502935c061
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1365 0a769ca7-a7f5-676a-18bf-c427514a06d6
276 lines
5.5 KiB
C++
276 lines
5.5 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "ChestEntity.h"
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#include "Item.h"
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#include "ClientHandle.h"
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#include "Player.h"
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#include "UI/Window.h"
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#include "World.h"
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#include "Root.h"
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#include "Pickup.h"
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#include "Noise.h"
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#include <json/json.h>
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class cWorld;
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class cRoot;
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ)
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{
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World)
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{
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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cChestEntity::~cChestEntity()
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{
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cWindow * Window = GetWindow();
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if (Window != NULL)
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{
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Window->OwnerDestroyed();
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}
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}
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void cChestEntity::Destroy(void)
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{
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// Drop items
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cItems Pickups;
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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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Pickups.push_back(m_Content[i]);
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m_Content[i].Empty();
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}
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}
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m_World->SpawnItemPickups(Pickups, m_PosX, m_PosY, m_PosZ);
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}
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const cItem * cChestEntity::GetSlot(int a_Slot) const
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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 NULL;
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}
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void cChestEntity::SetSlot(int a_Slot, const 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::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed)
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{
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// Calculate the total weight:
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int TotalProbab = 1;
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for (int i = 0; i < a_CountLootProbabs; i++)
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{
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TotalProbab += a_LootProbabs[i].m_Weight;
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}
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// Pick the loot items:
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cNoise Noise(a_Seed);
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for (int i = 0; i < a_NumSlots; i++)
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{
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int Rnd = (Noise.IntNoise1DInt(i) / 7);
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int LootRnd = Rnd % TotalProbab;
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Rnd >>= 8;
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cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
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for (int j = 0; j < a_CountLootProbabs; j++)
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{
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LootRnd -= a_LootProbabs[i].m_Weight;
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if (LootRnd < 0)
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{
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CurrentLoot = a_LootProbabs[i].m_Item;
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CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount));
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Rnd >>= 8;
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break;
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}
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} // for j - a_LootProbabs[]
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SetSlot(Rnd % ARRAYCOUNT(m_Content), CurrentLoot);
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} // for i - NumSlots
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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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const cItem * Item = GetSlot(i);
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if (Item != NULL)
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{
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Item->GetJson(Slot);
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}
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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)
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{
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// The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance
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// All the actual handling is in the cWindow UI code that gets called when the chest is rclked
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UNUSED(a_Client);
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}
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void cChestEntity::UsedBy(cPlayer * a_Player)
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{
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if (GetWindow() == NULL)
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{
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OpenNewWindow();
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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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// This is rather a hack
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// Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now
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// We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first.
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// The few false positives aren't much to worry about
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int ChunkX, ChunkY = 0, ChunkZ;
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cChunkDef::BlockToChunk(m_PosX, m_PosY, m_PosZ, ChunkX, ChunkZ);
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m_World->MarkChunkDirty(ChunkX, ChunkY, ChunkZ);
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}
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void cChestEntity::OpenNewWindow(void)
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{
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// Callback for opening together with neighbor chest:
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class cOpenDouble :
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public cChestCallback
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{
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cChestEntity * m_ThisChest;
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public:
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cOpenDouble(cChestEntity * a_ThisChest) :
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m_ThisChest(a_ThisChest)
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{
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}
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virtual bool Item(cChestEntity * a_Chest) override
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{
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// The primary chest should eb the one with lesser X or Z coord:
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cChestEntity * Primary = a_Chest;
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cChestEntity * Secondary = m_ThisChest;
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if (
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(Primary->GetPosX() > Secondary->GetPosX()) ||
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(Primary->GetPosZ() > Secondary->GetPosZ())
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)
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{
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std::swap(Primary, Secondary);
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}
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m_ThisChest->OpenWindow(new cChestWindow(Primary, Secondary));
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return false;
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}
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} ;
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// Scan neighbors for adjacent chests:
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cOpenDouble OpenDbl(this);
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if (
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m_World->DoWithChestAt(m_PosX - 1, m_PosY, m_PosZ, OpenDbl) ||
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m_World->DoWithChestAt(m_PosX + 1, m_PosY, m_PosZ, OpenDbl) ||
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m_World->DoWithChestAt(m_PosX , m_PosY, m_PosZ - 1, OpenDbl) ||
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m_World->DoWithChestAt(m_PosX , m_PosY, m_PosZ + 1, OpenDbl)
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)
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{
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// The double-chest window has been opened in the callback
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return;
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}
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// There is no chest neighbor, open a single-chest window:
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OpenWindow(new cChestWindow(this));
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}
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