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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-20 15:25:54 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-20 15:25:54 +0200
commitbc466f07a454271d4845a7e8c7f0822541c5afbd (patch)
treec8455a2af322bbd847b6b4ea74256b78aa834c4c /source/cCraftingWindow.cpp
parentProtoProxy: moar packets! (can now sustain parsing while connected to vanilla server, most of the times) (diff)
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Diffstat (limited to '')
-rw-r--r--source/cCraftingWindow.cpp244
1 files changed, 0 insertions, 244 deletions
diff --git a/source/cCraftingWindow.cpp b/source/cCraftingWindow.cpp
deleted file mode 100644
index fee000da3..000000000
--- a/source/cCraftingWindow.cpp
+++ /dev/null
@@ -1,244 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cCraftingWindow.h"
-#include "cItem.h"
-#include "CraftingRecipes.h"
-#include "cPlayer.h"
-#include "cClientHandle.h"
-#include "cInventory.h"
-#include "cPickup.h"
-#include "cRoot.h"
-#include "cWorld.h"
-#include "items/Item.h"
-
-
-
-
-
-/* These numbers are valid for the underlying cInventory object, because that's where we're sending the
-MoveItem() and HowManyCanFit() function calls
-*/
-enum
-{
- SLOT_INVENTORY_MIN = 9,
- SLOT_INVENTORY_MAX = 35,
- SLOT_HOTBAR_MIN = 36,
- SLOT_HOTBAR_MAX = 44
-} ;
-
-
-
-
-
-cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible )
- : cWindow(a_Owner, a_bInventoryVisible, cWindow::Workbench, 1)
-{
- cItem * Slots = new cItem[10];
- SetSlots( Slots, 10 );
-}
-
-
-
-
-
-void cCraftingWindow::Clicked(
- cPlayer & a_Player,
- int a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
- const cItem & a_HeldItem
-)
-{
- bool bDontCook = false;
-
- cItem * DraggingItem = GetDraggingItem(&a_Player);
- if (
- a_IsShiftPressed &&
- ((DraggingItem == NULL) || DraggingItem->IsEmpty())
- )
- {
- ShiftClicked(a_Player, a_SlotNum);
- return;
- }
-
- // Override for craft result slot
- if (a_SlotNum == 0)
- {
- LOGD("Clicked in craft result slot, item there: %d:%d (%d times) !!", GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemHealth, GetSlot(0)->m_ItemCount);
- cItem * DraggingItem = GetDraggingItem(&a_Player);
- if (DraggingItem->IsEmpty())
- {
- *DraggingItem = *GetSlot(0);
- GetSlot(0)->Empty();
- }
- else if (DraggingItem->IsEqual(*GetSlot(0)))
- {
- cItemHandler * Handler = ItemHandler(GetSlot(0)->m_ItemID);
- if (DraggingItem->m_ItemCount + GetSlot(0)->m_ItemCount <= Handler->GetMaxStackSize())
- {
- DraggingItem->m_ItemCount += GetSlot(0)->m_ItemCount;
- GetSlot(0)->Empty();
- }
- else
- {
- bDontCook = true;
- }
- }
- else
- {
- bDontCook = true;
- }
- }
- else
- {
- cWindow::Clicked(a_Player, GetWindowID(), a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem);
- }
-
- if ((a_SlotNum >= 0) && (a_SlotNum < 10))
- {
- cCraftingGrid Grid(GetSlots() + 1, 3, 3);
- cCraftingRecipe Recipe(Grid);
-
- cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, 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(GetSlots() + 1);
-
- // Get the recipe for the new grid contents:
- cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
- }
- *GetSlot(0) = Recipe.GetResult();
- LOGD("%s cooked: %d:%d (%d times) !!", a_Player.GetName().c_str(), GetSlot(0)->m_ItemID, GetSlot(0)->m_ItemHealth, GetSlot(0)->m_ItemCount);
- }
- SendWholeWindow( a_Player.GetClientHandle() );
- a_Player.GetInventory().SendWholeInventory( a_Player.GetClientHandle() );
-
- // Separate packet for result =/ Don't know why
- a_Player.GetClientHandle()->SendInventorySlot((char)GetWindowID(), 0, *GetSlot(0));
-}
-
-
-
-
-
-void cCraftingWindow::Close(cPlayer & a_Player)
-{
- // Start from slot 1, don't drop what's in the result slot
- cItems Drops;
- for( int i = 1; i < GetNumSlots(); i++ )
- {
- cItem * Item = GetSlot(i);
- if (!Item->IsEmpty())
- {
- Drops.push_back(*Item);
- }
- Item->Empty();
- }
- float vX = 0, vY = 0, vZ = 0;
- EulerToVector( -a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
- vY = -vY*2 + 1.f;
- a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 2, vY * 2, vZ * 2);
- cWindow::Close(a_Player);
-}
-
-
-
-
-
-void cCraftingWindow::ShiftClicked(cPlayer & a_Player, short a_SlotNum)
-{
- if (a_SlotNum == SLOT_CRAFTING_RESULT)
- {
- ShiftClickedCraftingResult(a_Player, a_SlotNum);
- }
- else if ((a_SlotNum >= SLOT_CRAFTING_MIN) && (a_SlotNum <= SLOT_CRAFTING_MAX))
- {
- ShiftClickedCraftingGrid(a_Player, a_SlotNum);
- }
- else
- {
- // No need to handle inventory shift-click, it is handled by the underlying cSurvivalInventory, surprise surprise ;)
- }
- SendWholeWindow(a_Player.GetClientHandle());
-}
-
-
-
-
-
-void cCraftingWindow::ShiftClickedCraftingResult(cPlayer & a_Player, short a_Slot)
-{
- // Craft until either the recipe changes (due to ingredients) or there's not enough storage for the result
- cInventory & Inventory = a_Player.GetInventory();
- cItem * CraftingResult = GetSlot(SLOT_CRAFTING_RESULT);
- if ((CraftingResult == NULL) || CraftingResult->IsEmpty())
- {
- return;
- }
- cItem ResultCopy = *CraftingResult;
- int HowManyItemsWillFit = Inventory.HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
- HowManyItemsWillFit += Inventory.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 = Inventory.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)
- {
- NumMoved += Inventory.MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount - NumMoved, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
- ASSERT(NumMoved == CraftingResult->m_ItemCount); // We checked earlier that we can fit this many items
- }
-
- // "Use" the crafting recipe once:
- cCraftingGrid Grid(GetSlots() + 1, 3, 3);
- cCraftingRecipe Recipe(Grid);
- cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
- Recipe.ConsumeIngredients(Grid);
- Grid.CopyToItems(GetSlots() + 1);
- cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
- GetSlots()[SLOT_CRAFTING_RESULT] = Recipe.GetResult();
-
- // If the recipe changed, abort:
- if (!Recipe.GetResult().IsEqual(ResultCopy))
- {
- break;
- }
- }
-}
-
-
-
-
-
-void cCraftingWindow::ShiftClickedCraftingGrid(cPlayer & a_Player, short a_Slot)
-{
- cInventory & Inventory = a_Player.GetInventory();
- cItem * Item = GetSlot(a_Slot);
- if ((Item == NULL) || Item->IsEmpty())
- {
- return;
- }
-
- // First try the main inventory:
- Item->m_ItemCount -= Inventory.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 -= Inventory.MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
- }
- if (Item->m_ItemCount == 0)
- {
- Item->Empty();
- }
-}
-
-
-
-