428 lines
7.7 KiB
C++
428 lines
7.7 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Inventory.h"
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#include "Player.h"
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#include "ClientHandle.h"
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#include "UI/Window.h"
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#include "Item.h"
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#include "Root.h"
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#include <json/json.h>
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#include "Items/ItemHandler.h"
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cInventory::~cInventory()
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{
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/*
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// TODO
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cWindow wnd = GetWindow();
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if (wnd != NULL)
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{
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wnd->Close(*m_Owner);
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}
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CloseWindow();
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*/
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}
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cInventory::cInventory(cPlayer & a_Owner) :
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m_Owner(a_Owner)
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{
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for (unsigned int i = 0; i < c_NumSlots; i++)
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{
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m_Slots[i].Empty();
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}
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m_CraftSlots = m_Slots + c_CraftOffset;
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m_ArmorSlots = m_Slots + c_ArmorOffset;
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m_MainSlots = m_Slots + c_MainOffset;
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m_HotSlots = m_Slots + c_HotOffset;
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SetEquippedSlot(0);
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}
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bool cInventory::AddItem( cItem & a_Item )
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{
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cItem BackupSlots[c_NumSlots];
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memcpy( BackupSlots, m_Slots, c_NumSlots * sizeof( cItem ) );
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bool ChangedSlots[c_NumSlots];
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memset( ChangedSlots, false, c_NumSlots * sizeof( bool ) );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 0 );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 0 );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 2 );
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if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 2 );
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if( a_Item.m_ItemCount > 0 ) // Could not add all items
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{
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// retore backup
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memcpy( m_Slots, BackupSlots, c_NumSlots * sizeof( cItem ) );
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return false;
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}
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for(unsigned int i = 0; i < c_NumSlots; i++)
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{
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if( ChangedSlots[i] )
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{
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LOG("Item was added to %i ID:%i Count:%i", i, m_Slots[i].m_ItemID, m_Slots[i].m_ItemCount );
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SendSlot(i);
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}
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}
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return (a_Item.m_ItemCount == 0);
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}
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// TODO: Right now if you dont have enough items, the items you did have are removed, and the function returns false anyway
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bool cInventory::RemoveItem( cItem & a_Item )
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{
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// First check equipped slot
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if ((m_EquippedSlot >= 0) && (m_EquippedSlot < 9))
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{
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if (m_HotSlots[m_EquippedSlot].m_ItemID == a_Item.m_ItemID)
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{
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cItem & Item = m_HotSlots[m_EquippedSlot];
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if(Item.m_ItemCount > a_Item.m_ItemCount)
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{
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Item.m_ItemCount -= a_Item.m_ItemCount;
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SendSlot( m_EquippedSlot + c_HotOffset );
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return true;
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}
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else if(Item.m_ItemCount > 0 )
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{
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a_Item.m_ItemCount -= Item.m_ItemCount;
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Item.Empty();
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SendSlot( m_EquippedSlot + c_HotOffset );
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}
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}
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}
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// Then check other slotz
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if (a_Item.m_ItemCount > 0)
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{
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for(int i = 0; i < 36; i++)
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{
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cItem & Item = m_MainSlots[i];
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if( Item.m_ItemID == a_Item.m_ItemID )
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{
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if(Item.m_ItemCount > a_Item.m_ItemCount)
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{
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Item.m_ItemCount -= a_Item.m_ItemCount;
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SendSlot( i + c_MainOffset );
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return true;
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}
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else if(Item.m_ItemCount > 0 )
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{
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a_Item.m_ItemCount -= Item.m_ItemCount;
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Item.Empty();
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SendSlot( i + c_MainOffset );
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}
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}
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}
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}
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return (a_Item.m_ItemCount == 0);
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}
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void cInventory::Clear()
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{
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for(unsigned int i = 0; i < c_NumSlots; i++)
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m_Slots[i].Empty();
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}
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cItem * cInventory::GetSlotsForType( int a_Type )
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{
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switch( a_Type )
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{
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case -1:
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return m_MainSlots;
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case -2:
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return m_CraftSlots;
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case -3:
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return m_ArmorSlots;
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}
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return 0;
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}
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/*
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int cInventory::GetSlotCountForType( int a_Type )
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{
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switch (a_Type)
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{
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case -1:
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return 36;
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case -2:
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case -3:
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return 4;
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}
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return 0;
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}
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*/
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cItem* cInventory::GetSlot( int a_SlotNum )
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{
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if( a_SlotNum < 0 || a_SlotNum >= (short)c_NumSlots ) return 0;
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return &m_Slots[a_SlotNum];
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}
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cItem* cInventory::GetFromHotBar( int a_SlotNum )
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= 9))
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{
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return NULL;
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}
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return &m_HotSlots[a_SlotNum];
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}
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void cInventory::SetEquippedSlot(int a_SlotNum)
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= 9))
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{
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m_EquippedSlot = 0;
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}
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else
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{
