diff options
Diffstat (limited to '')
-rw-r--r-- | source/Inventory.cpp | 528 |
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); +} + + + + |