package net.minecraft.entity.player; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.crash.CrashReport; import net.minecraft.crash.CrashReportCategory; import net.minecraft.entity.Entity; import net.minecraft.inventory.IInventory; import net.minecraft.item.Item; import net.minecraft.item.ItemArmor; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.util.ReportedException; public class InventoryPlayer implements IInventory { /** * An array of 36 item stacks indicating the main player inventory (including the visible bar). */ public ItemStack[] mainInventory = new ItemStack[36]; /** An array of 4 item stacks containing the currently worn armor pieces. */ public ItemStack[] armorInventory = new ItemStack[4]; /** The index of the currently held item (0-8). */ public int currentItem = 0; @SideOnly(Side.CLIENT) /** The current ItemStack. */ private ItemStack currentItemStack; /** The player whose inventory this is. */ public EntityPlayer player; private ItemStack itemStack; /** * Set true whenever the inventory changes. Nothing sets it false so you will have to write your own code to check * it and reset the value. */ public boolean inventoryChanged = false; public InventoryPlayer(EntityPlayer par1EntityPlayer) { this.player = par1EntityPlayer; } /** * Returns the item stack currently held by the player. */ public ItemStack getCurrentItem() { return this.currentItem < 9 && this.currentItem >= 0 ? this.mainInventory[this.currentItem] : null; } /** * Get the size of the player hotbar inventory */ public static int getHotbarSize() { return 9; } /** * Returns a slot index in main inventory containing a specific itemID */ private int getInventorySlotContainItem(int par1) { for (int j = 0; j < this.mainInventory.length; ++j) { if (this.mainInventory[j] != null && this.mainInventory[j].itemID == par1) { return j; } } return -1; } @SideOnly(Side.CLIENT) private int getInventorySlotContainItemAndDamage(int par1, int par2) { for (int k = 0; k < this.mainInventory.length; ++k) { if (this.mainInventory[k] != null && this.mainInventory[k].itemID == par1 && this.mainInventory[k].getItemDamage() == par2) { return k; } } return -1; } /** * stores an itemstack in the users inventory */ private int storeItemStack(ItemStack par1ItemStack) { for (int i = 0; i < this.mainInventory.length; ++i) { if (this.mainInventory[i] != null && this.mainInventory[i].itemID == par1ItemStack.itemID && this.mainInventory[i].isStackable() && this.mainInventory[i].stackSize < this.mainInventory[i].getMaxStackSize() && this.mainInventory[i].stackSize < this.getInventoryStackLimit() && (!this.mainInventory[i].getHasSubtypes() || this.mainInventory[i].getItemDamage() == par1ItemStack.getItemDamage()) && ItemStack.areItemStackTagsEqual(this.mainInventory[i], par1ItemStack)) { return i; } } return -1; } /** * Returns the first item stack that is empty. */ public int getFirstEmptyStack() { for (int i = 0; i < this.mainInventory.length; ++i) { if (this.mainInventory[i] == null) { return i; } } return -1; } @SideOnly(Side.CLIENT) /** * Sets a specific itemID as the current item being held (only if it exists on the hotbar) */ public void setCurrentItem(int par1, int par2, boolean par3, boolean par4) { boolean flag2 = true; this.currentItemStack = this.getCurrentItem(); int k; if (par3) { k = this.getInventorySlotContainItemAndDamage(par1, par2); } else { k = this.getInventorySlotContainItem(par1); } if (k >= 0 && k < 9) { this.currentItem = k; } else { if (par4 && par1 > 0) { int l = this.getFirstEmptyStack(); if (l >= 0 && l < 9) { this.currentItem = l; } this.func_70439_a(Item.itemsList[par1], par2); } } } @SideOnly(Side.CLIENT) /** * Switch the current item to the next one or the previous one */ public void changeCurrentItem(int par1) { if (par1 > 0) { par1 = 1; } if (par1 < 0) { par1 = -1; } for (this.currentItem -= par1; this.currentItem < 0; this.currentItem += 9) { ; } while (this.currentItem >= 9) { this.currentItem -= 9; } } /** * Clear this player's inventory, using the specified ID and metadata as filters or -1 for no filter. */ public int clearInventory(int par1, int par2) { int k = 0; int l; ItemStack itemstack; for (l = 0; l < this.mainInventory.length; ++l) { itemstack = this.mainInventory[l]; if (itemstack != null && (par1 <= -1 || itemstack.itemID == par1) && (par2 <= -1 || itemstack.getItemDamage() == par2)) { k += itemstack.stackSize; this.mainInventory[l] = null; } } for (l = 0; l < this.armorInventory.length; ++l) { itemstack = this.armorInventory[l]; if (itemstack != null && (par1 <= -1 || itemstack.itemID == par1) && (par2 <= -1 || itemstack.getItemDamage() == par2)) { k += itemstack.stackSize; this.armorInventory[l] = null; } } return k; } @SideOnly(Side.CLIENT) public void func_70439_a(Item par1Item, int par2) { if (par1Item != null) { int j = this.getInventorySlotContainItemAndDamage(par1Item.itemID, par2); if (j >= 0) { this.mainInventory[j] = this.mainInventory[this.currentItem]; } if (this.currentItemStack != null && this.currentItemStack.isItemEnchantable() && this.getInventorySlotContainItemAndDamage(this.currentItemStack.itemID, this.currentItemStack.getItemDamageForDisplay()) == this.currentItem) { return; } this.mainInventory[this.currentItem] = new ItemStack(Item.itemsList[par1Item.itemID], 1, par2); } } /** * This function stores as many items of an ItemStack as possible in a matching slot and returns the quantity of * left over items. */ private int storePartialItemStack(ItemStack par1ItemStack) { int i = par1ItemStack.itemID; int j = par1ItemStack.stackSize; int k; if (par1ItemStack.getMaxStackSize() == 1) { k = this.getFirstEmptyStack(); if (k < 0) { return j; } else { if (this.mainInventory[k] == null) { this.mainInventory[k] = ItemStack.copyItemStack(par1ItemStack); } return 0; } } else { k = this.storeItemStack(par1ItemStack); if (k < 0) { k = this.getFirstEmptyStack(); } if (k < 0) { return j; } else { if (this.mainInventory[k] == null) { this.mainInventory[k] = new ItemStack(i, 0, par1ItemStack.getItemDamage()); if (par1ItemStack.hasTagCompound()) { this.mainInventory[k].setTagCompound((NBTTagCompound)par1ItemStack.getTagCompound().copy()); } } int l = j; if (j > this.mainInventory[k].getMaxStackSize() - this.mainInventory[k].stackSize) { l = this.mainInventory[k].getMaxStackSize() - this.mainInventory[k].stackSize; } if (l > this.getInventoryStackLimit() - this.mainInventory[k].stackSize) { l = this.getInventoryStackLimit() - this.mainInventory[k].stackSize; } if (l == 0) { return j; } else { j -= l; this.mainInventory[k].stackSize += l; this.mainInventory[k].animationsToGo = 5; return j; } } } } /** * Decrement the number of animations remaining. Only called on client side. This is used to handle the animation of * receiving a block. */ public void decrementAnimations() { for (int i = 0; i < this.mainInventory.length; ++i) { if (this.mainInventory[i] != null) { this.mainInventory[i].updateAnimation(this.player.worldObj, this.player, i, this.currentItem == i); } } for (int i = 0; i < this.armorInventory.length; i++) { if (this.armorInventory[i] != null) { this.armorInventory[i].getItem().onArmorTickUpdate(this.player.worldObj, this.player, this.armorInventory[i]); } } } /** * removed one item of specified itemID from inventory (if it is in a stack, the stack size will reduce with 1) */ public boolean consumeInventoryItem(int par1) { int j = this.getInventorySlotContainItem(par1); if (j < 0) { return false; } else { if (--this.mainInventory[j].stackSize <= 0) { this.mainInventory[j] = null; } return true; } } /** * Get if a specifiied item id is inside the inventory. */ public boolean hasItem(int par1) { int j = this.getInventorySlotContainItem(par1); return j >= 0; } /** * Adds the item stack to the inventory, returns false if it is impossible. */ public boolean addItemStackToInventory(ItemStack par1ItemStack) { if (par1ItemStack == null) { return false; } else { try { int i; if (par1ItemStack.isItemDamaged()) { i = this.getFirstEmptyStack(); if (i >= 0) { this.mainInventory[i] = ItemStack.copyItemStack(par1ItemStack); this.mainInventory[i].animationsToGo = 5; par1ItemStack.stackSize = 0; return true; } else if (this.player.capabilities.isCreativeMode) { par1ItemStack.stackSize = 0; return true; } else { return false; } } else { do { i = par1ItemStack.stackSize; par1ItemStack.stackSize = this.storePartialItemStack(par1ItemStack); } while (par1ItemStack.stackSize > 0 && par1ItemStack.stackSize < i); if (par1ItemStack.stackSize == i && this.player.capabilities.isCreativeMode) { par1ItemStack.stackSize = 0; return true; } else { return par1ItemStack.stackSize < i; } } } catch (Throwable throwable) { CrashReport crashreport = CrashReport.makeCrashReport(throwable, "Adding item to inventory"); CrashReportCategory crashreportcategory = crashreport.makeCategory("Item being added"); crashreportcategory.addCrashSection("Item ID", Integer.valueOf(par1ItemStack.itemID)); crashreportcategory.addCrashSection("Item data", Integer.valueOf(par1ItemStack.getItemDamage())); crashreportcategory.addCrashSectionCallable("Item name", new CallableItemName(this, par1ItemStack)); throw new ReportedException(crashreport); } } } /** * Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a * new stack. */ public ItemStack decrStackSize(int par1, int par2) { ItemStack[] aitemstack = this.mainInventory; if (par1 >= this.mainInventory.length) { aitemstack = this.armorInventory; par1 -= this.mainInventory.length; } if (aitemstack[par1] != null) { ItemStack itemstack; if (aitemstack[par1].stackSize <= par2) { itemstack = aitemstack[par1]; aitemstack[par1] = null; return itemstack; } else { itemstack = aitemstack[par1].splitStack(par2); if (aitemstack[par1].stackSize == 0) { aitemstack[par1] = null; } return itemstack; } } else { return null; } } /** * When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - * like when you close a workbench GUI. */ public ItemStack getStackInSlotOnClosing(int par1) { ItemStack[] aitemstack = this.mainInventory; if (par1 >= this.mainInventory.length) { aitemstack = this.armorInventory; par1 -= this.mainInventory.length; } if (aitemstack[par1] != null) { ItemStack itemstack = aitemstack[par1]; aitemstack[par1] = null; return itemstack; } else { return null; } } /** * Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections). */ public void setInventorySlotContents(int par1, ItemStack par2ItemStack) { ItemStack[] aitemstack = this.mainInventory; if (par1 >= aitemstack.length) { par1 -= aitemstack.length; aitemstack = this.armorInventory; } aitemstack[par1] = par2ItemStack; } /** * Gets the strength of the current item (tool) against the specified block, 1.0f if not holding anything. */ public float getStrVsBlock(Block par1Block) { float f = 1.0F; if (this.mainInventory[this.currentItem] != null) { f *= this.mainInventory[this.currentItem].getStrVsBlock(par1Block); } return f; } /** * Writes the inventory out as a list of compound tags. This is where the slot indices are used (+100 for armor, +80 * for crafting). */ public NBTTagList writeToNBT(NBTTagList par1NBTTagList) { int i; NBTTagCompound nbttagcompound; for (i = 0; i < this.mainInventory.length; ++i) { if (this.mainInventory[i] != null) { nbttagcompound = new NBTTagCompound(); nbttagcompound.setByte("Slot", (byte)i); this.mainInventory[i].writeToNBT(nbttagcompound); par1NBTTagList.appendTag(nbttagcompound); } } for (i = 0; i < this.armorInventory.length; ++i) { if (this.armorInventory[i] != null) { nbttagcompound = new NBTTagCompound(); nbttagcompound.setByte("Slot", (byte)(i + 100)); this.armorInventory[i].writeToNBT(nbttagcompound); par1NBTTagList.appendTag(nbttagcompound); } } return par1NBTTagList; } /** * Reads from the given tag list and fills the slots in the inventory with the correct items. */ public void readFromNBT(NBTTagList par1NBTTagList) { this.mainInventory = new ItemStack[36]; this.armorInventory = new ItemStack[4]; for (int i = 0; i < par1NBTTagList.tagCount(); ++i) { NBTTagCompound nbttagcompound = (NBTTagCompound)par1NBTTagList.tagAt(i); int j = nbttagcompound.getByte("Slot") & 255; ItemStack itemstack = ItemStack.loadItemStackFromNBT(nbttagcompound); if (itemstack != null) { if (j >= 0 && j < this.mainInventory.length) { this.mainInventory[j] = itemstack; } if (j >= 100 && j < this.armorInventory.length + 100) { this.armorInventory[j - 100] = itemstack; } } } } /** * Returns the number of slots in the inventory. */ public int getSizeInventory() { return this.mainInventory.length + 4; } /** * Returns the stack in slot i */ public ItemStack getStackInSlot(int par1) { ItemStack[] aitemstack = this.mainInventory; if (par1 >= aitemstack.length) { par1 -= aitemstack.length; aitemstack = this.armorInventory; } return aitemstack[par1]; } /** * Returns the name of the inventory. */ public String getInvName() { return "container.inventory"; } /** * If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's * language. Otherwise it will be used directly. */ public boolean isInvNameLocalized() { return false; } /** * Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't * this more of a set than a get?