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cuberite-2a/source/cChestEntity.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cChestEntity.h"
#include "cItem.h"
#include "cClientHandle.h"
#include "cPlayer.h"
#include "cWindow.h"
#include "cWorld.h"
#include "cRoot.h"
#include "cPickup.h"
#include "cChunk.h"
#include <json/json.h>
class cWorld;
class cRoot;
cChestEntity::cChestEntity(int a_X, int a_Y, int a_Z, cWorld * a_World)
: cBlockEntity( E_BLOCK_CHEST, a_X, a_Y, a_Z, a_World)
, m_TopChest( false )
, m_JoinedChest( NULL )
{
m_Content = new cItem[ c_ChestHeight*c_ChestWidth ];
}
cChestEntity::~cChestEntity()
{
if( GetWindow() )
{
GetWindow()->OwnerDestroyed();
}
if( m_Content )
{
delete [] m_Content;
}
}
void cChestEntity::Destroy()
{
// Drop items
for( int i = 0; i < c_ChestHeight * c_ChestWidth; ++i )
{
if( !m_Content[i].IsEmpty() )
{
cPickup * Pickup = new cPickup( m_PosX * 32 + 16, m_PosY * 32 + 16, m_PosZ * 32 + 16, m_Content[i], 0, 1.f, 0 );
Pickup->Initialize(m_World);
m_Content[i].Empty();
}
}
if (m_JoinedChest)
{
m_JoinedChest->RemoveJoinedChest(this);
}
}
cItem * cChestEntity::GetSlot( int a_Slot )
{
if( a_Slot > -1 && a_Slot < c_ChestHeight*c_ChestWidth )
{
return &m_Content[ a_Slot ];
}
return 0;
}
void cChestEntity::SetSlot( int a_Slot, cItem & a_Item )
{
if( a_Slot > -1 && a_Slot < c_ChestHeight*c_ChestWidth )
{
m_Content[a_Slot] = a_Item;
}
}
#define READ(File, Var) \
if (File.Read(&Var, sizeof(Var)) != sizeof(Var)) \
{ \
LOGERROR("ERROR READING cChestEntity %s FROM FILE (line %d)", #Var, __LINE__); \
return false; \
}
bool cChestEntity::LoadFromFile(cFile & f)
{
READ(f, m_PosX);
READ(f, m_PosY);
READ(f, m_PosZ);
unsigned int NumSlots = 0;
READ(f, NumSlots);
for(unsigned int i = 0; i < NumSlots; i++)
{
cItem Item;
READ(f, Item.m_ItemID);
READ(f, Item.m_ItemCount);
READ(f, Item.m_ItemHealth);
SetSlot( i, Item );
}
return true;
}
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;
cItem* Item = GetSlot( i );
if( Item ) Item->GetJson( Slot );
AllSlots.append( Slot );
}
a_Value["Slots"] = AllSlots;
}
void cChestEntity::SendTo( cClientHandle* a_Client, cServer* a_Server )
{
(void)a_Client;
(void)a_Server;
return;
}
void cChestEntity::UsedBy( cPlayer & a_Player )
{
LOG("Used a chest");
// m_Content[0].m_ItemCount = 1;
// m_Content[0].m_ItemID = E_ITEM_STONE;
// m_Content[0].m_ItemHealth = 0;
if( !GetWindow() )
{
cWindow* Window = new cWindow( this, true );
Window->SetSlots( GetContents(), GetChestHeight()*c_ChestWidth );
Window->SetWindowID( 1 );
Window->SetWindowType( cWindow::Chest );
Window->SetWindowTitle("UberChest");
Window->GetOwner()->SetEntity(this);
OpenWindow( Window );
}
if ( GetWindow() )
{
if( a_Player.GetWindow() != GetWindow() )
{
a_Player.OpenWindow( GetWindow() );
GetWindow()->SendWholeWindow( a_Player.GetClientHandle() );
}
}
cPacket_BlockAction ChestOpen;
ChestOpen.m_PosX = GetPosX();
ChestOpen.m_PosY = (short)GetPosY();
ChestOpen.m_PosZ = GetPosZ();
ChestOpen.m_Byte1 = (char)1;
ChestOpen.m_Byte2 = (char)1;
m_World->GetChunkOfBlock(m_PosX, m_PosY, m_PosZ)->Broadcast(&ChestOpen);
}
cItem *cChestEntity::GetContents(bool a_OnlyThis)
{
if (m_JoinedChest && !a_OnlyThis)
{
cItem *Combined = new cItem[GetChestHeight()*c_ChestWidth];
int i;
cItem *first = (m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
cItem *second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
for (i=0; i < GetChestHeight()*c_ChestWidth; i++)
{
int index = i % c_ChestHeight*c_ChestWidth;
if (i < c_ChestHeight*c_ChestWidth)
Combined[index] = first[index];
else
Combined[index] = second[index];
}
return Combined;
}
else
return m_Content;
}