Files
LuaCsForBarotraumaEP/BarotraumaShared/Source/Items/CharacterInventory.cs
juanjp600 16bc68d768 BarotraumaServer compiles
Cleanup + fixes coming up next
2017-06-18 22:41:44 -03:00

350 lines
12 KiB
C#

using System;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Barotrauma.Networking;
using Lidgren.Network;
using System.Collections.Generic;
using Barotrauma.Items.Components;
namespace Barotrauma
{
[Flags]
public enum InvSlotType
{
None = 0, Any = 1, RightHand = 2, LeftHand = 4, Head = 8, Torso = 16, Legs = 32, Face=64
};
partial class CharacterInventory : Inventory
{
private static Texture2D icons;
private Character character;
public static InvSlotType[] limbSlots = new InvSlotType[] {
InvSlotType.Head, InvSlotType.Torso, InvSlotType.Legs, InvSlotType.LeftHand, InvSlotType.RightHand, InvSlotType.Face,
InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any,
InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any, InvSlotType.Any};
public CharacterInventory(int capacity, Character character)
: base(character, capacity)
{
this.character = character;
InitProjSpecific();
}
private bool UseItemOnSelf(int slotIndex)
{
if (Items[slotIndex] == null) return false;
#if CLIENT
if (GameMain.Client != null)
{
GameMain.Client.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect });
return true;
}
#endif
if (GameMain.Server != null)
{
GameMain.Server.CreateEntityEvent(Items[slotIndex], new object[] { NetEntityEvent.Type.ApplyStatusEffect, ActionType.OnUse, character.ID });
}
Items[slotIndex].ApplyStatusEffects(ActionType.OnUse, 1.0f, character);
return true;
}
public int FindLimbSlot(InvSlotType limbSlot)
{
for (int i = 0; i < Items.Length; i++)
{
if (limbSlots[i] == limbSlot) return i;
}
return -1;
}
public bool IsInLimbSlot(Item item, InvSlotType limbSlot)
{
for (int i = 0; i<Items.Length; i++)
{
if (Items[i] == item && limbSlots[i] == limbSlot) return true;
}
return false;
}
public override bool CanBePut(Item item, int i)
{
return base.CanBePut(item, i) && item.AllowedSlots.Contains(limbSlots[i]);
}
/// <summary>
/// If there is room, puts the item in the inventory and returns true, otherwise returns false
/// </summary>
public override bool TryPutItem(Item item, List<InvSlotType> allowedSlots = null, bool createNetworkEvent = true)
{
if (allowedSlots == null || !allowedSlots.Any()) return false;
for (int i = 0; i < capacity; i++)
{
//already in the inventory and in a suitable slot
if (Items[i] == item && allowedSlots.Any(a => a.HasFlag(limbSlots[i])))
{
return true;
}
}
//try to place the item in LimBlot.Any slot if that's allowed
if (allowedSlots.Contains(InvSlotType.Any))
{
for (int i = 0; i < capacity; i++)
{
if (Items[i] != null || limbSlots[i] != InvSlotType.Any) continue;
PutItem(item, i, true, createNetworkEvent);
item.Unequip(character);
return true;
}
}
bool placed = false;
foreach (InvSlotType allowedSlot in allowedSlots)
{
//check if all the required slots are free
bool free = true;
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i]!=null && Items[i]!=item)
{
free = false;
#if CLIENT
if (slots != null) slots[i].ShowBorderHighlight(Color.Red, 0.1f, 0.9f);
#endif
}
}
if (!free) continue;
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] == null)
{
PutItem(item, i, !placed, createNetworkEvent);
item.Equip(character);
placed = true;
}
}
if (placed)
{
return true;
}
}
return placed;
}
public override bool TryPutItem(Item item, int index, bool allowSwapping, bool createNetworkEvent = true)
{
//there's already an item in the slot
if (Items[index] != null)
{
if (Items[index] == item) return false;
bool combined = false;
if (Items[index].Combine(item))
{
System.Diagnostics.Debug.Assert(Items[index] != null);
Inventory otherInventory = Items[index].ParentInventory;
if (otherInventory != null && otherInventory.Owner!=null)
{
}
combined = true;
}
//if moving the item between slots in the same inventory
else if (item.ParentInventory == this && allowSwapping)
{
int currentIndex = Array.IndexOf(Items, item);
Item existingItem = Items[index];
