#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "ChestEntity.h" #include "Item.h" #include "ClientHandle.h" #include "Player.h" #include "UI/Window.h" #include "World.h" #include "Root.h" #include "Pickup.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 ]; SetBlockEntity(this); // cBlockEntityWindowOwner } 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, const 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) { // The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance // All the actual handling is in the cWindow UI code that gets called when the chest is rclked UNUSED(a_Client); } void cChestEntity::UsedBy(cPlayer * a_Player) { if (GetWindow() == NULL) { OpenWindow(new cChestWindow(m_PosX, m_PosY, m_PosZ, this)); } if (GetWindow()) { if( a_Player->GetWindow() != GetWindow() ) { a_Player->OpenWindow( GetWindow() ); GetWindow()->SendWholeWindow(*a_Player->GetClientHandle()); } } // 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) { // TODO: "Combined" memory leaks here cItem * Combined = new cItem[GetChestHeight() * c_ChestWidth]; cItem * first = (m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true); cItem * second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true); for (int 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; } }