetEquippedSlot(int a_SlotNum)
+void cInventory::SetEquippedSlotNum(int a_SlotNum)
{
if ((a_SlotNum < 0) || (a_SlotNum >= 9))
{
- m_EquippedSlot = 0;
+ LOGWARNING("%s requesting invalid slot index: %d out of 9. Setting 0 instead.", __FUNCTION__, a_SlotNum);
+ m_EquippedSlotNum = 0;
}
else
{
- m_EquippedSlot = (short)a_SlotNum;
+ m_EquippedSlotNum = (short)a_SlotNum;
}
- m_EquippedItem = GetFromHotBar(m_EquippedSlot);
}
-cItem & cInventory::GetEquippedItem(void)
+bool cInventory::DamageEquippedItem(short a_Amount)
{
- cItem* Item = GetFromHotBar( m_EquippedSlot );
- if( Item )
- {
- *m_EquippedItem = *Item;
- return *Item;
- }
- else
- {
- m_EquippedItem->Empty();
- }
- return *m_EquippedItem;
+ return DamageItem(c_HotOffset + m_EquippedSlotNum, a_Amount);
}
-const cItem & cInventory::GetEquippedItem(void) const
+bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
{
- return *m_EquippedItem;
+ 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;
}
@@ -300,16 +312,13 @@ void cInventory::SendWholeInventory(cClientHandle & a_Client)
void cInventory::SendSlot(int a_SlotNum)
{
- cItem * Item = GetSlot(a_SlotNum);
- if (Item != NULL)
+ cItem Item(GetSlot(a_SlotNum));
+ if (Item.IsEmpty())
{
- 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);
+ // Sanitize items that are not completely empty (ie. count == 0, but type != empty)
+ Item.Empty();
}
+ m_Owner.GetClientHandle()->SendInventorySlot(0, a_SlotNum, Item);
}
@@ -372,6 +381,23 @@ int cInventory::MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int
+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
@@ -442,13 +468,14 @@ 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++;
+ if (SlotIdx >= ARRAYCOUNT(m_Slots))
+ {
+ break;
+ }
}
return true;
}