#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 "packets/cPacket_WindowClick.h"
cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner)
: cInventory(a_Owner)
{
}
cSurvivalInventory::~cSurvivalInventory()
{
}
void cSurvivalInventory::Clicked( cPacket* a_ClickPacket )
{
cPacket_WindowClick * Packet = reinterpret_cast<cPacket_WindowClick *>(a_ClickPacket);
if (
Packet->m_IsShiftPressed && // Shift pressed
(GetWindow() != NULL) && // Window is valid
(GetWindow()->GetDraggingItem()->IsEmpty()) // Not dragging anything
)
{
ShiftClicked(Packet);
return;
}
bool bDontCook = false;
if (GetWindow())
{
// Override for craft result slot
if (Packet->m_SlotNum == (short)c_CraftOffset)
{
LOGD("In craft slot: %i x %i !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount );
cItem * DraggingItem = GetWindow()->GetDraggingItem();
if (DraggingItem->IsEmpty())
{
*DraggingItem = m_Slots[c_CraftOffset];
m_Slots[c_CraftOffset].Empty();
}
else if (DraggingItem->Equals(m_Slots[c_CraftOffset]))
{
if (DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= 64)
{
DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount;
m_Slots[0].Empty();
}
else
{
bDontCook = true;
}
}
else
{
bDontCook = true;
}
LOGD("Dragging Dish %i", DraggingItem->m_ItemCount );
}
else
{
GetWindow()->Clicked( Packet, *m_Owner );
}
}
else
{
ASSERT(!"No inventory window! WTF?");
LOG("No Inventory window! WTF");
}
if ((Packet->m_SlotNum >= (short)c_CraftOffset) && (Packet->m_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 ((Packet->m_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: %i x %i !!", m_Owner->GetName().c_str(), m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount );
SendWholeInventory( m_Owner->GetClientHandle() );
}
SendSlot(0);
}
void cSurvivalInventory::ShiftClicked(cPacket_WindowClick * a_ClickPacket)
{
ASSERT((GetWindow() == NULL) || (GetWindow()->GetDraggingItem()->IsEmpty())); // Cannot handle shift-click if dragging something
short Slot = a_ClickPacket->m_SlotNum;
if (Slot == SLOT_CRAFTING_RESULT)
{
ShiftClickedCraftingResult(Slot);
}
else if ((Slot >= SLOT_CRAFTING_MIN) && (Slot <= SLOT_CRAFTING_MAX))
{
ShiftClickedCraftingGrid(Slot);
}
else if ((Slot >= SLOT_ARMOR_MIN) && (Slot <= SLOT_ARMOR_MAX))
{
ShiftClickedArmor(Slot);
}
else if ((Slot >= SLOT_HOTBAR_MIN) && (Slot <= SLOT_HOTBAR_MAX))
{
ShiftClickedHotbar(Slot);
}
else
{
ShiftClickedInventory(Slot);
}
// Because the client tries to guess our actions, not always right, send the whole inventory:
SendWholeInventoryToAll();
}
void cSurvivalInventory::ShiftClickedCraftingResult(short a_Slot)
{
// TODO
}
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;
}
Item->m_ItemCount -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_INVENTORY_MIN, SLOT_INVENTORY_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);
}