#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 "items/Item.h"
/* These numbers are valid for the underlying cInventory object, because that's where we're sending the
MoveItem() and HowManyCanFit() function calls
*/
enum
{
SLOT_INVENTORY_MIN = 9,
SLOT_INVENTORY_MAX = 35,
SLOT_HOTBAR_MIN = 36,
SLOT_HOTBAR_MAX = 44
} ;
cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible )
: cWindow(a_Owner, a_bInventoryVisible, cWindow::Workbench, 1)
{
cItem * Slots = new cItem[10];
SetSlots( Slots, 10 );
}
void cCraftingWindow::Clicked(
cPlayer & a_Player,
int a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
const cItem & a_HeldItem
)
{
bool bDontCook = false;
cItem * DraggingItem = GetDraggingItem(&a_Player);
if (
a_IsShiftPressed &&
((DraggingItem == NULL) || DraggingItem->IsEmpty())
)
{
ShiftClicked(a_Player, a_SlotNum);
return;
}
// Override for craft result slot
if (a_SlotNum == 0)
{
LOGD("Clicked in craft result slot, item there: %d:%d (%d times) !!", GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemHealth, GetSlot(0)->m_ItemCount);
cItem * DraggingItem = GetDraggingItem(&a_Player);
if (DraggingItem->IsEmpty())
{
*DraggingItem = *GetSlot(0);
GetSlot(0)->Empty();
}
else if (DraggingItem->IsEqual(*GetSlot(0)))
{
cItemHandler * Handler = ItemHandler(GetSlot(0)->m_ItemID);
if (DraggingItem->m_ItemCount + GetSlot(0)->m_ItemCount <= Handler->GetMaxStackSize())
{
DraggingItem->m_ItemCount += GetSlot(0)->m_ItemCount;
GetSlot(0)->Empty();
}
else
{
bDontCook = true;
}
}
else
{
bDontCook = true;
}
}
else
{
cWindow::Clicked(a_Player, GetWindowID(), a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem);
}
if ((a_SlotNum >= 0) && (a_SlotNum < 10))
{
cCraftingGrid Grid(GetSlots() + 1, 3, 3);
cCraftingRecipe Recipe(Grid);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, 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(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: %d:%d (%d times) !!", a_Player.GetName().c_str(), GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemHealth, GetSlot(0)->m_ItemCount);
}
SendWholeWindow( a_Player.GetClientHandle() );
a_Player.GetInventory().SendWholeInventory( a_Player.GetClientHandle() );
// Separate packet for result =/ Don't know why
a_Player.GetClientHandle()->SendInventorySlot((char)GetWindowID(), 0, *GetSlot(0));
}
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);
}
void cCraftingWindow::ShiftClicked(cPlayer & a_Player, short a_SlotNum)
{
if (a_SlotNum == SLOT_CRAFTING_RESULT)
{
ShiftClickedCraftingResult(a_Player, a_SlotNum);
}
else if ((a_SlotNum >= SLOT_CRAFTING_MIN) && (a_SlotNum <= SLOT_CRAFTING_MAX))
{
ShiftClickedCraftingGrid(a_Player, a_SlotNum);
}
else
{
// No need to handle inventory shift-click, it is handled by the underlying cSurvivalInventory, surprise surprise ;)
}
SendWholeWindow(a_Player.GetClientHandle());
}
void cCraftingWindow::ShiftClickedCraftingResult(cPlayer & a_Player, short a_Slot)
{
// Craft until either the recipe changes (due to ingredients) or there's not enough storage for the result
cInventory & Inventory = a_Player.GetInventory();
cItem * CraftingResult = GetSlot(SLOT_CRAFTING_RESULT);
if ((CraftingResult == NULL) || CraftingResult->IsEmpty())
{
return;
}
cItem ResultCopy = *CraftingResult;
int HowManyItemsWillFit = Inventory.HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
HowManyItemsWillFit += Inventory.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 = Inventory.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)
{
NumMoved += Inventory.MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount - NumMoved, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
ASSERT(NumMoved == CraftingResult->m_ItemCount); // We checked earlier that we can fit this many items
}
// "Use" the crafting recipe once:
cCraftingGrid Grid(GetSlots() + 1, 3, 3);
cCraftingRecipe Recipe(Grid);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(GetSlots() + 1);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
GetSlots()[SLOT_CRAFTING_RESULT] = Recipe.GetResult();
// If the recipe changed, abort:
if (!Recipe.GetResult().IsEqual(ResultCopy))
{
break;
}
}
}
void cCraftingWindow::ShiftClickedCraftingGrid(cPlayer & a_Player, short a_Slot)
{
cInventory & Inventory = a_Player.GetInventory();
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
// First try the main inventory:
Item->m_ItemCount -= Inventory.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 -= Inventory.MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
}
if (Item->m_ItemCount == 0)
{
Item->Empty();
}
}