2691e8daed
This breaks plugin API! Plugins need to modify their hook functions to match those used in the Core plugin git-svn-id: http://mc-server.googlecode.com/svn/trunk@750 0a769ca7-a7f5-676a-18bf-c427514a06d6
245 lines
6.5 KiB
C++
245 lines
6.5 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 "cCraftingWindow.h"
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#include "cItem.h"
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#include "CraftingRecipes.h"
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#include "cPlayer.h"
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#include "cClientHandle.h"
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#include "cInventory.h"
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#include "cPickup.h"
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#include "cRoot.h"
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#include "cWorld.h"
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#include "items/Item.h"
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/* These numbers are valid for the underlying cInventory object, because that's where we're sending the
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MoveItem() and HowManyCanFit() function calls
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*/
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enum
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{
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SLOT_INVENTORY_MIN = 9,
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SLOT_INVENTORY_MAX = 35,
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SLOT_HOTBAR_MIN = 36,
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SLOT_HOTBAR_MAX = 44
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} ;
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cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible )
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: cWindow(a_Owner, a_bInventoryVisible, cWindow::Workbench, 1)
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{
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cItem * Slots = new cItem[10];
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SetSlots( Slots, 10 );
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}
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void cCraftingWindow::Clicked(
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cPlayer & a_Player,
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int a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
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const cItem & a_HeldItem
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)
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{
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bool bDontCook = false;
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cItem * DraggingItem = GetDraggingItem(&a_Player);
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if (
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a_IsShiftPressed &&
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((DraggingItem == NULL) || DraggingItem->IsEmpty())
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)
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{
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ShiftClicked(a_Player, a_SlotNum);
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return;
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}
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// Override for craft result slot
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if (a_SlotNum == 0)
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{
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LOGD("Clicked in craft result slot, item there: %d:%d (%d times) !!", GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemHealth, GetSlot(0)->m_ItemCount);
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cItem * DraggingItem = GetDraggingItem(&a_Player);
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if (DraggingItem->IsEmpty())
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{
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*DraggingItem = *GetSlot(0);
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GetSlot(0)->Empty();
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}
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else if (DraggingItem->IsEqual(*GetSlot(0)))
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{
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cItemHandler * Handler = ItemHandler(GetSlot(0)->m_ItemID);
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if (DraggingItem->m_ItemCount + GetSlot(0)->m_ItemCount <= Handler->GetMaxStackSize())
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{
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DraggingItem->m_ItemCount += GetSlot(0)->m_ItemCount;
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GetSlot(0)->Empty();
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}
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else
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{
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bDontCook = true;
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}
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}
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else
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{
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bDontCook = true;
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}
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}
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else
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{
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cWindow::Clicked(a_Player, GetWindowID(), a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem);
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}
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if ((a_SlotNum >= 0) && (a_SlotNum < 10))
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{
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cCraftingGrid Grid(GetSlots() + 1, 3, 3);
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cCraftingRecipe Recipe(Grid);
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cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
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if ((a_SlotNum == 0) && !bDontCook)
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{
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// Consume the items from the crafting grid:
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Recipe.ConsumeIngredients(Grid);
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// Propagate grid back to m_Slots:
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Grid.CopyToItems(GetSlots() + 1);
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// Get the recipe for the new grid contents:
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cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
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}
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*GetSlot(0) = Recipe.GetResult();
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LOGD("%s cooked: %d:%d (%d times) !!", a_Player.GetName().c_str(), GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemHealth, GetSlot(0)->m_ItemCount);
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}
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SendWholeWindow( a_Player.GetClientHandle() );
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a_Player.GetInventory().SendWholeInventory( a_Player.GetClientHandle() );
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// Separate packet for result =/ Don't know why
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a_Player.GetClientHandle()->SendInventorySlot(GetWindowID(), 0, *GetSlot(0));
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}
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void cCraftingWindow::Close(cPlayer & a_Player)
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{
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// Start from slot 1, don't drop what's in the result slot
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cItems Drops;
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for( int i = 1; i < GetNumSlots(); i++ )
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{
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cItem * Item = GetSlot(i);
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if (!Item->IsEmpty())
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{
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Drops.push_back(*Item);
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}
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Item->Empty();
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}
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float vX = 0, vY = 0, vZ = 0;
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EulerToVector( -a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
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vY = -vY*2 + 1.f;
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a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 2, vY * 2, vZ * 2);
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cWindow::Close(a_Player);
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}
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void cCraftingWindow::ShiftClicked(cPlayer & a_Player, short a_SlotNum)
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{
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if (a_SlotNum == SLOT_CRAFTING_RESULT)
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{
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ShiftClickedCraftingResult(a_Player, a_SlotNum);
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}
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else if ((a_SlotNum >= SLOT_CRAFTING_MIN) && (a_SlotNum <= SLOT_CRAFTING_MAX))
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{
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ShiftClickedCraftingGrid(a_Player, a_SlotNum);
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}
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else
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{
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// No need to handle inventory shift-click, it is handled by the underlying cSurvivalInventory, surprise surprise ;)
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}
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SendWholeWindow(a_Player.GetClientHandle());
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}
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void cCraftingWindow::ShiftClickedCraftingResult(cPlayer & a_Player, short a_Slot)
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{
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// Craft until either the recipe changes (due to ingredients) or there's not enough storage for the result
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cInventory & Inventory = a_Player.GetInventory();
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cItem * CraftingResult = GetSlot(SLOT_CRAFTING_RESULT);
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if ((CraftingResult == NULL) || CraftingResult->IsEmpty())
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{
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return;
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}
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cItem ResultCopy = *CraftingResult;
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int HowManyItemsWillFit = Inventory.HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
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HowManyItemsWillFit += Inventory.HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
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int HowManyPassesWillFit = HowManyItemsWillFit / CraftingResult->m_ItemCount;
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for (int i = 0; i < HowManyPassesWillFit; i++)
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{
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// First try moving into the hotbar:
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int NumMoved = Inventory.MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
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// If something didn't fit, move into main inventory:
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if (NumMoved < CraftingResult->m_ItemCount)
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{
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NumMoved += Inventory.MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount - NumMoved, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
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ASSERT(NumMoved == CraftingResult->m_ItemCount); // We checked earlier that we can fit this many items
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}
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// "Use" the crafting recipe once:
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cCraftingGrid Grid(GetSlots() + 1, 3, 3);
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cCraftingRecipe Recipe(Grid);
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cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
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Recipe.ConsumeIngredients(Grid);
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Grid.CopyToItems(GetSlots() + 1);
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cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
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GetSlots()[SLOT_CRAFTING_RESULT] = Recipe.GetResult();
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// If the recipe changed, abort:
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if (!Recipe.GetResult().IsEqual(ResultCopy))
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{
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break;
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}
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}
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}
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void cCraftingWindow::ShiftClickedCraftingGrid(cPlayer & a_Player, short a_Slot)
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{
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cInventory & Inventory = a_Player.GetInventory();
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cItem * Item = GetSlot(a_Slot);
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if ((Item == NULL) || Item->IsEmpty())
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{
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return;
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}
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// First try the main inventory:
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Item->m_ItemCount -= Inventory.MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
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// If anything left, try the hotbar:
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if (Item->m_ItemCount > 0)
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{
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Item->m_ItemCount -= Inventory.MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
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}
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if (Item->m_ItemCount == 0)
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{
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Item->Empty();
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}
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}
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