108 lines
3.1 KiB
C++
108 lines
3.1 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cCraftingWindow.h"
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#include "cItem.h"
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#include "cRecipeChecker.h"
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#include "cPlayer.h"
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#include "cClientHandle.h"
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#include "cInventory.h"
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#include "cPickup.h"
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#include "cRoot.h"
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#include "packets/cPacket_WindowClick.h"
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#include "packets/cPacket_InventorySlot.h"
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cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible )
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: cWindow( a_Owner, a_bInventoryVisible )
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{
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SetWindowID( 1 );
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SetWindowType( cWindow::Workbench ); // Workbench
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cItem* Slots = new cItem[10];
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SetSlots( Slots, 10 );
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}
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void cCraftingWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player )
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{
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bool bDontCook = false;
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// Override for craft result slot
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if( a_ClickPacket->m_SlotNum == 0 )
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{
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LOG("In craft slot: %i x %i !!", GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemCount );
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cItem* DraggingItem = GetDraggingItem( &a_Player );
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if( DraggingItem->m_ItemID <= 0 )
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{
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*DraggingItem = *GetSlot(0);
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GetSlot(0)->Empty();
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}
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else if( DraggingItem->Equals( *GetSlot(0) ) )
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{
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if( DraggingItem->m_ItemCount + GetSlot(0)->m_ItemCount <= 64 )
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{
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DraggingItem->m_ItemCount += GetSlot(0)->m_ItemCount;
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GetSlot(0)->Empty();
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}
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else
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{
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bDontCook = true;
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}
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}
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else
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{
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bDontCook = true;
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}
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LOG("Dragging Dish %i", DraggingItem->m_ItemCount );
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}
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else
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{
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cWindow::Clicked( a_ClickPacket, a_Player );
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}
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if( a_ClickPacket->m_SlotNum >= 0 && a_ClickPacket->m_SlotNum < 10 )
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{
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cItem CookedItem;
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if( a_ClickPacket->m_SlotNum == 0 && !bDontCook )
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{
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CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( GetSlots()+1, 3, 3, true );
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}
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else
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{
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CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( GetSlots()+1, 3, 3 );
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}
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*GetSlot(0) = CookedItem;
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LOG("You cooked: %i x %i !!", GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemCount );
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}
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SendWholeWindow( a_Player.GetClientHandle() );
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a_Player.GetInventory().SendWholeInventory( a_Player.GetClientHandle() );
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//Separate packet for result =/ Don't know why
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cPacket_InventorySlot Packet;
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Packet.m_WindowID = (char)GetWindowID();
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Packet.m_SlotNum = 0;
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Packet.m_ItemID = (short)GetSlot(0)->m_ItemID;
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Packet.m_ItemCount = GetSlot(0)->m_ItemCount;
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Packet.m_ItemUses = (char)GetSlot(0)->m_ItemHealth;
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a_Player.GetClientHandle()->Send( Packet );
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}
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void cCraftingWindow::Close( cPlayer & a_Player )
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{
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// Start from slot 1, don't drop what's in the result slot
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for( int i = 1; i < GetNumSlots(); i++ )
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{
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cItem* Item = GetSlot( i );
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if( Item->m_ItemID > 0 && Item->m_ItemCount > 0 )
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{
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float vX = 0, vY = 0, vZ = 0;
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EulerToVector( -a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY );
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vY = -vY*2 + 1.f;
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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 );
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Pickup->Initialize( a_Player.GetWorld() );
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}
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Item->Empty();
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}
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cWindow::Close( a_Player );
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} |