#include "Inventory.hpp" #include "Item.hpp" Inventory::Inventory(Player* pPlayer) { m_pPlayer = pPlayer; m_SelectedHotbarSlot = 0; for (int i = 0; i < C_MAX_HOTBAR_ITEMS; i++) m_hotbar[i] = -1; } void Inventory::prepareCreativeInventory() { m_bIsSurvival = false; m_items.clear(); // add some items addCreativeItem(Tile::rock->m_ID); addCreativeItem(Tile::stoneBrick->m_ID); addCreativeItem(Tile::sandStone->m_ID); addCreativeItem(Tile::wood->m_ID); addCreativeItem(Tile::treeTrunk->m_ID); addCreativeItem(Tile::goldBlock->m_ID); addCreativeItem(Tile::ironBlock->m_ID); addCreativeItem(Tile::emeraldBlock->m_ID); addCreativeItem(Tile::redBrick->m_ID); addCreativeItem(Tile::leaves->m_ID); addCreativeItem(Tile::cloth_10->m_ID); addCreativeItem(Tile::cloth_20->m_ID); addCreativeItem(Tile::cloth_30->m_ID); addCreativeItem(Tile::cloth_40->m_ID); addCreativeItem(Tile::cloth_50->m_ID); addCreativeItem(Tile::cloth_60->m_ID); addCreativeItem(Tile::cloth_70->m_ID); addCreativeItem(Tile::glass->m_ID); addCreativeItem(Tile::cloth_01->m_ID); addCreativeItem(Tile::cloth_11->m_ID); addCreativeItem(Tile::cloth_21->m_ID); addCreativeItem(Tile::cloth_31->m_ID); addCreativeItem(Tile::cloth_41->m_ID); addCreativeItem(Tile::stairs_wood->m_ID); addCreativeItem(Tile::stairs_stone->m_ID); addCreativeItem(Tile::stoneSlabHalf->m_ID); addCreativeItem(Tile::sand->m_ID); addCreativeItem(Tile::ladder->m_ID); addCreativeItem(Tile::torch->m_ID); addCreativeItem(Tile::flower->m_ID); addCreativeItem(Tile::rose->m_ID); addCreativeItem(Tile::mushroom1->m_ID); addCreativeItem(Tile::mushroom2->m_ID); addCreativeItem(Tile::reeds->m_ID); addCreativeItem(Tile::obsidian->m_ID); addCreativeItem(Tile::dirt->m_ID); addCreativeItem(Tile::tnt->m_ID); addCreativeItem(Tile::gravel->m_ID); addCreativeItem(Tile::cloth->m_ID); addCreativeItem(Tile::mossStone->m_ID); addCreativeItem(Tile::bookshelf->m_ID); addCreativeItem(Tile::sponge->m_ID); addCreativeItem(Tile::sapling->m_ID); addCreativeItem(Tile::water->m_ID); addCreativeItem(Tile::lava->m_ID); addCreativeItem(Tile::fire->m_ID); addCreativeItem(Item::camera->m_itemID); addCreativeItem(Item::door_wood->m_itemID); addCreativeItem(Item::door_iron->m_itemID); for (int i = C_MAX_HOTBAR_ITEMS - 1; i >= 0; i--) selectItem(i); } void Inventory::prepareSurvivalInventory() { m_bIsSurvival = true; m_items.clear(); } int Inventory::getNumSlots() { if (m_bIsSurvival) return C_NUM_SURVIVAL_SLOTS; return getNumItems(); } int Inventory::getNumItems() { return int(m_items.size()); } void Inventory::addCreativeItem(int itemID, int auxValue) { m_items.emplace_back(ItemInstance(itemID, 1, auxValue)); } ItemInstance* Inventory::getItem(int slotNo) { if (slotNo < 0 || slotNo >= int(m_items.size())) return nullptr; return &m_items[slotNo]; } int Inventory::getQuickSlotItemId(int slotNo) { if (slotNo < 0 || slotNo >= C_MAX_HOTBAR_ITEMS) return -1; int idx = m_hotbar[slotNo]; ItemInstance* pInst = getItem(idx); if (!pInst) return -1; return pInst->m_itemID; } int Inventory::getSelectedItemId() { return getQuickSlotItemId(m_SelectedHotbarSlot); } void Inventory::selectItem(int slotNo) { if (slotNo < 0 || slotNo >= getNumItems()) return; // look for it in the hotbar for (int i = 0; i < C_MAX_HOTBAR_ITEMS; i++) { if (m_hotbar[i] == slotNo) { m_SelectedHotbarSlot = i; return; } } for (int i = C_MAX_HOTBAR_ITEMS - 2; i >= 0; i--) m_hotbar[i + 1] = m_hotbar[i]; m_hotbar[0] = slotNo; m_SelectedHotbarSlot = 0; } void Inventory::selectSlot(int slotNo) { if (slotNo < 0 || slotNo >= C_MAX_HOTBAR_ITEMS) return; m_SelectedHotbarSlot = slotNo; } void Inventory::setQuickSlotIndexByItemId(int slotNo, int itemID) { if (slotNo < 0 || slotNo >= C_MAX_HOTBAR_ITEMS) return; // TODO: survival mode handling for (int i = 0; i < getNumItems(); i++) { if (m_items[i].m_itemID == itemID) { m_hotbar[slotNo] = i; return; } } m_hotbar[slotNo] = -1; } void Inventory::selectItemById(int itemID) { for (int i = 0; i < getNumItems(); i++) { if (m_items[i].m_itemID != itemID) continue; selectItem(i); return; } }