git-svn-id: http://mc-server.googlecode.com/svn/trunk@1683 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			692 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			692 lines
		
	
	
		
			14 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 "World.h"
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#include <json/json.h>
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#include "Items/ItemHandler.h"
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cInventory::cInventory(cPlayer & a_Owner) :
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	m_ArmorSlots    (1, 4),  // 1 x 4 slots
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	m_InventorySlots(9, 3),  // 9 x 3 slots
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	m_HotbarSlots   (9, 1),  // 9 x 1 slots
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	m_Owner(a_Owner)
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{
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	// Ask each ItemGrid to report changes to us:
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	m_ArmorSlots.AddListener(*this);
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	m_InventorySlots.AddListener(*this);
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	m_HotbarSlots.AddListener(*this);
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	SetEquippedSlotNum(0);
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}
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void cInventory::Clear(void)
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{
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	m_ArmorSlots.Clear();
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	m_InventorySlots.Clear();
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	m_HotbarSlots.Clear();
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}
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int cInventory::HowManyCanFit(const cItem & a_ItemStack, bool a_ConsiderEmptySlots)
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{
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	return HowManyCanFit(a_ItemStack, 0, invNumSlots - 1, a_ConsiderEmptySlots);
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}
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int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots)
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{
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	if ((a_BeginSlotNum < 0) || (a_BeginSlotNum >= invNumSlots))
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	{
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		LOGWARNING("%s: Bad BeginSlotNum, got %d, there are %d slots; correcting to 0.", __FUNCTION__, a_BeginSlotNum, invNumSlots - 1);
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		a_BeginSlotNum = 0;
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	}
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	if ((a_EndSlotNum < 0) || (a_EndSlotNum >= invNumSlots))
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	{
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		LOGWARNING("%s: Bad EndSlotNum, got %d, there are %d slots; correcting to %d.", __FUNCTION__, a_BeginSlotNum, invNumSlots, invNumSlots - 1);
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		a_EndSlotNum = invNumSlots - 1;
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	}
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	if (a_BeginSlotNum > a_EndSlotNum)
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	{
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		std::swap(a_BeginSlotNum, a_EndSlotNum);
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	}
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	char NumLeft = a_ItemStack.m_ItemCount;
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	int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
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	for (int i = a_BeginSlotNum; i <= a_EndSlotNum; i++)
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	{
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		const cItem & Slot = GetSlot(i);
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		if (Slot.IsEmpty())
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		{
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			NumLeft -= MaxStack;
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		}
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		else if (Slot.IsStackableWith(a_ItemStack))
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		{
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			NumLeft -= MaxStack - Slot.m_ItemCount;
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		}
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		if (NumLeft <= 0)
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		{
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			// All items fit
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			return a_ItemStack.m_ItemCount;
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		}
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	}  // for i - m_Slots[]
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	return a_ItemStack.m_ItemCount - NumLeft;
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}
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int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
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{
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	cItem ToAdd(a_Item);
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	int res = 0;
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	if (ItemCategory::IsArmor(a_Item.m_ItemType))
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	{
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		res = m_ArmorSlots.AddItem(ToAdd, a_AllowNewStacks);
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		ToAdd.m_ItemCount -= res;
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		if (ToAdd.m_ItemCount == 0)
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		{
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			return res;
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		}
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	}
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	res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
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	ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
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	if (ToAdd.m_ItemCount == 0)
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	{
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		return res;
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	}
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	res += m_InventorySlots.AddItem(ToAdd, a_AllowNewStacks);
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	return res;
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}
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int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
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{
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	int TotalAdded = 0;
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	for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
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	{
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		int NumAdded = AddItem(*itr, a_AllowNewStacks, a_tryToFillEquippedFirst);
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		if (itr->m_ItemCount == NumAdded)
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		{
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			itr = a_ItemStackList.erase(itr);
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		}
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		else
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		{
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			itr->m_ItemCount -= NumAdded;
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			++itr;
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		}
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		TotalAdded += NumAdded;
