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Inventory System Rework[Solved]

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Level 2
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Mar 7, 2011
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15
Hi, first i would like to apologize for my bad english since its not my nature language.
Im starting a project for a simple RPG map, and since its going to be an RPG i made use of a simple save/load system, and of a Inventory System.
After much time trying to figure it out i could finaly make both of them work, but there is a little problem, if a player would save the game, then remove its itens, give it to another player, and then the other player would save the game it could be a problem.
I made all of my itens unable to drop, but unfortunaly the inventory system has a problem, if you would remove the item, and your bag is full, it creates the item right at the side of your character.
Since im pretty bad at Jass and i spent a long long time looking for anything that could create one item beside the character but had no result, and after trying everything that i could do i finaly accepted that i cant do this so here i am looking for anyone that could help me with this.
All i want is that the system either blocks the removal of itens if the unit inventory is full, or if someone would remove an item and have a full inventory the item would be lost forever.
The system is :MUI Advanced Equipment System (+Save/Load +Event)
Code:
library AdvancedEquipmentSystem requires LinkedListModule, RegisterPlayerUnitEvent

    // The_Witcher's Equipment System
    //
    // This is my easy to use equipment system, which adds an equipment screen to any unit you want.
    //  equipped items can give up abilities to the owner and can change the animations of him...
    //
    //
    //       To learn how to use this system please read the "How To Use" delivered in the demo map
    //
    //
    // Requirements:
    //    JASS knowledge
    //    LinkedList (http://www.hiveworkshop.com/forums/jass-resources-412/snippet-linkedlistmodule-206552/)
    //    RegisterPlayerUnitEvent (http://www.hiveworkshop.com/forums/jass-resources-412/snippet-registerplayerunitevent-203338/)
    //
    // have fun^^

    //**************************************************
    //********************SETUP PART********************
    //**************************************************

    globals
        // this is the rawcode of the unit which works as inventory
        public constant integer INVENTORY_DUMMY = 'h007'
    
        // this is the class you selected as mainhand class
        public constant integer MAINHAND_CLASS = 0
    
        // this is the class you selected as offhand class
        public constant integer OFFHAND_CLASS = 1
       
        // this is the amount of total classes you have
        public constant integer CLASSES = 9
    
        // this is the ability to close the inventory
        public constant integer EXIT_ABILITY = 'A00G'
    
        // this is the ability to open the inventory
        public constant integer OPEN_ABILITY = 'A003'
       
        // this is the ability which gives the dummy the same inventory as your hero has
        public constant integer INVENTORY_ABILITY = 'AInv'
    
        // this is the icon ability shown in the offhand slot when a twhoanded weapon is equipeed
        public constant integer TWOHAND_ABILITY = 'A00Z'
        public constant boolean SHOW_TWOHAND_ABILITY = true
    
        // this is the text shown when a unit is trying to equip an item which it isnt allowed to
        // example: " can't equip " becomes ingame something like   Soldier can't equip Giant Sword
        public constant string UNABLE_TO_EQUIP_STRING = " can't equip "
    endglobals

    //************************************************************
    //********************SETUP PART ENDS HERE********************
    //************************************************************
    //*****************Don't edit anything below******************
    //************************************************************

    globals
        private trigger OnEquip
        private trigger OnUnequip
        private integer TriggeringItem
        private unit EquippingUnit
        private hashtable table
    endglobals
   
    private struct AbilityList extends array
        integer abi
        implement LinkedList
       
        static method create takes nothing returns thistype
            return .createNode()
        endmethod
       
        method remove takes nothing returns nothing
            call .removeNode()
            call .deallocate()
        endmethod
       
        method add takes integer abi returns nothing
            local thistype new = .allocate()
            set new.abi = abi
            call .insertNode(new)
        endmethod
    endstruct


    // **** struct EquipmentItem ****
    private struct EquipmentItem extends array
        readonly integer id
        readonly integer class
        readonly AbilityList abilities
        readonly integer icon
        readonly boolean twohanded
        readonly string tag

        static method operator [] takes integer itemid returns EquipmentItem
            return itemid - 'I000' + CLASSES + 1
        endmethod
   
        static method create takes integer id, integer icon, integer class, boolean twohanded, string animation returns EquipmentItem
            local EquipmentItem this = id - 'I000' + CLASSES + 1
            if id - 'I000' >= 0 then
                call SaveBoolean(table, id - 'I000', 0, true)
            endif
            set .id = id
            set .class = class
            set .icon = icon
            if id >= CLASSES + 1 then
                set .abilities = AbilityList.create()
                if class == MAINHAND_CLASS then
                    set .twohanded = twohanded
                else
                    set .twohanded = false
                endif
                if (class == MAINHAND_CLASS or class == OFFHAND_CLASS) and id != 0 then
                    set .tag = animation
                else
                    set .tag = ""
                endif
            endif
            return this
        endmethod
       
