diff options
Diffstat (limited to '')
-rw-r--r-- | source/cChestEntity.cpp | 468 |
1 files changed, 234 insertions, 234 deletions
diff --git a/source/cChestEntity.cpp b/source/cChestEntity.cpp index 35fb2894e..d2cc168b0 100644 --- a/source/cChestEntity.cpp +++ b/source/cChestEntity.cpp @@ -1,234 +1,234 @@ -
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cChestEntity.h"
-#include "cItem.h"
-#include "cClientHandle.h"
-#include "cPlayer.h"
-#include "cWindow.h"
-#include "cWorld.h"
-#include "cRoot.h"
-#include "cPickup.h"
-#include <json/json.h>
-
-
-
-
-
-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 ];
-}
-
-
-
-
-
-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, 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, cServer* a_Server )
-{
- (void)a_Client;
- (void)a_Server;
- return;
-}
-
-
-
-
-
-void cChestEntity::UsedBy( cPlayer * a_Player )
-{
- if( !GetWindow() )
- {
- cWindow* Window = new cWindow( this, true );
- Window->SetSlots( GetContents(), GetChestHeight()*c_ChestWidth );
- Window->SetWindowID( 1 );
- Window->SetWindowType( cWindow::Chest );
- Window->SetWindowTitle("UberChest");
- Window->GetOwner()->SetEntity(this);
- OpenWindow( Window );
- }
- if ( GetWindow() )
- {
- if( a_Player->GetWindow() != GetWindow() )
- {
- a_Player->OpenWindow( GetWindow() );
- GetWindow()->SendWholeWindow( a_Player->GetClientHandle() );
- }
- }
- cPacket_BlockAction ChestOpen;
- ChestOpen.m_PosX = GetPosX();
- ChestOpen.m_PosY = (short)GetPosY();
- ChestOpen.m_PosZ = GetPosZ();
- ChestOpen.m_Byte1 = (char)1;
- ChestOpen.m_Byte2 = (char)1;
- m_World->BroadcastToChunkOfBlock(m_PosX, m_PosY, m_PosZ, &ChestOpen);
-
- // 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)
- {
- cItem *Combined = new cItem[GetChestHeight()*c_ChestWidth];
- int i;
- cItem *first = (m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
- cItem *second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
- for (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;
-}
-
-
-
-
+ +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "cChestEntity.h" +#include "cItem.h" +#include "cClientHandle.h" +#include "cPlayer.h" +#include "cWindow.h" +#include "cWorld.h" +#include "cRoot.h" +#include "cPickup.h" +#include <json/json.h> + + + + + +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 ]; +} + + + + + +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, 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, cServer* a_Server ) +{ + (void)a_Client; + (void)a_Server; + return; +} + + + + + +void cChestEntity::UsedBy( cPlayer * a_Player ) +{ + if( !GetWindow() ) + { + cWindow* Window = new cWindow( this, true ); + Window->SetSlots( GetContents(), GetChestHeight()*c_ChestWidth ); + Window->SetWindowID( 1 ); + Window->SetWindowType( cWindow::Chest ); + Window->SetWindowTitle("UberChest"); + Window->GetOwner()->SetEntity(this); + OpenWindow( Window ); + } + if ( GetWindow() ) + { + if( a_Player->GetWindow() != GetWindow() ) + { + a_Player->OpenWindow( GetWindow() ); + GetWindow()->SendWholeWindow( a_Player->GetClientHandle() ); + } + } + cPacket_BlockAction ChestOpen; + ChestOpen.m_PosX = GetPosX(); + ChestOpen.m_PosY = (short)GetPosY(); + ChestOpen.m_PosZ = GetPosZ(); + ChestOpen.m_Byte1 = (char)1; + ChestOpen.m_Byte2 = (char)1; + m_World->BroadcastToChunkOfBlock(m_PosX, m_PosY, m_PosZ, &ChestOpen); + + // 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) + { + cItem *Combined = new cItem[GetChestHeight()*c_ChestWidth]; + int i; + cItem *first = (m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true); + cItem *second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true); + for (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; +} + + + + |