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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/cWindow.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;
}
}
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