#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 "packets/cPacket_WindowClick.h" #include "packets/cPacket_InventorySlot.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( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player ) { bool bDontCook = false; cItem * DraggingItem = GetDraggingItem(&a_Player); if ( a_ClickPacket->m_IsShiftPressed && ((DraggingItem == NULL) || DraggingItem->IsEmpty()) ) { ShiftClicked(a_ClickPacket, a_Player); return; } // Override for craft result slot if (a_ClickPacket->m_SlotNum == 0) { LOG("In craft slot: %i x %i !!", GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemCount ); cItem* DraggingItem = GetDraggingItem( &a_Player ); if( DraggingItem->m_ItemID <= 0 ) { *DraggingItem = *GetSlot(0); GetSlot(0)->Empty(); } else if( DraggingItem->Equals( *GetSlot(0) ) ) { if( DraggingItem->m_ItemCount + GetSlot(0)->m_ItemCount <= 64 ) { DraggingItem->m_ItemCount += GetSlot(0)->m_ItemCount; GetSlot(0)->Empty(); } else { bDontCook = true; } } else { bDontCook = true; } LOG("Dragging Dish %i", DraggingItem->m_ItemCount ); } else { cWindow::Clicked( a_ClickPacket, a_Player ); } if ((a_ClickPacket->m_SlotNum >= 0) && (a_ClickPacket->m_SlotNum < 10)) { cCraftingGrid Grid(GetSlots() + 1, 3, 3); cCraftingRecipe Recipe(Grid); cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe); if ((a_ClickPacket->m_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: %i x %i !!", a_Player.GetName().c_str(), GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemCount ); } SendWholeWindow( a_Player.GetClientHandle() ); a_Player.GetInventory().SendWholeInventory( a_Player.GetClientHandle() ); // Separate packet for result =/ Don't know why cPacket_InventorySlot Packet; Packet.m_WindowID = (char)GetWindowID(); Packet.m_SlotNum = 0; Packet.m_ItemID = (short)GetSlot(0)->m_ItemID; Packet.m_ItemCount = GetSlot(0)->m_ItemCount; Packet.m_ItemUses = (char)GetSlot(0)->m_ItemHealth; a_Player.GetClientHandle()->Send( Packet ); } 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(cPacket_WindowClick * a_ClickPacket, cPlayer & a_Player) { short Slot = a_ClickPacket->m_SlotNum; if (Slot == SLOT_CRAFTING_RESULT) { ShiftClickedCraftingResult(Slot, a_Player); } else if ((Slot >= SLOT_CRAFTING_MIN) && (Slot <= SLOT_CRAFTING_MAX)) { ShiftClickedCraftingGrid(Slot, a_Player); } else { // No need to handle inventory shift-click, it is handled by the underlying cSurvivalInventory, surprise surprise ;) } SendWholeWindow(a_Player.GetClientHandle()); } void cCraftingWindow::ShiftClickedCraftingResult(short a_Slot, cPlayer & a_Player) { // 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().Equals(ResultCopy)) { break; } } } void cCraftingWindow::ShiftClickedCraftingGrid(short a_Slot, cPlayer & a_Player) { 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(); } }