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-rw-r--r--source/ChestEntity.cpp225
1 files changed, 225 insertions, 0 deletions
diff --git a/source/ChestEntity.cpp b/source/ChestEntity.cpp
new file mode 100644
index 000000000..262217da8
--- /dev/null
+++ b/source/ChestEntity.cpp
@@ -0,0 +1,225 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "ChestEntity.h"
+#include "Item.h"
+#include "ClientHandle.h"
+#include "Player.h"
+#include "UI/Window.h"
+#include "World.h"
+#include "Root.h"
+#include "Pickup.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;
+ }
+}
+
+
+
+