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#include "cCraftingWindow.h"
#include "cItem.h"
#include "cMCLogger.h"
#include "cRecipeChecker.h"
#include "cPlayer.h"
#include "cClientHandle.h"
#include "cInventory.h"
#include "cPickup.h"
#include "cRoot.h"
#include "packets/cPacket_WindowClick.h"
#include "packets/cPacket_InventorySlot.h"
cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible )
: cWindow( a_Owner, a_bInventoryVisible )
{
SetWindowID( 1 );
SetWindowType( cWindow::Workbench ); // Workbench
cItem* Slots = new cItem[10];
SetSlots( Slots, 10 );
}
void cCraftingWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player )
{
bool bDontCook = false;
// 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 )
{
cItem CookedItem;
if( a_ClickPacket->m_SlotNum == 0 && !bDontCook )
{
CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( GetSlots()+1, 3, 3, true );
}
else
{
CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( GetSlots()+1, 3, 3 );
}
*GetSlot(0) = CookedItem;
LOG("You cooked: %i x %i !!", 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
for( int i = 1; i < GetNumSlots(); i++ )
{
cItem* Item = GetSlot( i );
if( Item->m_ItemID > 0 && Item->m_ItemCount > 0 )
{
float vX = 0, vY = 0, vZ = 0;
EulerToVector( -a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY );
vY = -vY*2 + 1.f;
cPickup* Pickup = new cPickup( (int)(a_Player.GetPosX()*32), (int)(a_Player.GetPosY()*32) + (int)(1.6f*32), (int)(a_Player.GetPosZ()*32), *Item, vX*2, vY*2, vZ*2 );
Pickup->Initialize( a_Player.GetWorld() );
}
Item->Empty();
}
cWindow::Close( a_Player );
}
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