        method addAbility takes integer abi returns nothing
            call .abilities.add( abi)
        endmethod
       
        method applyAbilities takes unit u, boolean add returns nothing
            local AbilityList node = .abilities.next
            loop
                exitwhen node.head
                if add then
                    call UnitAddAbility(u, node.abi)
                else
                    call UnitRemoveAbility(u, node.abi)
                endif
                set node = node.next
            endloop
        endmethod
    endstruct

    public function RegisterNewClass takes integer emptyicon, integer class returns nothing
        call EquipmentItem.create('I000' - CLASSES - 1 + class, emptyicon, class, false, "")
    endfunction

    // **** struct Equipment ****   
    struct Equipment
        private static EquipmentItem twohandIcon
   
        private unit u
        private unit dummy
        readonly string animtag = ""
        readonly EquipmentItem array Item [12]
   
        static method operator [] takes unit u returns Equipment
            return LoadInteger(table, GetHandleId(u), 0)
        endmethod
   
        method operator owner takes nothing returns unit
            return .u
        endmethod
   
        method operator owner= takes unit new returns nothing
            local integer i = 0
            loop
                exitwhen i >= CLASSES
                if .Item[i] != 0 then
                    call .Item[i].applyAbilities(.u, false)
                    call .Item[i].applyAbilities(new, true)
                endif
                set i = i + 1
            endloop
            call AddUnitAnimationProperties(.u, .animtag, false)
            call UnitRemoveAbility(.u, OPEN_ABILITY)
            call AddUnitAnimationProperties(new, .animtag, true)
            call UnitAddAbility(new, OPEN_ABILITY)
            set .u = new
            call SaveInteger(table, GetHandleId(.u), 0, this)
            call SaveInteger(table, GetHandleId(.dummy), 0, this)
        endmethod
       
        method syncInventories takes nothing returns nothing
            local integer i = 0
            loop
                exitwhen i >= 6
                call RemoveItem(UnitItemInSlot(.dummy, i))
                call UnitAddItemToSlotById(.dummy, GetItemTypeId(UnitItemInSlot(.u, i)), i)
                call SetItemDroppable(UnitItemInSlot(.dummy, i), false)
                set i = i + 1
            endloop
        endmethod
   
        private method refreshAnimation takes nothing returns nothing
            local string a = .Item[MAINHAND_CLASS].tag
            if .Item[OFFHAND_CLASS] != 0 and .Item[OFFHAND_CLASS] != twohandIcon then
                set a = .Item[OFFHAND_CLASS].tag
            endif
            call AddUnitAnimationProperties(.u, .animtag, false)
            call AddUnitAnimationProperties(.u, a, true)
            set .animtag = a
        endmethod
       
        method equipEmptyClass takes integer class returns nothing
            call UnitAddAbility(.dummy, EquipmentItem(class).icon)
            set .Item[class] = 0
        endmethod
       
        method equipTwohandIcon takes nothing returns nothing
            call UnitAddAbility(.dummy, twohandIcon.icon)
            set .Item[OFFHAND_CLASS] = twohandIcon
        endmethod
   
        method unequip takes integer class returns nothing
            local integer i = 0
            local EquipmentItem toRemove = .Item[class]
            if toRemove != 0 then
                if toRemove.twohanded then
                    call UnitRemoveAbility(.dummy, TWOHAND_ABILITY)
                    call .equipEmptyClass(OFFHAND_CLASS)
                endif
                call toRemove.applyAbilities(.u, false)
                call UnitAddItemById(.u, toRemove.id)
                set TriggeringItem = toRemove.id
                set EquippingUnit = .u
                call TriggerEvaluate(OnUnequip)
                call UnitRemoveAbility(.dummy, toRemove.icon)
            else
                call UnitRemoveAbility(.dummy, EquipmentItem(class).icon)
            endif
            set .Item[class] = 0
            call .refreshAnimation()
        endmethod
       