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	}
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	return TotalAdded;
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}
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bool cInventory::RemoveOneEquippedItem(void)
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{
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	if (m_HotbarSlots.GetSlot(m_EquippedSlotNum).IsEmpty())
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	{
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		return false;
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	}
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	m_HotbarSlots.ChangeSlotCount(m_EquippedSlotNum, -1);
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	return true;
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}
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int cInventory::HowManyItems(const cItem & a_Item)
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{
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	return
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		m_ArmorSlots.HowManyItems(a_Item) +
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		m_InventorySlots.HowManyItems(a_Item) +
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		m_HotbarSlots.HowManyItems(a_Item);
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}
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bool cInventory::HasItems(const cItem & a_ItemStack)
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{
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	int CurrentlyHave = HowManyItems(a_ItemStack);
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	return (CurrentlyHave >= a_ItemStack.m_ItemCount);
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}
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void cInventory::SetSlot(int a_SlotNum, const cItem & a_Item)
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{
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	if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
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	{
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		LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Ignoring.", __FUNCTION__, a_SlotNum, invNumSlots - 1);
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		return;
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	}
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	int GridSlotNum = 0;
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	cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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	if (Grid == NULL)
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	{
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		LOGWARNING("%s(%d): requesting an invalid itemgrid. Ignoring.", __FUNCTION__, a_SlotNum);
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		return;
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	}
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	Grid->SetSlot(GridSlotNum, a_Item);
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}
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void cInventory::SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item)
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{
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	m_ArmorSlots.SetSlot(a_ArmorSlotNum, a_Item);
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}
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void cInventory::SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item)
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{
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	m_InventorySlots.SetSlot(a_InventorySlotNum, a_Item);
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}
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void cInventory::SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item)
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{
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	m_HotbarSlots.SetSlot(a_HotBarSlotNum, a_Item);
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}
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const cItem & cInventory::GetSlot(int a_SlotNum) const
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{
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	if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
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	{
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		LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first inventory slot instead.", __FUNCTION__, a_SlotNum, invNumSlots - 1);
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		return m_InventorySlots.GetSlot(0);
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	}
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	int GridSlotNum = 0;
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	const cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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	if (Grid == NULL)
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	{
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		// Something went wrong, but we don't know what. We must return a value, so return the first inventory slot
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		LOGWARNING("%s(%d): requesting an invalid ItemGrid, returning the first inventory slot instead.", __FUNCTION__, a_SlotNum);
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		return m_InventorySlots.GetSlot(0);
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	}
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	return Grid->GetSlot(GridSlotNum);
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}
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const cItem & cInventory::GetArmorSlot(int a_ArmorSlotNum) const
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{
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	if ((a_ArmorSlotNum < 0) || (a_ArmorSlotNum >= invArmorCount))
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	{
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		LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_ArmorSlotNum, invArmorCount - 1);
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		return m_ArmorSlots.GetSlot(0);
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	}
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	return m_ArmorSlots.GetSlot(a_ArmorSlotNum);
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}
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const cItem & cInventory::GetInventorySlot(int a_InventorySlotNum) const
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{
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	if ((a_InventorySlotNum < 0) || (a_InventorySlotNum >= invInventoryCount))
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	{
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		LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_InventorySlotNum, invInventoryCount - 1);
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		return m_InventorySlots.GetSlot(0);
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	}
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	return m_InventorySlots.GetSlot(a_InventorySlotNum);
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}
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const cItem & cInventory::GetHotbarSlot(int a_SlotNum) const
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{
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	if ((a_SlotNum < 0) || (a_SlotNum >= invHotbarCount))
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	{
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		LOGWARNING("%s: requesting an invalid slot index: %d out of %d. Returning the first one instead", __FUNCTION__, a_SlotNum, invHotbarCount - 1);
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		return m_HotbarSlots.GetSlot(0);
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	}
