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cuberite-2a/source/cChestEntity.cpp
faketruth c2b43f33da Player data is saved and loaded as human readable JSON now.
cFileFormatUpdate will loop through old files and convert them to new files (should replace legacy old format loading code)
cItem has two new functions to load from Json and output Json, this will keep the items in Json standard
ChestEntity and FurnaceEntity use the new functions in cItem

git-svn-id: http://mc-server.googlecode.com/svn/trunk@35 0a769ca7-a7f5-676a-18bf-c427514a06d6
2011-10-31 21:30:14 +00:00

173 lines
4.6 KiB
C++

#include "cChestEntity.h"
#include "cItem.h"
#include <string>
#include "cClientHandle.h"
#include "cMCLogger.h"
#include "cPlayer.h"
#include "cWindow.h"
#include "cPickup.h"
#include "cMCLogger.h"
#include "cChunk.h"
#include <json/json.h>
cChestEntity::cChestEntity(int a_X, int a_Y, int a_Z, cChunk* a_Chunk)
: cBlockEntity( E_BLOCK_CHEST, a_X, a_Y, a_Z, a_Chunk )
{
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( GetChunk()->GetWorld() );
m_Content[i].Empty();
}
}
}
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;
}
}
void cChestEntity::WriteToFile(FILE* a_File)
{
fwrite( &m_BlockType, sizeof( ENUM_BLOCK_ID ), 1, a_File );
fwrite( &m_PosX, sizeof( int ), 1, a_File );
fwrite( &m_PosY, sizeof( int ), 1, a_File );
fwrite( &m_PosZ, sizeof( int ), 1, a_File );
unsigned int NumSlots = c_ChestHeight*c_ChestWidth;
fwrite( &NumSlots, sizeof(unsigned int), 1, a_File );
for(unsigned int i = 0; i < NumSlots; i++)
{
cItem* Item = GetSlot( i );
if( Item )
{
fwrite( &Item->m_ItemID, sizeof(Item->m_ItemID), 1, a_File );
fwrite( &Item->m_ItemCount, sizeof(Item->m_ItemCount), 1, a_File );
fwrite( &Item->m_ItemHealth, sizeof(Item->m_ItemHealth), 1, a_File );
}
}
}
bool cChestEntity::LoadFromFile(FILE* a_File)
{
if( fread( &m_PosX, sizeof(int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
if( fread( &m_PosY, sizeof(int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
if( fread( &m_PosZ, sizeof(int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
unsigned int NumSlots = 0;
if( fread( &NumSlots, sizeof(unsigned int), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
for(unsigned int i = 0; i < NumSlots; i++)
{
cItem Item;
if( fread( &Item.m_ItemID, sizeof(Item.m_ItemID), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
if( fread( &Item.m_ItemCount, sizeof(Item.m_ItemCount), 1, a_File) != 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
if( fread( &Item.m_ItemHealth, sizeof(Item.m_ItemHealth), 1, a_File)!= 1 ) { LOGERROR("ERROR READING CHEST FROM FILE"); return false; }
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( m_Content, c_ChestHeight*c_ChestWidth );
Window->SetWindowID( 1 );
Window->SetWindowType( 0 );
Window->SetWindowTitle("UberChest");
OpenWindow( Window );
}
if( GetWindow() )
{
if( a_Player.GetWindow() != GetWindow() )
{
a_Player.OpenWindow( GetWindow() );
GetWindow()->SendWholeWindow( a_Player.GetClientHandle() );
}
}
}