#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "cCraftingWindow.h" #include "cItem.h" #include "CraftingRecipes.h" #include "cPlayer.h" #include "cClientHandle.h" #include "cInventory.h" #include "cPickup.h" #include "cRoot.h" #include "cWorld.h" #include "packets/cPacket_WindowClick.h" #include "packets/cPacket_InventorySlot.h" cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible ) : cWindow( a_Owner, a_bInventoryVisible ) { SetWindowID( 1 ); SetWindowType( cWindow::Workbench ); // Workbench cItem* Slots = new cItem[10]; SetSlots( Slots, 10 ); } void cCraftingWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player ) { bool bDontCook = false; // Override for craft result slot if( a_ClickPacket->m_SlotNum == 0 ) { LOG("In craft slot: %i x %i !!", GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemCount ); cItem* DraggingItem = GetDraggingItem( &a_Player ); if( DraggingItem->m_ItemID <= 0 ) { *DraggingItem = *GetSlot(0); GetSlot(0)->Empty(); } else if( DraggingItem->Equals( *GetSlot(0) ) ) { if( DraggingItem->m_ItemCount + GetSlot(0)->m_ItemCount <= 64 ) { DraggingItem->m_ItemCount += GetSlot(0)->m_ItemCount; GetSlot(0)->Empty(); } else { bDontCook = true; } } else { bDontCook = true; } LOG("Dragging Dish %i", DraggingItem->m_ItemCount ); } else { cWindow::Clicked( a_ClickPacket, a_Player ); } if ((a_ClickPacket->m_SlotNum >= 0) && (a_ClickPacket->m_SlotNum < 10)) { cCraftingGrid Grid(GetSlots() + 1, 3, 3); cCraftingRecipe Recipe(Grid); cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe); if ((a_ClickPacket->m_SlotNum == 0) && !bDontCook) { // Consume the items from the crafting grid: Recipe.ConsumeIngredients(Grid); // Propagate grid back to m_Slots: Grid.CopyToItems(GetSlots() + 1); // Get the recipe for the new grid contents: cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe); } *GetSlot(0) = Recipe.GetResult(); LOGD("%s cooked: %i x %i !!", a_Player.GetName().c_str(), GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemCount ); } SendWholeWindow( a_Player.GetClientHandle() ); a_Player.GetInventory().SendWholeInventory( a_Player.GetClientHandle() ); // Separate packet for result =/ Don't know why cPacket_InventorySlot Packet; Packet.m_WindowID = (char)GetWindowID(); Packet.m_SlotNum = 0; Packet.m_ItemID = (short)GetSlot(0)->m_ItemID; Packet.m_ItemCount = GetSlot(0)->m_ItemCount; Packet.m_ItemUses = (char)GetSlot(0)->m_ItemHealth; a_Player.GetClientHandle()->Send( Packet ); } void cCraftingWindow::Close(cPlayer & a_Player) { // Start from slot 1, don't drop what's in the result slot cItems Drops; for( int i = 1; i < GetNumSlots(); i++ ) { cItem * Item = GetSlot(i); if (!Item->IsEmpty()) { Drops.push_back(*Item); } Item->Empty(); } float vX = 0, vY = 0, vZ = 0; EulerToVector( -a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY); vY = -vY*2 + 1.f; a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 2, vY * 2, vZ * 2); cWindow::Close(a_Player); }