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#include "cSurvivalInventory.h"
#include <string> //memset
#include "cPlayer.h"
#include "cClientHandle.h"
#include "cMCLogger.h"
#include "cWindow.h"
#include "cItem.h"
#include "cRecipeChecker.h"
#include "cRoot.h"
#include "packets/cPacket_WindowClick.h"
cSurvivalInventory::~cSurvivalInventory()
{
if( GetWindow() ) GetWindow()->Close( *m_Owner );
CloseWindow();
}
cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner)
: cInventory(a_Owner)
{
if( !GetWindow() )
{
cWindow* Window = new cWindow( this, false );
Window->SetSlots( m_Slots, c_NumSlots );
Window->SetWindowID( 0 );
OpenWindow( Window );
}
}
void cSurvivalInventory::Clicked( cPacket* a_ClickPacket )
{
cPacket_WindowClick *Packet = reinterpret_cast<cPacket_WindowClick *>(a_ClickPacket);
bool bDontCook = false;
if( GetWindow() )
{
// Override for craft result slot
if( Packet->m_SlotNum == (short)c_CraftOffset )
{
LOG("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;
}
LOG("Dragging Dish %i", DraggingItem->m_ItemCount );
}
else
{
GetWindow()->Clicked( Packet, *m_Owner );
}
}
else
{
LOG("No Inventory window! WTF");
}
if( Packet->m_SlotNum >= (short)c_CraftOffset && Packet->m_SlotNum < (short)(c_CraftOffset+c_CraftSlots+1) )
{
cItem CookedItem;
if( Packet->m_SlotNum == 0 && !bDontCook )
{
CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( m_Slots+c_CraftOffset+1, 2, 2, true );
}
else
{
CookedItem = cRoot::Get()->GetRecipeChecker()->CookIngredients( m_Slots+c_CraftOffset+1, 2, 2 );
}
m_Slots[c_CraftOffset] = CookedItem;
LOG("You cooked: %i x %i !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemCount );
SendWholeInventory( m_Owner->GetClientHandle() );
}
SendSlot( 0 );
}
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