        method equip takes integer id returns nothing
            local EquipmentItem toEquip = EquipmentItem[id]
            local EquipmentItem mainEquip = .Item[MAINHAND_CLASS]
            // remove existing
            if mainEquip != 0 then
                if toEquip.twohanded or (mainEquip.twohanded and (toEquip.class == OFFHAND_CLASS or toEquip.class == MAINHAND_CLASS)) then
                    call .unequip(MAINHAND_CLASS)
                    call .unequip(OFFHAND_CLASS)
                    if toEquip.class == MAINHAND_CLASS and not toEquip.twohanded then
                        call .equipEmptyClass(OFFHAND_CLASS)
                    elseif toEquip.class == OFFHAND_CLASS then
                        call .equipEmptyClass(MAINHAND_CLASS)
                    endif
                endif
            endif
            call .unequip(toEquip.class)
            // new is twohanded ?
            if toEquip.twohanded then
                call .unequip(OFFHAND_CLASS)
                call .equipTwohandIcon()
                if not SHOW_TWOHAND_ABILITY then
                    call UnitRemoveAbility(.dummy, twohandIcon.icon)
                endif
            endif
            // equip new
            call toEquip.applyAbilities(.u, true)
            call UnitAddAbility(.dummy, toEquip.icon)
            set .Item[toEquip.class] = toEquip
            call .refreshAnimation()
            // fire trigger
            set EquippingUnit = .u
            set TriggeringItem = id
            call TriggerEvaluate(OnEquip)
        endmethod
       
        static method disable takes integer itemId, integer unitType, boolean flag returns nothing
            call SaveBoolean(table, itemId - 'I000', unitType, flag)
        endmethod
       
        private method onDestroy takes nothing returns nothing
            local integer i = 0
            call RemoveUnit(.dummy)
            loop
                exitwhen i > 12
                if .Item[i] != 0 then
                    call .Item[i].applyAbilities(.u, false)
                endif
                set i = i + 1
            endloop
            call AddUnitAnimationProperties(.u, .animtag, false)
            call UnitRemoveAbility(.u, OPEN_ABILITY)
        endmethod
   
        static method create takes unit u returns Equipment
            local Equipment this = Equipment[u]
            local integer i = 0
            local integer id = GetPlayerId(GetOwningPlayer(u))
            if this != 0 then
                call RemoveUnit(.dummy)
            else
                set this = Equipment.allocate()
                call SaveInteger(table, GetHandleId(u), 0, this)
            endif
            set .u = u
            set .dummy = CreateUnit(GetOwningPlayer(u), INVENTORY_DUMMY, GetUnitX(u), GetUnitY(u), 0)
            call SaveInteger(table, GetHandleId(.dummy), 0, this)
            call UnitAddAbility(.dummy, INVENTORY_ABILITY)
            call UnitAddAbility(.dummy, EXIT_ABILITY)
            call UnitAddAbility(.u, OPEN_ABILITY)
            loop
                exitwhen i >= CLASSES
                call .equipEmptyClass(i)
                set i = i + 1
            endloop
            return this
        endmethod
       

    // **** Other Stuff ****
        private static method Access takes nothing returns boolean
            local unit u = GetTriggerUnit()
            local Equipment inv = Equipment[u]
            local integer class
            local integer i = 0
            if GetSpellAbilityId() == EXIT_ABILITY then
                if GetLocalPlayer() == GetOwningPlayer(inv.u) then
                    call ClearSelection()
                    call SelectUnit(inv.u, true)
                endif
            elseif GetSpellAbilityId() == OPEN_ABILITY then
                call SetUnitX(inv.dummy, GetUnitX(inv.u))
                call SetUnitY(inv.dummy, GetUnitY(inv.u))
                if GetLocalPlayer() == GetOwningPlayer(inv.u) then
                    call ClearSelection()
                    call SelectUnit(inv.dummy, true)
                endif
                call inv.syncInventories()
            elseif GetUnitTypeId(u) == INVENTORY_DUMMY then
                loop
                    exitwhen i >= CLASSES
                    if inv.Item[i].icon == GetSpellAbilityId() then
                        set class = i
                        set i = CLASSES
                    endif
                    set i = i + 1
                endloop
                call inv.unequip(class)
                call inv.equipEmptyClass(class)
                call inv.syncInventories()
            endif
            set u = null
            return false
        endmethod

        private static method ItemEquip takes nothing returns boolean
            local unit u = GetTriggerUnit()
            local item ite = GetManipulatedItem()
            local integer i = 0
            local Equipment inv = Equipment[u]
            local EquipmentItem invIte = EquipmentItem[GetItemTypeId(ite)]
            if GetItemTypeId(ite) - 'I000' >= 0 then
                if LoadBoolean(table, GetItemTypeId(ite) - 'I000', 0) then
                    if invIte != 0 and inv != 0 then
                        if not LoadBoolean(table, GetItemTypeId(ite) - 'I000', GetUnitTypeId(inv.u)) then
                            if u == inv.u then
                                call inv.equip(GetItemTypeId(ite))
                                 call RemoveItem(ite)
                                call inv.syncInventories()
                            elseif u == inv.dummy then
                                loop
                                    exitwhen i >= 6
                                    if invIte.id == GetItemTypeId(UnitItemInSlot(inv.u, i)) then
                                        call UnitUseItem(inv.u, UnitItemInSlot(inv.u, i))
                                        call RemoveItem(ite)
                                        set i = 7
                                    endif
                                    set i = i + 1
                                endloop
                            endif
                        else
                            call DisplayTextToPlayer(GetOwningPlayer(inv.u), 0, 0, GetUnitName(inv.u) + UNABLE_TO_EQUIP_STRING + GetItemName(ite))
                        endif
                    endif
                endif
            endif
            set u = null
            set ite = null
            return false
        endmethod
       
