package net.minecraft.entity.player;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.concurrent.Callable;
import net.minecraft.block.Block;
import net.minecraft.crash.CrashReport;
import net.minecraft.crash.CrashReportCategory;
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;
/** The current ItemStack. */
@SideOnly(Side.CLIENT)
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;
private static final String __OBFID = "CL_00001709";
public InventoryPlayer(EntityPlayer p_i1750_1_)
{
this.player = p_i1750_1_;
}
/**
* 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;
}
private int getInventorySlotContainItem(Item itemIn)
{
for (int i = 0; i < this.mainInventory.length; ++i)
{
if (this.mainInventory[i] != null && this.mainInventory[i].getItem() == itemIn)
{
return i;
}
}
return -1;
}
@SideOnly(Side.CLIENT)
private int getInventorySlotContainItemAndDamage(Item p_146024_1_, int p_146024_2_)
{
for (int j = 0; j < this.mainInventory.length; ++j)
{
if (this.mainInventory[j] != null && this.mainInventory[j].getItem() == p_146024_1_ && this.mainInventory[j].getMetadata() == p_146024_2_)
{
return j;
}
}
return -1;
}
/**
* stores an itemstack in the users inventory
*/
private int storeItemStack(ItemStack p_70432_1_)
{
for (int i = 0; i < this.mainInventory.length; ++i)
{
if (this.mainInventory[i] != null && this.mainInventory[i].getItem() == p_70432_1_.getItem() && 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].getMetadata() == p_70432_1_.getMetadata()) && ItemStack.areItemStackTagsEqual(this.mainInventory[i], p_70432_1_))
{
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)
public void setCurrentItem(Item p_146030_1_, int p_146030_2_, boolean p_146030_3_, boolean p_146030_4_)
{
boolean flag2 = true;
this.currentItemStack = this.getCurrentItem();
int k;
if (p_146030_3_)
{
k = this.getInventorySlotContainItemAndDamage(p_146030_1_, p_146030_2_);
}
else
{
k = this.getInventorySlotContainItem(p_146030_1_);
}
if (k >= 0 && k < 9)
{
this.currentItem = k;
}
else
{
if (p_146030_4_ && p_146030_1_ != null)
{
int j = this.getFirstEmptyStack();
if (j >= 0 && j < 9)
{
this.currentItem = j;
}
this.func_70439_a(p_146030_1_, p_146030_2_);
}
}
}
/**
* Removes all items from player inventory, including armor
*/
public int clearInventory(Item p_146027_1_, int p_146027_2_)
{
int j = 0;
int k;
ItemStack itemstack;
for (k = 0; k < this.mainInventory.length; ++k)
{
itemstack = this.mainInventory[k];
if (itemstack != null && (p_146027_1_ == null || itemstack.getItem() == p_146027_1_) && (p_146027_2_ <= -1 || itemstack.getMetadata() == p_146027_2_))
{
j += itemstack.stackSize;
this.mainInventory[k] = null;
}
}
for (k = 0; k < this.armorInventory.length; ++k)
{
itemstack = this.armorInventory[k];
if (itemstack != null && (p_146027_1_ == null || itemstack.getItem() == p_146027_1_) && (p_146027_2_ <= -1 || itemstack.getMetadata() == p_146027_2_))
{
j += itemstack.stackSize;
this.armorInventory[k] = null;
}
}
if (this.itemStack != null)
{
if (p_146027_1_ != null && this.itemStack.getItem() != p_146027_1_)
{
return j;
}
if (p_146027_2_ > -1 && this.itemStack.getMetadata() != p_146027_2_)
{
return j;
}
j += this.itemStack.stackSize;
this.setItemStack((ItemStack)null);
}
return j;
}
/**
* Switch the current item to the next one or the previous one
*/
@SideOnly(Side.CLIENT)
public void changeCurrentItem(int p_70453_1_)
{
if (p_70453_1_ > 0)
{
p_70453_1_ = 1;
}
if (p_70453_1_ < 0)
{
p_70453_1_ = -1;
}
for (this.currentItem -= p_70453_1_; this.currentItem < 0; this.currentItem += 9)
{
;
}
while (this.currentItem >= 9)
{
this.currentItem -= 9;
}
}
@SideOnly(Side.CLIENT)
public void func_70439_a(Item p_70439_1_, int p_70439_2_)
{
if (p_70439_1_ != null)
{
if (this.currentItemStack != null && this.currentItemStack.isItemEnchantable() && this.getInventorySlotContainItemAndDamage(this.currentItemStack.getItem(), this.currentItemStack.getCurrentDurability()) == this.currentItem)
{
return;
}
int j = this.getInventorySlotContainItemAndDamage(p_70439_1_, p_70439_2_);
if (j >= 0)
{
int k = this.mainInventory[j].stackSize;
this.mainInventory[j] = this.mainInventory[this.currentItem];
this.mainInventory[this.currentItem] = new ItemStack(p_70439_1_, k, p_70439_2_);
}
else
{
this.mainInventory[this.currentItem] = new ItemStack(p_70439_1_, 1, p_70439_2_);
}
}
}
/**
* 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 p_70452_1_)
{
Item item = p_70452_1_.getItem();
int i = p_70452_1_.stackSize;
int j;
if (p_70452_1_.getMaxStackSize() == 1)
{
j = this.getFirstEmptyStack();
if (j < 0)
{
return i;
}
else
{
if (this.mainInventory[j] == null)
{
