#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 "packets/cPacket_WindowClick.h" cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner) : cInventory(a_Owner) { } cSurvivalInventory::~cSurvivalInventory() { } void cSurvivalInventory::Clicked( cPacket* a_ClickPacket ) { cPacket_WindowClick * Packet = reinterpret_cast(a_ClickPacket); if ( Packet->m_IsShiftPressed && // Shift pressed (GetWindow() != NULL) && // Window is valid (GetWindow()->GetDraggingItem()->IsEmpty()) // Not dragging anything ) { ShiftClicked(Packet); return; } bool bDontCook = false; if (GetWindow()) { // Override for craft result slot if (Packet->m_SlotNum == (short)c_CraftOffset) { LOGD("In craft slot: %i x %i !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount ); cItem * DraggingItem = GetWindow()->GetDraggingItem(); if (DraggingItem->IsEmpty()) { *DraggingItem = m_Slots[c_CraftOffset]; m_Slots[c_CraftOffset].Empty(); } else if (DraggingItem->Equals(m_Slots[c_CraftOffset])) { if (DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= 64) { DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount; m_Slots[0].Empty(); } else { bDontCook = true; } } else { bDontCook = true; } LOGD("Dragging Dish %i", DraggingItem->m_ItemCount ); } else { GetWindow()->Clicked( Packet, *m_Owner ); } } else { ASSERT(!"No inventory window! WTF?"); LOG("No Inventory window! WTF"); } if ((Packet->m_SlotNum >= (short)c_CraftOffset) && (Packet->m_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 ((Packet->m_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: %i x %i !!", m_Owner->GetName().c_str(), m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount ); SendWholeInventory( m_Owner->GetClientHandle() ); } SendSlot(0); } void cSurvivalInventory::ShiftClicked(cPacket_WindowClick * a_ClickPacket) { ASSERT((GetWindow() == NULL) || (GetWindow()->GetDraggingItem()->IsEmpty())); // Cannot handle shift-click if dragging something short Slot = a_ClickPacket->m_SlotNum; if (Slot == SLOT_CRAFTING_RESULT) { ShiftClickedCraftingResult(Slot); } else if ((Slot >= SLOT_CRAFTING_MIN) && (Slot <= SLOT_CRAFTING_MAX)) { ShiftClickedCraftingGrid(Slot); } else if ((Slot >= SLOT_ARMOR_MIN) && (Slot <= SLOT_ARMOR_MAX)) { ShiftClickedArmor(Slot); } else if ((Slot >= SLOT_HOTBAR_MIN) && (Slot <= SLOT_HOTBAR_MAX)) { ShiftClickedHotbar(Slot); } else { ShiftClickedInventory(Slot); } // Because the client tries to guess our actions, 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().Equals(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); }