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cuberite-2a/source/ChestEntity.cpp
2013-04-06 21:21:57 +00:00

276 lines
5.5 KiB
C++

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