#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 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 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); if (m_JoinedChest) { m_JoinedChest->RemoveJoinedChest(this); } } const cItem * cChestEntity::GetSlot( int a_Slot ) const { 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::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 ) 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 ) { 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->BroadcastToChunkOfBlock(m_PosX, m_PosY, m_PosZ, &ChestOpen); // 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); } 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; }