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	return m_HotbarSlots.GetSlot(a_SlotNum);
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}
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const cItem & cInventory::GetEquippedItem(void) const
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{
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	return GetHotbarSlot(m_EquippedSlotNum);
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}
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void cInventory::SetEquippedSlotNum(int a_SlotNum)
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{
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	if ((a_SlotNum < 0) || (a_SlotNum >= invHotbarCount))
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	{
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		LOGWARNING("%s: requesting invalid slot index: %d out of %d. Setting 0 instead.", __FUNCTION__, a_SlotNum, invHotbarCount - 1);
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		m_EquippedSlotNum = 0;
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	}
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	else
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	{
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		m_EquippedSlotNum = a_SlotNum;
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	}
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}
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bool cInventory::DamageEquippedItem(short a_Amount)
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{
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	return DamageItem(invHotbarOffset + m_EquippedSlotNum, a_Amount);
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}
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int cInventory::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
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{
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	int GridSlotNum = 0;
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	cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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	if (Grid == NULL)
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	{
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		LOGWARNING("%s: invalid slot number, expected 0 .. %d, got %d; ignoring", __FUNCTION__, invNumSlots, a_SlotNum);
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		return -1;
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	}
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	return Grid->ChangeSlotCount(GridSlotNum, a_AddToCount);
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}
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bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
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{
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	if ((a_SlotNum < 0) || (a_SlotNum >= invNumSlots))
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	{
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		LOGWARNING("%s: requesting an invalid slot index: %d out of %d", __FUNCTION__, a_SlotNum, invNumSlots - 1);
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		return false;
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	}
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	int GridSlotNum = 0;
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	cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
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	if (Grid == NULL)
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	{
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		LOGWARNING("%s(%d, %d): requesting an invalid grid, ignoring.", __FUNCTION__, a_SlotNum, a_Amount);
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		return false;
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	}
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	if (!Grid->DamageItem(GridSlotNum, a_Amount))
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	{
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		// The item has been damaged, but did not break yet
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		return false;
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	}
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	// The item has broken, remove it:
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	Grid->EmptySlot(a_SlotNum);
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	return true;
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}
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void cInventory::CopyToItems(cItems & a_Items)
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{
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	m_ArmorSlots.CopyToItems(a_Items);
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	m_InventorySlots.CopyToItems(a_Items);
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	m_HotbarSlots.CopyToItems(a_Items);
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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.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 + 5, Item);  // Slots in the client are numbered "+ 5" because of crafting grid and result
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}
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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_ItemType == a_ItemType) && (m_Slots[i].m_ItemDamage == 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_ItemDamage = a_ItemDamage;
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			m_Slots[i].m_ItemType = 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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*/
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int cInventory::ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum)
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{
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	switch (a_ArmorSlotNum)
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	{
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		case 0: return 4;  // Helmet
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		case 1: return 3;  // Chestplate
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		case 2: return 2;  // Leggings
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		case 3: return 1;  // Boots
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	}
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	LOGWARN("%s: invalid armor slot number: %d", __FUNCTION__, a_ArmorSlotNum);
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	return 0;
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}
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#if 0
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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
 | 
						|
	if( a_Mode < 2 )
 | 
						|
	{
 | 
						|
		int MaxStackSize = cItemHandler::GetItemHandler(a_Item.m_ItemType)->GetMaxStackSize();
 | 
						|
		for(int i = 0; i < a_Size; i++)
 | 
						|
		{
 | 
						|
			if( m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType && m_Slots[i + a_Offset].m_ItemCount < MaxStackSize && m_Slots[i + a_Offset].m_ItemDamage == a_Item.m_ItemDamage )
 | 
						|
			{
 | 
						|
				int NumFree = MaxStackSize - 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_ItemType == -1 )
 | 
						|
			{
 | 
						|
				m_Slots[i + a_Offset] = a_Item;
 | 
						|
				a_Item.m_ItemCount = 0;
 | 
						|
				a_bChangedSlots[i + a_Offset] = true;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
void cInventory::SaveToJson(Json::Value & a_Value)
 | 
						|
{
 | 
						|
	// 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_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);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 | 
						|
bool cInventory::LoadFromJson(Json::Value & a_Value)
 | 
						|
{
 | 
						|
	int SlotIdx = 0;
 | 
						|
	
 | 
						|
	for (Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr, SlotIdx++)
 | 
						|
	{
 | 
						|
		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);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
 | 
						|
 |