c2b43f33da
cFileFormatUpdate will loop through old files and convert them to new files (should replace legacy old format loading code) cItem has two new functions to load from Json and output Json, this will keep the items in Json standard ChestEntity and FurnaceEntity use the new functions in cItem git-svn-id: http://mc-server.googlecode.com/svn/trunk@35 0a769ca7-a7f5-676a-18bf-c427514a06d6
173 lines
4.6 KiB
C++
173 lines
4.6 KiB
C++
#include "cChestEntity.h"
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#include "cItem.h"
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#include <string>
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#include "cClientHandle.h"
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#include "cMCLogger.h"
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#include "cPlayer.h"
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#include "cWindow.h"
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#include "cPickup.h"
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#include "cMCLogger.h"
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#include "cChunk.h"
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#include <json/json.h>
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cChestEntity::cChestEntity(int a_X, int a_Y, int a_Z, cChunk* a_Chunk)
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: cBlockEntity( E_BLOCK_CHEST, a_X, a_Y, a_Z, a_Chunk )
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{
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m_Content = new cItem[ c_ChestHeight*c_ChestWidth ];
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}
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cChestEntity::~cChestEntity()
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{
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if( GetWindow() )
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{
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GetWindow()->OwnerDestroyed();
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}
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if( m_Content )
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{
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delete [] m_Content;
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}
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}
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void cChestEntity::Destroy()
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{
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// Drop items
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for( int i = 0; i < c_ChestHeight*c_ChestWidth; ++i )
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{
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if( !m_Content[i].IsEmpty() )
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{
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cPickup* Pickup = new cPickup( m_PosX*32 + 16, m_PosY*32 + 16, m_PosZ*32 + 16, m_Content[i], 0, 1.f, 0 );
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Pickup->Initialize( GetChunk()->GetWorld() );
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m_Content[i].Empty();
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}
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}
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}
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cItem * cChestEntity::GetSlot( int a_Slot )
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{
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if( a_Slot > -1 && a_Slot < c_ChestHeight*c_ChestWidth )
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{
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return &m_Content[ a_Slot ];
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}
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return 0;
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}
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void cChestEntity::SetSlot( int a_Slot, cItem & a_Item )
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{
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if( a_Slot > -1 && a_Slot < c_ChestHeight*c_ChestWidth )
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{
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m_Content[a_Slot] = a_Item;
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}
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}
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void cChestEntity::WriteToFile(FILE* a_File)
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{
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fwrite( &m_BlockType, sizeof( ENUM_BLOCK_ID ), 1, a_File );
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fwrite( &m_PosX, sizeof( int ), 1, a_File );
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fwrite( &m_PosY, sizeof( int ), 1, a_File );
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fwrite( &m_PosZ, sizeof( int ), 1, a_File );
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unsigned int NumSlots = c_ChestHeight*c_ChestWidth;
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fwrite( &NumSlots, sizeof(unsigned int), 1, a_File );
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for(unsigned int i = 0; i < NumSlots; i++)
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{
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cItem* Item = GetSlot( i );
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if( Item )
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{
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fwrite( &Item->m_ItemID, sizeof(Item->m_ItemID), 1, a_File );
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fwrite( &Item->m_ItemCount, sizeof(Item->m_ItemCount), 1, a_File );
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fwrite( &Item->m_ItemHealth, sizeof(Item->m_ItemHealth), 1, a_File );
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}
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}
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}
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bool cChestEntity::LoadFromFile(FILE* a_File)
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{
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if( fread( &m_PosX, sizeof(int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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if( fread( &m_PosY, sizeof(int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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if( fread( &m_PosZ, sizeof(int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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unsigned int NumSlots = 0;
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if( fread( &NumSlots, sizeof(unsigned int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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for(unsigned int i = 0; i < NumSlots; i++)
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{
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cItem Item;
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if( fread( &Item.m_ItemID, sizeof(Item.m_ItemID), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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if( fread( &Item.m_ItemCount, sizeof(Item.m_ItemCount), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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if( fread( &Item.m_ItemHealth, sizeof(Item.m_ItemHealth), 1, a_File)!= 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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SetSlot( i, Item );
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}
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return true;
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}
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bool cChestEntity::LoadFromJson( const Json::Value& a_Value )
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{
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m_PosX = a_Value.get("x", 0).asInt();
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m_PosY = a_Value.get("y", 0).asInt();
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m_PosZ = a_Value.get("z", 0).asInt();
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Json::Value AllSlots = a_Value.get("Slots", 0);
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int SlotIdx = 0;
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for( Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr )
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{
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cItem Item;
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Item.FromJson( *itr );
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SetSlot( SlotIdx, Item );
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SlotIdx++;
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}
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return true;
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}
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void cChestEntity::SaveToJson( Json::Value& a_Value )
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{
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a_Value["x"] = m_PosX;
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a_Value["y"] = m_PosY;
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a_Value["z"] = m_PosZ;
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unsigned int NumSlots = c_ChestHeight*c_ChestWidth;
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Json::Value AllSlots;
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for(unsigned int i = 0; i < NumSlots; i++)
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{
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Json::Value Slot;
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cItem* Item = GetSlot( i );
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if( Item ) Item->GetJson( Slot );
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AllSlots.append( Slot );
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}
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a_Value["Slots"] = AllSlots;
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}
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void cChestEntity::SendTo( cClientHandle* a_Client, cServer* a_Server )
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{
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(void)a_Client;
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(void)a_Server;
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return;
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}
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void cChestEntity::UsedBy( cPlayer & a_Player )
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{
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LOG("Used a chest");
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// m_Content[0].m_ItemCount = 1;
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// m_Content[0].m_ItemID = E_ITEM_STONE;
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// m_Content[0].m_ItemHealth = 0;
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if( !GetWindow() )
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{
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cWindow* Window = new cWindow( this, true );
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Window->SetSlots( m_Content, c_ChestHeight*c_ChestWidth );
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Window->SetWindowID( 1 );
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Window->SetWindowType( 0 );
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Window->SetWindowTitle("UberChest");
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OpenWindow( Window );
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}
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if( GetWindow() )
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{
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if( a_Player.GetWindow() != GetWindow() )
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{
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a_Player.OpenWindow( GetWindow() );
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GetWindow()->SendWholeWindow( a_Player.GetClientHandle() );
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}
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}
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}
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