* */ public int getInventoryStackLimit() { return 64; } /** * Return damage vs an entity done by the current held weapon, or 1 if nothing is held */ public int getDamageVsEntity(Entity par1Entity) { ItemStack itemstack = this.getStackInSlot(this.currentItem); return itemstack != null ? itemstack.getDamageVsEntity(par1Entity) : 1; } /** * Returns whether the current item (tool) can harvest from the specified block (actually get a result). */ public boolean canHarvestBlock(Block par1Block) { if (par1Block.blockMaterial.isToolNotRequired()) { return true; } else { ItemStack itemstack = this.getStackInSlot(this.currentItem); return itemstack != null ? itemstack.canHarvestBlock(par1Block) : false; } } /** * returns a player armor item (as itemstack) contained in specified armor slot. */ public ItemStack armorItemInSlot(int par1) { return this.armorInventory[par1]; } /** * Based on the damage values and maximum damage values of each armor item, returns the current armor value. */ public int getTotalArmorValue() { int i = 0; for (int j = 0; j < this.armorInventory.length; ++j) { if (this.armorInventory[j] != null && this.armorInventory[j].getItem() instanceof ItemArmor) { int k = ((ItemArmor)this.armorInventory[j].getItem()).damageReduceAmount; i += k; } } return i; } /** * Damages armor in each slot by the specified amount. */ public void damageArmor(int par1) { par1 /= 4; if (par1 < 1) { par1 = 1; } for (int j = 0; j < this.armorInventory.length; ++j) { if (this.armorInventory[j] != null && this.armorInventory[j].getItem() instanceof ItemArmor) { this.armorInventory[j].damageItem(par1, this.player); if (this.armorInventory[j].stackSize == 0) { this.armorInventory[j] = null; } } } } /** * Drop all armor and main inventory items. */ public void dropAllItems() { int i; for (i = 0; i < this.mainInventory.length; ++i) { if (this.mainInventory[i] != null) { this.player.dropPlayerItemWithRandomChoice(this.mainInventory[i], true); this.mainInventory[i] = null; } } for (i = 0; i < this.armorInventory.length; ++i) { if (this.armorInventory[i] != null) { this.player.dropPlayerItemWithRandomChoice(this.armorInventory[i], true); this.armorInventory[i] = null; } } } /** * Called when an the contents of an Inventory change, usually */ public void onInventoryChanged() { this.inventoryChanged = true; } public void setItemStack(ItemStack par1ItemStack) { this.itemStack = par1ItemStack; } public ItemStack getItemStack() { return this.itemStack; } /** * Do not make give this method the name canInteractWith because it clashes with Container */ public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer) { return this.player.isDead ? false : par1EntityPlayer.getDistanceSqToEntity(this.player) <= 64.0D; } /** * Returns true if the specified ItemStack exists in the inventory. */ public boolean hasItemStack(ItemStack par1ItemStack) { int i; for (i = 0; i < this.armorInventory.length; ++i) { if (this.armorInventory[i] != null && this.armorInventory[i].isItemEqual(par1ItemStack)) { return true; } } for (i = 0; i < this.mainInventory.length; ++i) { if (this.mainInventory[i] != null && this.mainInventory[i].isItemEqual(par1ItemStack)) { return true; } } return false; } public void openChest() {} public void closeChest() {} /** * Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot. */ public boolean isStackValidForSlot(int par1, ItemStack par2ItemStack) { return true; } /** * Copy the ItemStack contents from another InventoryPlayer instance */ public void copyInventory(InventoryPlayer par1InventoryPlayer) { int i; for (i = 0; i < this.mainInventory.length; ++i) { this.mainInventory[i] = ItemStack.copyItemStack(par1InventoryPlayer.mainInventory[i]); } for (i = 0; i < this.armorInventory.length; ++i) { this.armorInventory[i] = ItemStack.copyItemStack(par1InventoryPlayer.armorInventory[i]); } this.currentItem = par1InventoryPlayer.currentItem; } }