this.mainInventory[j] = ItemStack.copyItemStack(p_70452_1_);
}
return 0;
}
}
else
{
j = this.storeItemStack(p_70452_1_);
if (j < 0)
{
j = this.getFirstEmptyStack();
}
if (j < 0)
{
return i;
}
else
{
if (this.mainInventory[j] == null)
{
this.mainInventory[j] = new ItemStack(item, 0, p_70452_1_.getMetadata());
if (p_70452_1_.hasTagCompound())
{
this.mainInventory[j].setTagCompound((NBTTagCompound)p_70452_1_.getTagCompound().copy());
}
}
int k = i;
if (i > this.mainInventory[j].getMaxStackSize() - this.mainInventory[j].stackSize)
{
k = this.mainInventory[j].getMaxStackSize() - this.mainInventory[j].stackSize;
}
if (k > this.getInventoryStackLimit() - this.mainInventory[j].stackSize)
{
k = this.getInventoryStackLimit() - this.mainInventory[j].stackSize;
}
if (k == 0)
{
return i;
}
else
{
i -= k;
this.mainInventory[j].stackSize += k;
this.mainInventory[j].animationsToGo = 5;
return i;
}
}
}
}
/**
* 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 < armorInventory.length; i++)
{
if (armorInventory[i] != null)
{
armorInventory[i].getItem().onArmorTick(player.worldObj, player, armorInventory[i]);
}
}
}
/**
* removed one item of specified Item from inventory (if it is in a stack, the stack size will reduce with 1)
*/
public boolean consumeInventoryItem(Item p_146026_1_)
{
int i = this.getInventorySlotContainItem(p_146026_1_);
if (i < 0)
{
return false;
}
else
{
if (--this.mainInventory[i].stackSize <= 0)
{
this.mainInventory[i] = null;
}
return true;
}
}
/**
* Checks if a specified Item is inside the inventory
*/
public boolean hasItem(Item p_146028_1_)
{
int i = this.getInventorySlotContainItem(p_146028_1_);
return i >= 0;
}
/**
* Adds the item stack to the inventory, returns false if it is impossible.
*/
public boolean addItemStackToInventory(final ItemStack p_70441_1_)
{
if (p_70441_1_ != null && p_70441_1_.stackSize != 0 && p_70441_1_.getItem() != null)
{
try
{
int i;
if (p_70441_1_.isItemDamaged())
{
i = this.getFirstEmptyStack();
if (i >= 0)
{
this.mainInventory[i] = ItemStack.copyItemStack(p_70441_1_);
this.mainInventory[i].animationsToGo = 5;
p_70441_1_.stackSize = 0;
return true;
}
else if (this.player.capabilities.isCreativeMode)
{
p_70441_1_.stackSize = 0;
return true;
}
else
{
return false;
}
}
else
{
do
{
i = p_70441_1_.stackSize;
p_70441_1_.stackSize = this.storePartialItemStack(p_70441_1_);
}
while (p_70441_1_.stackSize > 0 && p_70441_1_.stackSize < i);
if (p_70441_1_.stackSize == i && this.player.capabilities.isCreativeMode)
{
p_70441_1_.stackSize = 0;
return true;
}
else
{
return p_70441_1_.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(Item.getIdFromItem(p_70441_1_.getItem())));
crashreportcategory.addCrashSection("Item data", Integer.valueOf(p_70441_1_.getMetadata()));
crashreportcategory.addCrashSectionCallable("Item name", new Callable()
{
private static final String __OBFID = "CL_00001710";
public String call()
{
return p_70441_1_.getDisplayName();
}
});
throw new ReportedException(crashreport);
}
}
else
{
return false;
}
}
/**
* 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 index, int count)
{
ItemStack[] aitemstack = this.mainInventory;
if (index >= this.mainInventory.length)
{
aitemstack = this.armorInventory;
index -= this.mainInventory.length;
}
if (aitemstack[index] != null)
{
ItemStack itemstack;
if (aitemstack[index].stackSize <= count)
{
itemstack = aitemstack[index];
aitemstack[index] = null;
return itemstack;
}
else
{
itemstack = aitemstack[index].splitStack(count);
if (aitemstack[index].stackSize == 0)
{
aitemstack[index] = 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 index)
{
ItemStack[] aitemstack = this.mainInventory;
if (index >= this.mainInventory.length)
{
aitemstack = this.armorInventory;
index -= this.mainInventory.length;
}
if (aitemstack[index] != null)
{
ItemStack itemstack = aitemstack[index];
aitemstack[index] = 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 index, ItemStack stack)
{
ItemStack[] aitemstack = this.mainInventory;
if (index >= aitemstack.length)
{
index -= aitemstack.length;
aitemstack = this.armorInventory;
}
aitemstack[index] = stack;
}
public float getStrVsBlock(Block p_146023_1_)
{
float f = 1.0F;
if (this.mainInventory[this.currentItem] != null)
{
f *= this.mainInventory[this.currentItem].getStrVsBlock(p_146023_1_);
}
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 p_70442_1_)
{
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);
p_70442_1_.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);
p_70442_1_.appendTag(nbttagcompound);
}
}
return p_70442_1_;
}
/**
* Reads from the given tag list and fills the slots in the inventory with the correct items.
