summaryrefslogtreecommitdiffstats
path: root/source/cChestEntity.cpp
blob: 2a69c7bdbb2a35dd1701ff346636980a7a8ffafa (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229

#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 "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, 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())
	{
		cWindow * Window = new cWindow(this, true, cWindow::Chest, 1);
		Window->SetSlots(GetContents(), GetChestHeight() * c_ChestWidth);
		Window->SetWindowTitle("UberChest");
		OpenWindow( Window );
	}
	if ( GetWindow() )
	{
		if( a_Player->GetWindow() != GetWindow() )
		{
			a_Player->OpenWindow( GetWindow() );
			GetWindow()->SendWholeWindow( a_Player->GetClientHandle() );
		}
	}
	m_World->BroadcastBlockAction(m_PosX, m_PosY, m_PosZ, 1, 1, E_BLOCK_CHEST);

	// 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;
	}
}




clau