diff options
Diffstat (limited to 'source/cChestEntity.cpp')
-rw-r--r-- | source/cChestEntity.cpp | 225 |
1 files changed, 0 insertions, 225 deletions
diff --git a/source/cChestEntity.cpp b/source/cChestEntity.cpp deleted file mode 100644 index 659bd7083..000000000 --- a/source/cChestEntity.cpp +++ /dev/null @@ -1,225 +0,0 @@ - -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "cChestEntity.h" -#include "cItem.h" -#include "cClientHandle.h" -#include "cPlayer.h" -#include "UI/Window.h" -#include "cWorld.h" -#include "cRoot.h" -#include "cPickup.h" -#include <json/json.h> - - - - - -class cWorld; -class cRoot; - - - - - -cChestEntity::cChestEntity(int a_X, int a_Y, int a_Z, cWorld * a_World) - : cBlockEntity( E_BLOCK_CHEST, a_X, a_Y, a_Z, a_World) - , m_TopChest( false ) - , m_JoinedChest( NULL ) -{ - m_Content = new cItem[ c_ChestHeight * c_ChestWidth ]; - SetBlockEntity(this); // cBlockEntityWindowOwner -} - - - - - -cChestEntity::~cChestEntity() -{ - if( GetWindow() ) - { - GetWindow()->OwnerDestroyed(); - } - - if( m_Content ) - { - delete [] m_Content; - } -} - - - - - -void cChestEntity::Destroy() -{ - // Drop items - cItems Pickups; - for( int i = 0; i < c_ChestHeight * c_ChestWidth; ++i ) - { - if( !m_Content[i].IsEmpty() ) - { - Pickups.push_back(m_Content[i]); - m_Content[i].Empty(); - } - } - m_World->SpawnItemPickups(Pickups, m_PosX, m_PosY, m_PosZ); - if (m_JoinedChest) - { - m_JoinedChest->RemoveJoinedChest(this); - } -} - - - - - -const cItem * cChestEntity::GetSlot( int a_Slot ) const -{ - if( a_Slot > -1 && a_Slot < c_ChestHeight*c_ChestWidth ) - { - return &m_Content[ a_Slot ]; - } - return 0; -} - - - - - -void cChestEntity::SetSlot(int a_Slot, const cItem & a_Item) -{ - if ((a_Slot > -1) && (a_Slot < c_ChestHeight * c_ChestWidth)) - { - m_Content[a_Slot] = a_Item; - } -} - - - - - -#define READ(File, Var) \ - if (File.Read(&Var, sizeof(Var)) != sizeof(Var)) \ - { \ - LOGERROR("ERROR READING cChestEntity %s FROM FILE (line %d)", #Var, __LINE__); \ - return false; \ - } - - - - - - -bool cChestEntity::LoadFromJson( const Json::Value& a_Value ) -{ - m_PosX = a_Value.get("x", 0).asInt(); - m_PosY = a_Value.get("y", 0).asInt(); - m_PosZ = a_Value.get("z", 0).asInt(); - - Json::Value AllSlots = a_Value.get("Slots", 0); - int SlotIdx = 0; - for( Json::Value::iterator itr = AllSlots.begin(); itr != AllSlots.end(); ++itr ) - { - cItem Item; - Item.FromJson( *itr ); - SetSlot( SlotIdx, Item ); - SlotIdx++; - } - return true; -} - - - - - -void cChestEntity::SaveToJson( Json::Value& a_Value ) -{ - a_Value["x"] = m_PosX; - a_Value["y"] = m_PosY; - a_Value["z"] = m_PosZ; - - unsigned int NumSlots = c_ChestHeight*c_ChestWidth; - Json::Value AllSlots; - for(unsigned int i = 0; i < NumSlots; i++) - { - Json::Value Slot; - const cItem * Item = GetSlot( i ); - if( Item ) Item->GetJson( Slot ); - AllSlots.append( Slot ); - } - a_Value["Slots"] = AllSlots; -} - - - - - -void cChestEntity::SendTo(cClientHandle & a_Client) -{ - // The chest entity doesn't need anything sent to the client when it's created / gets in the viewdistance - // All the actual handling is in the cWindow UI code that gets called when the chest is rclked - - UNUSED(a_Client); -} - - - - - -void cChestEntity::UsedBy(cPlayer * a_Player) -{ - if (GetWindow() == NULL) - { - OpenWindow(new cChestWindow(m_PosX, m_PosY, m_PosZ, this)); - } - if (GetWindow()) - { - if( a_Player->GetWindow() != GetWindow() ) - { - a_Player->OpenWindow( GetWindow() ); - GetWindow()->SendWholeWindow(*a_Player->GetClientHandle()); - } - } - - // This is rather a hack - // Instead of marking the chunk as dirty upon chest contents change, we mark it dirty now - // We cannot properly detect contents change, but such a change doesn't happen without a player opening the chest first. - // The few false positives aren't much to worry about - int ChunkX, ChunkY = 0, ChunkZ; - cChunkDef::BlockToChunk(m_PosX, m_PosY, m_PosZ, ChunkX, ChunkZ); - m_World->MarkChunkDirty(ChunkX, ChunkY, ChunkZ); -} - - - - - -cItem * cChestEntity::GetContents(bool a_OnlyThis) -{ - if (m_JoinedChest && !a_OnlyThis) - { - // TODO: "Combined" memory leaks here - cItem * Combined = new cItem[GetChestHeight() * c_ChestWidth]; - cItem * first = (m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true); - cItem * second = (!m_TopChest) ? GetContents(true) : m_JoinedChest->GetContents(true); - for (int i = 0; i < GetChestHeight() * c_ChestWidth; i++) - { - int index = i % (c_ChestHeight * c_ChestWidth); - if (i < c_ChestHeight * c_ChestWidth) - Combined[index] = first[index]; - else - Combined[index] = second[index]; - } - return Combined; - } - else - { - return m_Content; - } -} - - - - |