        private static method onInit takes nothing returns nothing
            set OnEquip = CreateTrigger()
            set OnUnequip = CreateTrigger()
            call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_USE_ITEM, function Equipment.ItemEquip)
            call RegisterPlayerUnitEvent(EVENT_PLAYER_UNIT_SPELL_CAST, function Equipment.Access)
            set .twohandIcon = EquipmentItem.create('I000' - 1, TWOHAND_ABILITY, 0, false, "")
            set table = InitHashtable()
        endmethod
       
        implement optional SaveLoadPlugin
   
    endstruct

    // **** Trigger Events ****
    function RegisterItemEquipEvent takes code func returns nothing
        call TriggerAddCondition(OnEquip, Filter(func))
    endfunction
   
    function RegisterItemUnequipEvent takes code func returns nothing
        call TriggerAddCondition(OnUnequip, Filter(func))
    endfunction
   
    function GetTriggeringItemId takes nothing returns integer
        return TriggeringItem
    endfunction
   
    function GetEquippingUnit takes nothing returns unit
        return EquippingUnit
    endfunction
  
   //wrappers
    function InitEquipment takes unit whichunit returns nothing
        call Equipment.create(whichunit)
    endfunction

    public function RegisterItem takes integer itemid, integer icon, integer class, boolean twohanded, string animation returns nothing
        call EquipmentItem.create(itemid, icon, class, twohanded, animation)
    endfunction
   
    public function AddItemAbility takes integer itemid, integer abi returns nothing
        call EquipmentItem[itemid].addAbility(abi)
    endfunction
   
    function EnableItemEquip takes integer itemId, integer unitType, boolean flag returns nothing
        call Equipment.disable(itemId, unitType, not flag)
    endfunction

    function IsEquipmentClassEmpty takes unit u, integer class returns boolean
        return Equipment[u].Item[class] == 0
    endfunction

    function EquipItem takes unit u, item ite returns nothing
        call Equipment[u].equip(GetItemTypeId(ite))
        call RemoveItem(ite)
    endfunction
    function EquipItemById takes unit u, integer itemId returns nothing
        call Equipment[u].equip(itemId)
    endfunction

    function UnequipItemById takes unit u, integer itemid returns nothing
        local integer class = EquipmentItem[itemid].class
        if Equipment[u].Item[class].id == itemid then
            call Equipment[u].unequip(EquipmentItem[itemid].class)
            call Equipment[u].equipEmptyClass(class)
        endif
    endfunction

    function UnequipItemByClass takes unit u, integer class returns nothing
        call Equipment[u].unequip(class)
        call Equipment[u].equipEmptyClass(class)
    endfunction

    function GetEquippedItemTypeId takes unit u, integer class returns integer
        return Equipment[u].Item[class].id
    endfunction

    function ChangeEquipmentOwner takes unit u, unit newowner returns nothing
        set Equipment[u].owner = newowner
    endfunction

    function UnequipAll takes unit u returns nothing
        local integer i = 1
        loop
            call Equipment[u].unequip(i)
            call Equipment[u].equipEmptyClass(i)
            exitwhen i >= CLASSES
            set i = i + 1
        endloop
    endfunction

endlibrary


//Code indented using The_Witcher's Script Language Aligner
//Download the newest version and report bugs at www.hiveworkshop.com
+Rep and credits to anyone that helps me.
 
Level 11
Joined
May 16, 2016
Messages
730
Hi, first i would like to apologize for my bad english since its not my nature language.
Here is easy system of locking items.
P.S. This template makes soulbound only permanent items, consuamble items aren't soulbound, BUT you can change conditions.
Mechanism of the "soulbounding" who first picked the item then the item belongs to the owner of the hero-picker.
 

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  • SOULBOUND TO PLAYER ITEM.w3x
    17.5 KB · Views: 36
Level 11
Joined
May 16, 2016
Messages
730
Unfortunaly i already tried that, and it didnt workd, because when the item is removed, i belive a new item is created, so it would not be bound to any player...
You can still bound it. I added the trigger "last created item lock". You may put it at the end of your trigger and try again.
 

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  • LOCK ITEM YOU DROPPED.w3x
    17.5 KB · Views: 41
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