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Diffstat (limited to 'source/cSurvivalInventory.cpp')
-rw-r--r-- | source/cSurvivalInventory.cpp | 285 |
1 files changed, 0 insertions, 285 deletions
diff --git a/source/cSurvivalInventory.cpp b/source/cSurvivalInventory.cpp deleted file mode 100644 index 3786f86fa..000000000 --- a/source/cSurvivalInventory.cpp +++ /dev/null @@ -1,285 +0,0 @@ - -#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); -} - - - - |