From 386d58b5862d8b76925c6523721594887606e82a Mon Sep 17 00:00:00 2001 From: faketruth Date: Mon, 3 Oct 2011 18:41:19 +0000 Subject: MCServer c++ source files git-svn-id: http://mc-server.googlecode.com/svn/trunk@3 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cInventory.cpp | 364 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 364 insertions(+) create mode 100644 source/cInventory.cpp (limited to 'source/cInventory.cpp') diff --git a/source/cInventory.cpp b/source/cInventory.cpp new file mode 100644 index 000000000..e78ac226e --- /dev/null +++ b/source/cInventory.cpp @@ -0,0 +1,364 @@ +#include "cInventory.h" +#include //memset +#include "cPlayer.h" +#include "cClientHandle.h" +#include "cMCLogger.h" +#include "cWindow.h" +#include "cItem.h" +#include "cRecipeChecker.h" +#include "cRoot.h" + +#include "packets/cPacket_WindowClick.h" +#include "packets/cPacket_WholeInventory.h" +#include "packets/cPacket_InventorySlot.h" + +cInventory::~cInventory() +{ + delete [] m_Slots; + delete m_EquippedItem; + if( GetWindow() ) GetWindow()->Close( *m_Owner ); + CloseWindow(); +} + +cInventory::cInventory(cPlayer* a_Owner) +{ + m_Owner = a_Owner; + + m_Slots = new cItem[c_NumSlots]; + 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; + + m_EquippedItem = new cItem(); + m_EquippedSlot = 0; + + if( !GetWindow() ) + { + cWindow* Window = new cWindow( this, false ); + Window->SetSlots( m_Slots, c_NumSlots ); + Window->SetWindowID( 0 ); + OpenWindow( Window ); + } +} + +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; +} + +void cInventory::Clicked( cPacket_WindowClick* a_ClickPacket ) +{ + bool bDontCook = false; + if( GetWindow() ) + { + // Override for craft result slot + if( a_ClickPacket->m_SlotNum == (short)c_CraftOffset ) + { + LOG("In craft slot: %i x %i !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount ); + cItem* DraggingItem = GetWindow()->GetDraggingItem(); + if( DraggingItem->IsEmpty() ) + { + *DraggingItem = m_Slots[c_CraftOffset]; + m_Slots[c_CraftOffset].Empty(); + } + else if( DraggingItem->Equals( m_Slots[c_CraftOffset] ) ) + { + if( DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= 64 ) + { + DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount; + m_Slots[0].Empty(); + } + else + { + bDontCook = true; + } + } + else + { + bDontCook = true; + } + LOG("Dragging Dish %i", DraggingItem->m_ItemCount ); + } + else + { + GetWindow()->Clicked( a_ClickPacket, *m_Owner ); + } + } + else + { + LOG("No Inventory window! WTF"); + } + + if( a_ClickPacket->m_SlotNum >= (short)c_CraftOffset && a_ClickPacket->m_SlotNum < (short)(c_CraftOffset+c_CraftSlots+1) ) + { + cItem CookedItem; + if( a_ClickPacket->m_SlotNum == 0 && !bDontCook ) + { + CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( m_Slots+c_CraftOffset+1, 2, 2, true ); + } + else + { + CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( m_Slots+c_CraftOffset+1, 2, 2 ); + } + m_Slots[c_CraftOffset] = CookedItem; + LOG("You cooked: %i x %i !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount ); + SendWholeInventory( m_Owner->GetClientHandle() ); + } + SendSlot( 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 ) + { + 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 ) + { + 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; +} + +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 ); + } + } + } + } + + if( a_Item.m_ItemCount == 0 ) + return true; + else + return false; +} + +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 0; + 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; +} + +cItem & cInventory::GetEquippedItem() +{ + cItem* Item = GetFromHotBar( m_EquippedSlot ); + if( Item ) + { + *m_EquippedItem = *Item; + return *Item; + } + else + { + m_EquippedItem->Empty(); + } + return *m_EquippedItem; +} + +void cInventory::SendWholeInventory( cClientHandle* a_Client ) +{ + cPacket_WholeInventory Inventory( this ); + a_Client->Send( Inventory ); +} + +void cInventory::SendSlot( int a_SlotNum ) +{ + cItem* Item = GetSlot( a_SlotNum ); + if( Item ) + { + cPacket_InventorySlot InventorySlot; + InventorySlot.m_ItemCount = Item->m_ItemCount; + InventorySlot.m_ItemID = (short)Item->m_ItemID; + InventorySlot.m_ItemUses = (char)Item->m_ItemHealth; + InventorySlot.m_SlotNum = (short)a_SlotNum; + InventorySlot.m_WindowID = 0; // Inventory window ID + m_Owner->GetClientHandle()->Send( InventorySlot ); + } +} + +void cInventory::DrawInventory() +{ + printf("%i %i %i %i\n", m_ArmorSlots[0].m_ItemCount, m_ArmorSlots[1].m_ItemCount, m_CraftSlots[0].m_ItemCount, m_CraftSlots[1].m_ItemCount ); + printf("%i %i %i %i\n", m_ArmorSlots[2].m_ItemCount, m_ArmorSlots[3].m_ItemCount, m_CraftSlots[2].m_ItemCount, m_CraftSlots[3].m_ItemCount ); + for(int y = 0; y < 4; y++) + { + for(int x = 0; x < 9; x++) + { + printf("%i ", m_MainSlots[x + y*9].m_ItemCount ); + } + printf("\n"); + } +} + +void cInventory::WriteToFile(FILE* a_File) +{ + for(unsigned int i = 0; i < c_NumSlots; i++) + { + cItem & Item = m_Slots[i]; + fwrite( &Item.m_ItemID, sizeof(Item.m_ItemID), 1, a_File ); + fwrite( &Item.m_ItemCount, sizeof(Item.m_ItemCount), 1, a_File ); + fwrite( &Item.m_ItemHealth, sizeof(Item.m_ItemHealth), 1, a_File ); + } +} + +bool cInventory::LoadFromFile(FILE* a_File) +{ + for(unsigned int i = 0; i < c_NumSlots; i++) + { + cItem & Item = m_Slots[i]; + if( fread( &Item.m_ItemID, sizeof(Item.m_ItemID), 1, a_File) != 1 ) { LOGERROR("ERROR READING INVENTORY FROM FILE"); return false; } + if( fread( &Item.m_ItemCount, sizeof(Item.m_ItemCount), 1, a_File) != 1 ) { LOGERROR("ERROR READING INVENTORY FROM FILE"); return false; } + if( fread( &Item.m_ItemHealth, sizeof(Item.m_ItemHealth), 1, a_File)!= 1 ) { LOGERROR("ERROR READING INVENTORY FROM FILE"); return false; } + } + return true; +} -- cgit v1.2.3