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Inventory code cleanup, players can now see each other's armor

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1493 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-05-19 18:22:37 +00:00
parent 8311ee5ec6
commit 90c398a392
22 changed files with 409 additions and 222 deletions

View File

@@ -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);
}
}
}
@@ -176,104 +172,69 @@ 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();
}
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;
// TODO: Broadcast / send the changes to wherever needed
}
/*
int cInventory::GetSlotCountForType( 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 36;
case -2:
case -3:
return 4;
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;
}
*/
cItem* cInventory::GetSlot( int a_SlotNum )
void cInventory::SetHotBarSlot(int a_HotBarSlotNum, const cItem & a_Item)
{
if( a_SlotNum < 0 || a_SlotNum >= (short)c_NumSlots ) return 0;
return &m_Slots[a_SlotNum];
SetSlot(a_HotBarSlotNum + c_HotSlots, a_Item);
}
cItem* cInventory::GetFromHotBar( int a_SlotNum )
const cItem & cInventory::GetSlot(int a_SlotNum) const
{
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];
}
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];
}
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;
return m_HotSlots[a_SlotNum];
}
@@ -282,7 +243,58 @@ cItem & cInventory::GetEquippedItem(void)
const cItem & cInventory::GetEquippedItem(void) const
{
return *m_EquippedItem;
return GetHotBarSlot(m_EquippedSlotNum);
}
void cInventory::SetEquippedSlotNum(int a_SlotNum)
{
if ((a_SlotNum < 0) || (a_SlotNum >= 9))
{
LOGWARNING("%s requesting invalid slot index: %d out of 9. Setting 0 instead.", __FUNCTION__, a_SlotNum);
m_EquippedSlotNum = 0;
}
else
{
m_EquippedSlotNum = (short)a_SlotNum;
}
}
bool cInventory::DamageEquippedItem(short a_Amount)
{
return DamageItem(c_HotOffset + m_EquippedSlotNum, a_Amount);
}
bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
{
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;
}