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m_EquippedSlot = (short)a_SlotNum;
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}
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m_EquippedItem = GetFromHotBar(m_EquippedSlot);
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}
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cItem & cInventory::GetEquippedItem(void)
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{
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cItem* Item = GetFromHotBar( m_EquippedSlot );
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if( Item )
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{
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*m_EquippedItem = *Item;
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return *Item;
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}
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else
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{
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m_EquippedItem->Empty();
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}
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return *m_EquippedItem;
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}
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const cItem & cInventory::GetEquippedItem(void) const
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{
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return *m_EquippedItem;
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}
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void cInventory::SendWholeInventory(cClientHandle & a_Client)
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{
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a_Client.SendWholeInventory(*this);
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}
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void cInventory::SendSlot(int a_SlotNum)
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{
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cItem * Item = GetSlot(a_SlotNum);
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if (Item != NULL)
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{
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if (Item->IsEmpty())
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{
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// Sanitize items that are not completely empty (ie. count == 0, but type != empty)
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Item->Empty();
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}
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m_Owner.GetClientHandle()->SendInventorySlot(0, a_SlotNum, *Item);
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}
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}
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int cInventory::HowManyCanFit(short a_ItemType, short a_ItemDamage, int a_BeginSlot, int a_EndSlot)
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{
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int res = 0;
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for (int i = a_BeginSlot; i <= a_EndSlot; i++)
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{
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if (
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m_Slots[i].IsEmpty() ||
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((m_Slots[i].m_ItemID == a_ItemType) && (m_Slots[i].m_ItemHealth == a_ItemDamage))
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)
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{
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int MaxCount = ItemHandler(a_ItemType)->GetMaxStackSize();
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ASSERT(m_Slots[i].m_ItemCount <= MaxCount);
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res += MaxCount - m_Slots[i].m_ItemCount;
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}
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} // for i - m_Slots[]
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return res;
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}
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int cInventory::MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot)
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{
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int res = 0;
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for (int i = a_BeginSlot; i <= a_EndSlot; i++)
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{
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if (
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m_Slots[i].IsEmpty() ||
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((m_Slots[i].m_ItemID == a_ItemType) && (m_Slots[i].m_ItemHealth == a_ItemDamage))
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)
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{
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int MaxCount = ItemHandler(a_ItemType)->GetMaxStackSize();
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ASSERT(m_Slots[i].m_ItemCount <= MaxCount);
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int NumToMove = std::min(a_Count, MaxCount - m_Slots[i].m_ItemCount);
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m_Slots[i].m_ItemCount += NumToMove;
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m_Slots[i].m_ItemHealth = a_ItemDamage;
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m_Slots[i].m_ItemID = a_ItemType;
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SendSlot(i);
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res += NumToMove;
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a_Count -= NumToMove;
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if (a_Count <= 0)
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{
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// No more items to distribute
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return res;
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}
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}
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} // for i - m_Slots[]
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// No more space to distribute to
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return res;
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}
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bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */ )
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{
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// Fill already present stacks
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if( a_Mode < 2 )
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{
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for(int i = 0; i < a_Size; i++)
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{
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if( m_Slots[i + a_Offset].m_ItemID == a_Item.m_ItemID && m_Slots[i + a_Offset].m_ItemCount < 64 && m_Slots[i + a_Offset].m_ItemHealth == a_Item.m_ItemHealth )
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{
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int NumFree = 64 - m_Slots[i + a_Offset].m_ItemCount;
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if( NumFree >= a_Item.m_ItemCount )
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{
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//printf("1. Adding %i items ( free: %i )\n", a_Item.m_ItemCount, NumFree );
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m_Slots[i + a_Offset].m_ItemCount += a_Item.m_ItemCount;
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a_Item.m_ItemCount = 0;
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a_bChangedSlots[i + a_Offset] = true;
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break;
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}
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else
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{
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//printf("2. Adding %i items\n", NumFree );
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m_Slots[i + a_Offset].m_ItemCount += (char)NumFree;
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a_Item.m_ItemCount -= (char)NumFree;
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a_bChangedSlots[i + a_Offset] = true;
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}
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}
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}
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}
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if( a_Mode > 0 )
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{
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// If we got more left, find first empty slot
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for(int i = 0; i < a_Size && a_Item.m_ItemCount > 0; i++)
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{
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if( m_Slots[i + a_Offset].m_ItemID == -1 )
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{
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m_Slots[i + a_Offset] = a_Item;
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a_Item.m_ItemCount = 0;
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a_bChangedSlots[i + a_Offset] = true;
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}
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}
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}
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return true;
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}
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void cInventory::SaveToJson(Json::Value & a_Value)
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{
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for(unsigned int i = 0; i < c_NumSlots; i++)
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{
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Json::Value JSON_Item;
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m_Slots[i].GetJson( JSON_Item );
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a_Value.append( JSON_Item );
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}
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}
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bool cInventory::LoadFromJson(Json::Value & a_Value)
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{
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int SlotIdx = 0;
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// TODO: Limit the number of slots written to the actual number of slots,
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// otherwise an invalid json will crash the server!
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for( Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr )
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{
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m_Slots[SlotIdx].FromJson( *itr );
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SlotIdx++;
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}
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return true;
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}
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