*/
public void readFromNBT(NBTTagList p_70443_1_)
{
this.mainInventory = new ItemStack[36];
this.armorInventory = new ItemStack[4];
for (int i = 0; i < p_70443_1_.tagCount(); ++i)
{
NBTTagCompound nbttagcompound = p_70443_1_.getCompoundTagAt(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 slotIn)
{
ItemStack[] aitemstack = this.mainInventory;
if (slotIn >= aitemstack.length)
{
slotIn -= aitemstack.length;
aitemstack = this.armorInventory;
}
return aitemstack[slotIn];
}
/**
* Returns the name of the inventory
*/
public String getInventoryName()
{
return "container.inventory";
}
/**
* Returns if the inventory is named
*/
public boolean isCustomInventoryName()
{
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;
}
public boolean func_146025_b(Block p_146025_1_)
{
if (p_146025_1_.getMaterial().isToolNotRequired())
{
return true;
}
else
{
ItemStack itemstack = this.getStackInSlot(this.currentItem);
return itemstack != null ? itemstack.canItemHarvestBlock(p_146025_1_) : false;
}
}
/**
* returns a player armor item (as itemstack) contained in specified armor slot.
*/
public ItemStack armorItemInSlot(int p_70440_1_)
{
return this.armorInventory[p_70440_1_];
}
/**
* 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(float p_70449_1_)
{
p_70449_1_ /= 4.0F;
if (p_70449_1_ < 1.0F)
{
p_70449_1_ = 1.0F;
}
for (int i = 0; i < this.armorInventory.length; ++i)
{
if (this.armorInventory[i] != null && this.armorInventory[i].getItem() instanceof ItemArmor)
{
this.armorInventory[i].damageItem((int)p_70449_1_, this.player);
if (this.armorInventory[i].stackSize == 0)
{
this.armorInventory[i] = 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.func_146097_a(this.mainInventory[i], true, false);
this.mainInventory[i] = null;
}
}
for (i = 0; i < this.armorInventory.length; ++i)
{
if (this.armorInventory[i] != null)
{
this.player.func_146097_a(this.armorInventory[i], true, false);
this.armorInventory[i] = null;
}
}
}
/**
* For tile entities, ensures the chunk containing the tile entity is saved to disk later - the game won't think it
* hasn't changed and skip it.
*/
public void markDirty()
{
this.inventoryChanged = true;
}
/**
* Set the stack helds by mouse, used in GUI/Container
*/
public void setItemStack(ItemStack p_70437_1_)
{
this.itemStack = p_70437_1_;
}
/**
* Stack helds by mouse, used in GUI and Containers
*/
public ItemStack getItemStack()
{
return this.itemStack;
}
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer player)
{
return this.player.isDead ? false : player.getDistanceSqToEntity(this.player) <= 64.0D;
}
/**
* Returns true if the specified ItemStack exists in the inventory.
*/
public boolean hasItemStack(ItemStack p_70431_1_)
{
int i;
for (i = 0; i < this.armorInventory.length; ++i)
{
if (this.armorInventory[i] != null && this.armorInventory[i].isItemEqual(p_70431_1_))
{
return true;
}
}
for (i = 0; i < this.mainInventory.length; ++i)
{
if (this.mainInventory[i] != null && this.mainInventory[i].isItemEqual(p_70431_1_))
{
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 isItemValidForSlot(int index, ItemStack stack)
{
return true;
}
/**
* Copy the ItemStack contents from another InventoryPlayer instance
*/
public void copyInventory(InventoryPlayer p_70455_1_)
{
int i;
for (i = 0; i < this.mainInventory.length; ++i)
{
this.mainInventory[i] = ItemStack.copyItemStack(p_70455_1_.mainInventory[i]);
}
for (i = 0; i < this.armorInventory.length; ++i)
{
this.armorInventory[i] = ItemStack.copyItemStack(p_70455_1_.armorInventory[i]);
}
this.currentItem = p_70455_1_.currentItem;
}
}