Items[currentIndex] = null;
Items[index] = null;
//if the item in the slot can be moved to the slot of the moved item
if (TryPutItem(existingItem, currentIndex, false, createNetworkEvent) &&
TryPutItem(item, index, false, createNetworkEvent))
{
}
else
{
Items[currentIndex] = null;
Items[index] = null;
//swapping the items failed -> move them back to where they were
TryPutItem(item, currentIndex, false, createNetworkEvent);
TryPutItem(existingItem, index, false, createNetworkEvent);
}
}
return combined;
}
if (limbSlots[index] == InvSlotType.Any)
{
if (!item.AllowedSlots.Contains(InvSlotType.Any)) return false;
if (Items[index] != null) return Items[index] == item;
PutItem(item, index, true, createNetworkEvent);
return true;
}
InvSlotType placeToSlots = InvSlotType.None;
bool slotsFree = true;
List<InvSlotType> allowedSlots = item.AllowedSlots;
foreach (InvSlotType allowedSlot in allowedSlots)
{
if (!allowedSlot.HasFlag(limbSlots[index])) continue;
for (int i = 0; i < capacity; i++)
{
if (allowedSlot.HasFlag(limbSlots[i]) && Items[i] != null && Items[i] != item)
{
slotsFree = false;
break;
}
placeToSlots = allowedSlot;
}
}
if (!slotsFree) return false;
return TryPutItem(item, new List<InvSlotType>() {placeToSlots}, createNetworkEvent);
}
protected override void PutItem(Item item, int i, bool removeItem = true, bool createNetworkEvent = true)
{
base.PutItem(item, i, removeItem, createNetworkEvent);
CreateSlots();
}
public override void RemoveItem(Item item)
{
base.RemoveItem(item);
CreateSlots();
}
public override void Update(float deltaTime, bool subInventory = false)
{
base.Update(deltaTime);
if (doubleClickedItem != null)
{
if (doubleClickedItem.ParentInventory != this)
{
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
}
else
{
if (character.SelectedConstruction != null)
{
var selectedContainer = character.SelectedConstruction.GetComponent<ItemContainer>();
if (selectedContainer != null && selectedContainer.Inventory != null)
{
selectedContainer.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
}
}
else if (character.SelectedCharacter != null && character.SelectedCharacter.Inventory != null)
{
character.SelectedCharacter.Inventory.TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots, true);
}
else //doubleclicked and no other inventory is selected
{
//not equipped -> attempt to equip
if (IsInLimbSlot(doubleClickedItem, InvSlotType.Any))
{
TryPutItem(doubleClickedItem, doubleClickedItem.AllowedSlots.FindAll(i => i != InvSlotType.Any), true);
}
//equipped -> attempt to unequip
else if (doubleClickedItem.AllowedSlots.Contains(InvSlotType.Any))
{
TryPutItem(doubleClickedItem, new List<InvSlotType>() { InvSlotType.Any }, true);
}
}
}
}
if (selectedSlot > -1)
{
UpdateSubInventory(deltaTime, selectedSlot);
}
#if CLIENT
if (character == Character.Controlled)
{
for (int i = 0; i < capacity; i++)
{
if (selectedSlot != i &&
Items[i] != null && Items[i].CanUseOnSelf && character.HasSelectedItem(Items[i]))
{
//-3 because selected items are in slots 3 and 4 (hands)
useOnSelfButton[i - 3].Update(deltaTime);
}
}
}
#endif
//cancel dragging if too far away from the container of the dragged item
if (draggingItem != null)
{
var rootContainer = draggingItem.GetRootContainer();
var rootInventory = draggingItem.ParentInventory;
if (rootContainer != null)
{
rootInventory = rootContainer.ParentInventory != null ?
rootContainer.ParentInventory : rootContainer.GetComponent<Items.Components.ItemContainer>().Inventory;
}
if (rootInventory != null &&
rootInventory.Owner != Character.Controlled &&
rootInventory.Owner != Character.Controlled.SelectedConstruction &&
rootInventory.Owner != Character.Controlled.SelectedCharacter)
{
draggingItem = null;
}
}
doubleClickedItem = null;
}
private void MergeSlots()
{
for (int i = 0; i < capacity-1; i++)
{
if (slots[i].Disabled || Items[i] == null) continue;
for (int n = i+1; n < capacity; n++)
{
if (Items[n] == Items[i])
{
slots[i].Rect = Rectangle.Union(slots[i].Rect, slots[n].Rect);
slots[n].Disabled = true;
}
}
}
selectedSlot = -1;
}
}
}