mcserver/source/cSurvivalInventory.cpp

286 lines
7.7 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cSurvivalInventory.h"
#include "cPlayer.h"
#include "cClientHandle.h"
#include "cWindow.h"
#include "cItem.h"
#include "CraftingRecipes.h"
#include "cRoot.h"
#include "items/Item.h"
cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner)
: cInventory(a_Owner)
{
}
cSurvivalInventory::~cSurvivalInventory()
{
}
void cSurvivalInventory::Clicked(
short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
const cItem & a_HeldItem
)
{
cWindow * Window = GetWindow();
if (
a_IsShiftPressed && // Shift pressed
(Window != NULL) && // Window is valid
(Window->GetDraggingItem()->IsEmpty()) // Not dragging anything
)
{
ShiftClicked(a_SlotNum);
return;
}
bool bDontCook = false;
if (Window != NULL)
{
// Override for craft result slot
if (a_SlotNum == (short)c_CraftOffset)
{
LOGD("Clicked in craft result slot, item there: %d:%d (%d times) !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemHealth, m_Slots[c_CraftOffset].m_ItemCount);
cItem * DraggingItem = Window->GetDraggingItem();
if (DraggingItem->IsEmpty())
{
*DraggingItem = m_Slots[c_CraftOffset];
m_Slots[c_CraftOffset].Empty();
}
else if (DraggingItem->IsEqual(m_Slots[c_CraftOffset]))
{
cItemHandler * Handler = ItemHandler(m_Slots[c_CraftOffset].m_ItemID);
if (DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= Handler->GetMaxStackSize())
{
DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount;
m_Slots[c_CraftOffset].Empty();
}
else
{
bDontCook = true;
}
}
else
{
bDontCook = true;
}
}
else
{
Window->Clicked(*m_Owner, 0, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem);
}
}
else
{
ASSERT(!"No inventory window! WTF?");
LOG("No Inventory window! WTF");
}
if ((a_SlotNum >= (short)c_CraftOffset) && (a_SlotNum < (short)(c_CraftOffset + c_CraftSlots + 1)))
{
cCraftingGrid Grid(m_Slots + c_CraftOffset + 1, 2, 2);
cCraftingRecipe Recipe(Grid);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe);
if ((a_SlotNum == 0) && !bDontCook)
{
// Consume the items from the crafting grid:
Recipe.ConsumeIngredients(Grid);
// Propagate grid back to m_Slots:
Grid.CopyToItems(m_Slots + c_CraftOffset + 1);
// Get the recipe for the new grid contents:
cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe);
}
m_Slots[c_CraftOffset] = Recipe.GetResult();
LOGD("%s cooked: %d:%d (%d times) !!", m_Owner->GetName().c_str(), m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemHealth, m_Slots[c_CraftOffset].m_ItemCount );
SendWholeInventory(m_Owner->GetClientHandle());
}
SendSlot(0);
}
void cSurvivalInventory::ShiftClicked(short a_SlotNum)
{
ASSERT((GetWindow() == NULL) || (GetWindow()->GetDraggingItem()->IsEmpty())); // Cannot handle shift-click if dragging something
if (a_SlotNum == SLOT_CRAFTING_RESULT)
{
ShiftClickedCraftingResult(a_SlotNum);
}
else if ((a_SlotNum >= SLOT_CRAFTING_MIN) && (a_SlotNum <= SLOT_CRAFTING_MAX))
{
ShiftClickedCraftingGrid(a_SlotNum);
}
else if ((a_SlotNum >= SLOT_ARMOR_MIN) && (a_SlotNum <= SLOT_ARMOR_MAX))
{
ShiftClickedArmor(a_SlotNum);
}
else if ((a_SlotNum >= SLOT_HOTBAR_MIN) && (a_SlotNum <= SLOT_HOTBAR_MAX))
{
ShiftClickedHotbar(a_SlotNum);
}
else
{
ShiftClickedInventory(a_SlotNum);
}
// Because the client tries to guess our actions and is not always right, send the whole inventory:
SendWholeInventoryToAll();
}
void cSurvivalInventory::ShiftClickedCraftingResult(short a_Slot)
{
// Craft until either the recipe changes (due to ingredients) or there's not enough storage for the result
cItem * CraftingResult = GetSlot(SLOT_CRAFTING_RESULT);
if ((CraftingResult == NULL) || CraftingResult->IsEmpty())
{
return;
}
cItem ResultCopy = *CraftingResult;
int HowManyItemsWillFit = HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
HowManyItemsWillFit += HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
int HowManyPassesWillFit = HowManyItemsWillFit / CraftingResult->m_ItemCount;
for (int i = 0; i < HowManyPassesWillFit; i++)
{
// First try moving into the hotbar:
int NumMoved = MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
// If something didn't fit, move into main inventory:
if (NumMoved < CraftingResult->m_ItemCount)
{
MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount - NumMoved, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
}
// "Use" the crafting recipe once:
cCraftingGrid Grid(m_Slots + SLOT_CRAFTING_MIN, 2, 2);
cCraftingRecipe Recipe(Grid);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe);
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(m_Slots + c_CraftOffset + 1);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe);
m_Slots[SLOT_CRAFTING_RESULT] = Recipe.GetResult();
// If the recipe changed, abort:
if (!Recipe.GetResult().IsEqual(ResultCopy))
{
break;
}
}
}
void cSurvivalInventory::ShiftClickedCraftingGrid(short a_Slot)
{
// Move the item from the crafting grid into the main inventory:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
// First try the main inventory:
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
// If anything left, try the hotbar:
if (Item->m_ItemCount > 0)
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
}
SendSlot(a_Slot);
}
void cSurvivalInventory::ShiftClickedArmor(short a_Slot)
{
// Move the item from the armor slot into the main inventory:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
SendSlot(a_Slot);
}
void cSurvivalInventory::ShiftClickedHotbar(short a_Slot)
{
// Move the item from the hotbar into the main inventory:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
SendSlot(a_Slot);
}
void cSurvivalInventory::ShiftClickedInventory(short a_Slot)
{
// Move the item from the main inventory into armor slot if it is armor, or the hotbar otherwise:
cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty())
{
return;
}
if (ItemCategory::IsHelmet(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_HELMET, SLOT_ARMOR_HELMET);
}
else if (ItemCategory::IsChestPlate(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_CHESTPLATE, SLOT_ARMOR_CHESTPLATE);
}
else if (ItemCategory::IsLeggings(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_LEGGINGS, SLOT_ARMOR_LEGGINGS);
}
else if (ItemCategory::IsBoots(Item->m_ItemID))
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_ARMOR_BOOTS, SLOT_ARMOR_BOOTS);
}
else
{
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
}
SendSlot(a_Slot);
}