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-rw-r--r--source/cChestEntity.cpp225
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;
- }
-}
-
-
-
-