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path: root/source/cChestEntity.cpp
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#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 "UI/Window.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 ];
	SetBlockEntity(this);  // cBlockEntityWindowOwner
}





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, const 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)
{
	// The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance
	// All the actual handling is in the cWindow UI code that gets called when the chest is rclked
	
	UNUSED(a_Client);
}





void cChestEntity::UsedBy(cPlayer * a_Player)
{
	if (GetWindow() == NULL)
	{
		OpenWindow(new cChestWindow(m_PosX, m_PosY, m_PosZ, this));
	}
	if (GetWindow())
	{
		if( a_Player->GetWindow() != GetWindow() )
		{
			a_Player->OpenWindow( GetWindow() );
			GetWindow()->SendWholeWindow(*a_Player->GetClientHandle());
		}
	}

	// 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)
	{
		// TODO: "Combined" memory leaks here
		cItem * Combined = new cItem[GetChestHeight() * c_ChestWidth];
		cItem * first =  (m_TopChest)  ? GetContents(true) : m_JoinedChest->GetContents(true);
		cItem * second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true);
		for (int 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;
	}
}