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-rw-r--r--source/ChestEntity.cpp86
1 files changed, 8 insertions, 78 deletions
diff --git a/source/ChestEntity.cpp b/source/ChestEntity.cpp
index d3c062924..aad8844c6 100644
--- a/source/ChestEntity.cpp
+++ b/source/ChestEntity.cpp
@@ -24,7 +24,8 @@ class cRoot;
cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
- super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ)
+ super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ),
+ m_Contents(c_ChestWidth, c_ChestHeight)
{
cBlockEntityWindowOwner::SetBlockEntity(this);
}
@@ -34,7 +35,8 @@ cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
- super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World)
+ super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World),
+ m_Contents(c_ChestWidth, c_ChestHeight)
{
cBlockEntityWindowOwner::SetBlockEntity(this);
}
@@ -60,14 +62,8 @@ void cChestEntity::Destroy(void)
{
// 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_Contents.CopyToItems(Pickups);
+ m_Contents.Clear();
m_World->SpawnItemPickups(Pickups, m_PosX, m_PosY, m_PosZ);
}
@@ -75,67 +71,6 @@ void cChestEntity::Destroy(void)
-const cItem * cChestEntity::GetSlot(int a_Slot) const
-{
- if ((a_Slot > -1) && (a_Slot < c_ChestHeight * c_ChestWidth))
- {
- return &m_Content[a_Slot];
- }
- return NULL;
-}
-
-
-
-
-
-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;
- }
-}
-
-
-
-
-
-void cChestEntity::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed)
-{
- // Calculate the total weight:
- int TotalProbab = 1;
- for (int i = 0; i < a_CountLootProbabs; i++)
- {
- TotalProbab += a_LootProbabs[i].m_Weight;
- }
-
- // Pick the loot items:
- cNoise Noise(a_Seed);
- for (int i = 0; i < a_NumSlots; i++)
- {
- int Rnd = (Noise.IntNoise1DInt(i) / 7);
- int LootRnd = Rnd % TotalProbab;
- Rnd >>= 8;
- cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
- for (int j = 0; j < a_CountLootProbabs; j++)
- {
- LootRnd -= a_LootProbabs[i].m_Weight;
- if (LootRnd < 0)
- {
- CurrentLoot = a_LootProbabs[i].m_Item;
- CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount));
- Rnd >>= 8;
- break;
- }
- } // for j - a_LootProbabs[]
- SetSlot(Rnd % ARRAYCOUNT(m_Content), CurrentLoot);
- } // for i - NumSlots
-}
-
-
-
-
-
bool cChestEntity::LoadFromJson(const Json::Value & a_Value)
{
m_PosX = a_Value.get("x", 0).asInt();
@@ -164,16 +99,11 @@ void cChestEntity::SaveToJson(Json::Value & a_Value)
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++)
+ for (int i = m_Contents.GetNumSlots(); i >= 0; i--)
{
Json::Value Slot;
- const cItem * Item = GetSlot(i);
- if (Item != NULL)
- {
- Item->GetJson(Slot);
- }
+ m_Contents.GetItem(i).GetJson(Slot);
AllSlots.append(Slot);
}
a_Value["Slots"] = AllSlots;