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InventoryManager.cpp
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#include "InventoryManager.h"
InventoryManager::InventoryManager(std::vector<std::shared_ptr<TypeInventory> > typeInventories, std::shared_ptr<EntityPlayer> playerIn)
{
player = playerIn;
player->setInventory(std::make_shared<Inventory>(typeInventories[1]));
pickupInventory = std::make_shared<InventoryPickup>(typeInventories[0]);
inventories.push_back(pickupInventory);
inventories.push_back(player->getInventory());
mouse = std::make_shared<Mouse>();
//dropItem = false;
}
InventoryManager::~InventoryManager(void)
{
//droppedItemStack.reset();
mouse.reset();
}
std::vector<std::shared_ptr<Inventory> > InventoryManager::getInventories(void)
{
return inventories;
}
std::shared_ptr<InventoryPickup> InventoryManager::getPickupInventory(void)
{
return pickupInventory;
}
std::shared_ptr<Mouse> InventoryManager::getMouse(void)
{
return mouse;
}
void InventoryManager::onEvent(SDL_Event* ev, std::HashMap<glm::ivec2, std::shared_ptr<Chunk> >& chunks, std::shared_ptr<Network> net)
{
switch (ev->type)
{
case SDL_KEYUP:
{
if(ev->key.keysym.sym == SDLK_i)
{
player->toggleInventory();
}
break;
}
case SDL_MOUSEBUTTONDOWN:
{
if(player->hasInventoryOpen())
{
if(ev->button.button == SDL_BUTTON_LEFT)
{
if(mouse->hasItem())
{
bool drop;
for(int i = 0; i < inventories.size(); i++)
{
if(inventories[i] != pickupInventory)
{
if(!inventories[i]->placeItem(glm::ivec2(ev->button.x, Settings::Graphics::screenHeight - ev->button.y), mouse))
drop = true;
else
{
drop = false;
break;
}
}
}
if(drop)
{
std::shared_ptr<GroundItemStack> tmpGroundItem = std::make_shared<GroundItemStack>(mouse->getCurrItemStack()->getItem()->getId(), player->getCenterPosition(), mouse->getCurrItemStack()->getCurrSize());
mouse->setCurrItemStack(nullptr);
if(net->getSuccess())
net->placeItem(tmpGroundItem);
else
chunks[Utility::inChunkCoord(player->getCenterPosition())]->addGroundItem(tmpGroundItem);
}
}
else
{
for(int i = 0; i < inventories.size(); i++)
{
mouse = inventories[i]->pickupItem(glm::ivec2(ev->button.x, Settings::Graphics::screenHeight - ev->button.y));
if(mouse->getCurrItemStack() != nullptr)
{
if(inventories[i] == pickupInventory)
{
std::shared_ptr<GroundItemStack> tmpGroundItem = pickupInventory->getGroundItems()[pickupInventory->getCurrHover()];
if(net->getSuccess())
net->pickupItem(tmpGroundItem);
chunks[Utility::inChunkCoord(tmpGroundItem->getPosition())]->removeGroundItem(tmpGroundItem->getId(), tmpGroundItem->getPosition(), tmpGroundItem->getAmount());
}
break;
}
}
}
}
else if(ev->button.button == SDL_BUTTON_RIGHT)
{
for(int i = 0; i < inventories.size(); i++)
{
inventories[i]->pickupOneItem(mouse, glm::ivec2(ev->button.x, Settings::Graphics::screenHeight - ev->button.y));
}
}
}
break;
}
case SDL_MOUSEMOTION:
{
if(player->hasInventoryOpen())
{
mouse->setPosition(glm::vec2(ev->button.x, Settings::Graphics::screenHeight - ev->button.y));
for(int i = 0; i < inventories.size(); i++)
{
inventories[i]->mousePosToIndex(glm::ivec2(ev->button.x, Settings::Graphics::screenHeight - ev->button.y));
}
}
break;
}
}
}
/*std::shared_ptr<GroundItemStack> InventoryManager::getDroppedItemStack(void)
{
return droppedItemStack;
}
void InventoryManager::setDropItem(bool dropItemIn)
{
dropItem = dropItemIn;
}
bool InventoryManager::getDropItem(void)
{
return dropItem;
}*/