#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "cSurvivalInventory.h" #include "cPlayer.h" #include "cClientHandle.h" #include "cWindow.h" #include "cItem.h" #include "CraftingRecipes.h" #include "cRoot.h" #include "items/Item.h" cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner) : cInventory(a_Owner) { } cSurvivalInventory::~cSurvivalInventory() { } void cSurvivalInventory::Clicked( short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem ) { cWindow * Window = GetWindow(); if ( a_IsShiftPressed && // Shift pressed (Window != NULL) && // Window is valid (Window->GetDraggingItem()->IsEmpty()) // Not dragging anything ) { ShiftClicked(a_SlotNum); return; } bool bDontCook = false; if (Window != NULL) { // Override for craft result slot if (a_SlotNum == (short)c_CraftOffset) { LOGD("Clicked in craft result slot, item there: %d:%d (%d times) !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemHealth, m_Slots[c_CraftOffset].m_ItemCount); cItem * DraggingItem = Window->GetDraggingItem(); if (DraggingItem->IsEmpty()) { *DraggingItem = m_Slots[c_CraftOffset]; m_Slots[c_CraftOffset].Empty(); } else if (DraggingItem->IsEqual(m_Slots[c_CraftOffset])) { cItemHandler * Handler = ItemHandler(m_Slots[c_CraftOffset].m_ItemID); if (DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= Handler->GetMaxStackSize()) { DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount; m_Slots[c_CraftOffset].Empty(); } else { bDontCook = true; } } else { bDontCook = true; } } else { Window->Clicked(*m_Owner, 0, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem); } } else { ASSERT(!"No inventory window! WTF?"); LOG("No Inventory window! WTF"); } if ((a_SlotNum >= (short)c_CraftOffset) && (a_SlotNum < (short)(c_CraftOffset + c_CraftSlots + 1))) { cCraftingGrid Grid(m_Slots + c_CraftOffset + 1, 2, 2); cCraftingRecipe Recipe(Grid); cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe); if ((a_SlotNum == 0) && !bDontCook) { // Consume the items from the crafting grid: Recipe.ConsumeIngredients(Grid); // Propagate grid back to m_Slots: Grid.CopyToItems(m_Slots + c_CraftOffset + 1); // Get the recipe for the new grid contents: cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe); } m_Slots[c_CraftOffset] = Recipe.GetResult(); LOGD("%s cooked: %d:%d (%d times) !!", m_Owner->GetName().c_str(), m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemHealth, m_Slots[c_CraftOffset].m_ItemCount ); SendWholeInventory(m_Owner->GetClientHandle()); } SendSlot(0); } void cSurvivalInventory::ShiftClicked(short a_SlotNum) { ASSERT((GetWindow() == NULL) || (GetWindow()->GetDraggingItem()->IsEmpty())); // Cannot handle shift-click if dragging something if (a_SlotNum == SLOT_CRAFTING_RESULT) { ShiftClickedCraftingResult(a_SlotNum); } else if ((a_SlotNum >= SLOT_CRAFTING_MIN) && (a_SlotNum <= SLOT_CRAFTING_MAX)) { ShiftClickedCraftingGrid(a_SlotNum); } else if ((a_SlotNum >= SLOT_ARMOR_MIN) && (a_SlotNum <= SLOT_ARMOR_MAX)) { ShiftClickedArmor(a_SlotNum); } else if ((a_SlotNum >= SLOT_HOTBAR_MIN) && (a_SlotNum <= SLOT_HOTBAR_MAX)) { ShiftClickedHotbar(a_SlotNum); } else { ShiftClickedInventory(a_SlotNum); } // Because the client tries to guess our actions and is not always right, send the whole inventory: SendWholeInventoryToAll(); } void cSurvivalInventory::ShiftClickedCraftingResult(short a_Slot) { // Craft until either the recipe changes (due to ingredients) or there's not enough storage for the result cItem * CraftingResult = GetSlot(SLOT_CRAFTING_RESULT); if ((CraftingResult == NULL) || CraftingResult->IsEmpty()) { return; } cItem ResultCopy = *CraftingResult; int HowManyItemsWillFit = HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX); HowManyItemsWillFit += HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX); int HowManyPassesWillFit = HowManyItemsWillFit / CraftingResult->m_ItemCount; for (int i = 0; i < HowManyPassesWillFit; i++) { // First try moving into the hotbar: int NumMoved = MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX); // If something didn't fit, move into main inventory: if (NumMoved < CraftingResult->m_ItemCount) { MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount - NumMoved, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX); } // "Use" the crafting recipe once: cCraftingGrid Grid(m_Slots + SLOT_CRAFTING_MIN, 2, 2); cCraftingRecipe Recipe(Grid); cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe); Recipe.ConsumeIngredients(Grid); Grid.CopyToItems(m_Slots + c_CraftOffset + 1); cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe); m_Slots[SLOT_CRAFTING_RESULT] = Recipe.GetResult(); // If the recipe changed, abort: if (!Recipe.GetResult().IsEqual(ResultCopy)) { break; } } } void cSurvivalInventory::ShiftClickedCraftingGrid(short a_Slot) { // Move the item from the crafting grid into the main inventory: cItem * Item = GetSlot(a_Slot); if ((Item == NULL) || Item->IsEmpty()) { return; } // First try the main inventory: Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX); // If anything left, try the hotbar: if (Item->m_ItemCount > 0) { Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX); } SendSlot(a_Slot); } void cSurvivalInventory::ShiftClickedArmor(short a_Slot) { // Move the item from the armor slot into the main inventory: cItem * Item = GetSlot(a_Slot); if ((Item == NULL) || Item->IsEmpty()) { return; } Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX); SendSlot(a_Slot); } void cSurvivalInventory::ShiftClickedHotbar(short a_Slot) { // Move the item from the hotbar into the main inventory: cItem * Item = GetSlot(a_Slot); if ((Item == NULL) || Item->IsEmpty()) { return; } Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX); SendSlot(a_Slot); } void cSurvivalInventory::ShiftClickedInventory(short a_Slot) { // Move the item from the main inventory into armor slot if it is armor, or the hotbar otherwise: cItem * Item = GetSlot(a_Slot); if ((Item == NULL) || Item->IsEmpty()) { return; } if (ItemCategory::IsHelmet(Item->m_ItemID)) { Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_HELMET, SLOT_ARMOR_HELMET); } else if (ItemCategory::IsChestPlate(Item->m_ItemID)) { Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_CHESTPLATE, SLOT_ARMOR_CHESTPLATE); } else if (ItemCategory::IsLeggings(Item->m_ItemID)) { Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_LEGGINGS, SLOT_ARMOR_LEGGINGS); } else if (ItemCategory::IsBoots(Item->m_ItemID)) { Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_BOOTS, SLOT_ARMOR_BOOTS); } else { Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX); } SendSlot(a_Slot); }