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