summaryrefslogtreecommitdiffstats
path: root/source/cSurvivalInventory.cpp
diff options
context:
space:
mode:
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/cSurvivalInventory.cpp
parentProtoProxy: moar packets! (can now sustain parsing while connected to vanilla server, most of the times) (diff)
downloadcuberite-bc466f07a454271d4845a7e8c7f0822541c5afbd.tar
cuberite-bc466f07a454271d4845a7e8c7f0822541c5afbd.tar.gz
cuberite-bc466f07a454271d4845a7e8c7f0822541c5afbd.tar.bz2
cuberite-bc466f07a454271d4845a7e8c7f0822541c5afbd.tar.lz
cuberite-bc466f07a454271d4845a7e8c7f0822541c5afbd.tar.xz
cuberite-bc466f07a454271d4845a7e8c7f0822541c5afbd.tar.zst
cuberite-bc466f07a454271d4845a7e8c7f0822541c5afbd.zip
Diffstat (limited to 'source/cSurvivalInventory.cpp')
-rw-r--r--source/cSurvivalInventory.cpp285
1 files changed, 0 insertions, 285 deletions
diff --git a/source/cSurvivalInventory.cpp b/source/cSurvivalInventory.cpp
deleted file mode 100644
index 3786f86fa..000000000
--- a/source/cSurvivalInventory.cpp
+++ /dev/null
@@ -1,285 +0,0 @@
-
-#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 "items/Item.h"
-
-
-
-
-
-cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner)
- : cInventory(a_Owner)
-{
-}
-
-
-
-
-
-cSurvivalInventory::~cSurvivalInventory()
-{
-}
-
-
-
-
-
-void cSurvivalInventory::Clicked(
- short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
- const cItem & a_HeldItem
-)
-{
- cWindow * Window = GetWindow();
- if (
- a_IsShiftPressed && // Shift pressed
- (Window != NULL) && // Window is valid
- (Window->GetDraggingItem()->IsEmpty()) // Not dragging anything
- )
- {
- ShiftClicked(a_SlotNum);
- return;
- }
-
- bool bDontCook = false;
- if (Window != NULL)
- {
- // Override for craft result slot
- if (a_SlotNum == (short)c_CraftOffset)
- {
- LOGD("Clicked in craft result slot, item there: %d:%d (%d times) !!", m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemHealth, m_Slots[c_CraftOffset].m_ItemCount);
- cItem * DraggingItem = Window->GetDraggingItem();
- if (DraggingItem->IsEmpty())
- {
- *DraggingItem = m_Slots[c_CraftOffset];
- m_Slots[c_CraftOffset].Empty();
- }
- else if (DraggingItem->IsEqual(m_Slots[c_CraftOffset]))
- {
- cItemHandler * Handler = ItemHandler(m_Slots[c_CraftOffset].m_ItemID);
- if (DraggingItem->m_ItemCount + m_Slots[c_CraftOffset].m_ItemCount <= Handler->GetMaxStackSize())
- {
- DraggingItem->m_ItemCount += m_Slots[c_CraftOffset].m_ItemCount;
- m_Slots[c_CraftOffset].Empty();
- }
- else
- {
- bDontCook = true;
- }
- }
- else
- {
- bDontCook = true;
- }
- }
- else
- {
- Window->Clicked(*m_Owner, 0, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem);
- }
- }
- else
- {
- ASSERT(!"No inventory window! WTF?");
- LOG("No Inventory window! WTF");
- }
-
- if ((a_SlotNum >= (short)c_CraftOffset) && (a_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 ((a_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: %d:%d (%d times) !!", m_Owner->GetName().c_str(), m_Slots[c_CraftOffset].m_ItemID, m_Slots[c_CraftOffset].m_ItemHealth, m_Slots[c_CraftOffset].m_ItemCount );
- SendWholeInventory(m_Owner->GetClientHandle());
- }
- SendSlot(0);
-}
-
-
-
-
-
-void cSurvivalInventory::ShiftClicked(short a_SlotNum)
-{
- ASSERT((GetWindow() == NULL) || (GetWindow()->GetDraggingItem()->IsEmpty())); // Cannot handle shift-click if dragging something
-
- if (a_SlotNum == SLOT_CRAFTING_RESULT)
- {
- ShiftClickedCraftingResult(a_SlotNum);
- }
- else if ((a_SlotNum >= SLOT_CRAFTING_MIN) && (a_SlotNum <= SLOT_CRAFTING_MAX))
- {
- ShiftClickedCraftingGrid(a_SlotNum);
- }
- else if ((a_SlotNum >= SLOT_ARMOR_MIN) && (a_SlotNum <= SLOT_ARMOR_MAX))
- {
- ShiftClickedArmor(a_SlotNum);
- }
- else if ((a_SlotNum >= SLOT_HOTBAR_MIN) && (a_SlotNum <= SLOT_HOTBAR_MAX))
- {
- ShiftClickedHotbar(a_SlotNum);
- }
- else
- {
- ShiftClickedInventory(a_SlotNum);
- }
- // Because the client tries to guess our actions and is not always right, send the whole inventory:
- SendWholeInventoryToAll();
-}
-
-
-
-
-
-void cSurvivalInventory::ShiftClickedCraftingResult(short a_Slot)
-{
- // Craft until either the recipe changes (due to ingredients) or there's not enough storage for the result
- cItem * CraftingResult = GetSlot(SLOT_CRAFTING_RESULT);
- if ((CraftingResult == NULL) || CraftingResult->IsEmpty())
- {
- return;
- }
- cItem ResultCopy = *CraftingResult;
- int HowManyItemsWillFit = HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
- HowManyItemsWillFit += 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 = 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)
- {
- MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount - NumMoved, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
- }
-
- // "Use" the crafting recipe once:
- cCraftingGrid Grid(m_Slots + SLOT_CRAFTING_MIN, 2, 2);
- cCraftingRecipe Recipe(Grid);
- cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe);
- Recipe.ConsumeIngredients(Grid);
- Grid.CopyToItems(m_Slots + c_CraftOffset + 1);
- cRoot::Get()->GetCraftingRecipes()->GetRecipe(m_Owner, Grid, Recipe);
- m_Slots[SLOT_CRAFTING_RESULT] = Recipe.GetResult();
-
- // If the recipe changed, abort:
- if (!Recipe.GetResult().IsEqual(ResultCopy))
- {
- break;
- }
- }
-}
-
-
-
-
-
-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;
- }
- // First try the main inventory:
- Item->m_ItemCount -= 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 -= MoveItem(Item->m_ItemID, Item->m_ItemHealth, Item->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_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);
-}
-
-
-
-