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#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 "packets/cPacket_WindowClick.h"
cSurvivalInventory::~cSurvivalInventory()
{
}
cSurvivalInventory::cSurvivalInventory(cPlayer* a_Owner)
: cInventory(a_Owner)
{
}
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)))
{
cCraftingGrid Grid(m_Slots + c_CraftOffset + 1, 2, 2);
cCraftingRecipe Recipe(Grid);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(Grid, Recipe);
if ((Packet->m_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(Grid, Recipe);
}
m_Slots[c_CraftOffset] = Recipe.GetResult();
LOGD("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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