Added cItemGrid to represent an XY grid of items; converted chests to use cItemGrid.
http://forum.mc-server.org/showthread.php?tid=831 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1380 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -24,7 +24,8 @@ class cRoot;
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ)
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ),
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m_Contents(c_ChestWidth, c_ChestHeight)
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{
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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@@ -34,7 +35,8 @@ cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ) :
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cChestEntity::cChestEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World)
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super(E_BLOCK_CHEST, a_BlockX, a_BlockY, a_BlockZ, a_World),
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m_Contents(c_ChestWidth, c_ChestHeight)
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{
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cBlockEntityWindowOwner::SetBlockEntity(this);
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}
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@@ -60,14 +62,8 @@ void cChestEntity::Destroy(void)
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{
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// Drop items
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cItems Pickups;
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for (int i = 0; i < c_ChestHeight * c_ChestWidth; ++i)
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{
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if (!m_Content[i].IsEmpty())
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{
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Pickups.push_back(m_Content[i]);
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m_Content[i].Empty();
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}
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}
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m_Contents.CopyToItems(Pickups);
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m_Contents.Clear();
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m_World->SpawnItemPickups(Pickups, m_PosX, m_PosY, m_PosZ);
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}
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@@ -75,67 +71,6 @@ void cChestEntity::Destroy(void)
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const cItem * cChestEntity::GetSlot(int a_Slot) const
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{
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if ((a_Slot > -1) && (a_Slot < c_ChestHeight * c_ChestWidth))
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{
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return &m_Content[a_Slot];
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}
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return NULL;
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}
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void cChestEntity::SetSlot(int a_Slot, const cItem & a_Item)
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{
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if ((a_Slot > -1) && (a_Slot < c_ChestHeight * c_ChestWidth))
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{
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m_Content[a_Slot] = a_Item;
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}
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}
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void cChestEntity::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed)
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{
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// Calculate the total weight:
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int TotalProbab = 1;
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for (int i = 0; i < a_CountLootProbabs; i++)
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{
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TotalProbab += a_LootProbabs[i].m_Weight;
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}
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// Pick the loot items:
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cNoise Noise(a_Seed);
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for (int i = 0; i < a_NumSlots; i++)
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{
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int Rnd = (Noise.IntNoise1DInt(i) / 7);
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int LootRnd = Rnd % TotalProbab;
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Rnd >>= 8;
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cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
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for (int j = 0; j < a_CountLootProbabs; j++)
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{
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LootRnd -= a_LootProbabs[i].m_Weight;
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if (LootRnd < 0)
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{
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CurrentLoot = a_LootProbabs[i].m_Item;
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CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount));
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Rnd >>= 8;
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break;
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}
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} // for j - a_LootProbabs[]
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SetSlot(Rnd % ARRAYCOUNT(m_Content), CurrentLoot);
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} // for i - NumSlots
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}
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bool cChestEntity::LoadFromJson(const Json::Value & a_Value)
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{
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m_PosX = a_Value.get("x", 0).asInt();
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@@ -164,16 +99,11 @@ void cChestEntity::SaveToJson(Json::Value & a_Value)
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a_Value["y"] = m_PosY;
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a_Value["z"] = m_PosZ;
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unsigned int NumSlots = c_ChestHeight*c_ChestWidth;
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Json::Value AllSlots;
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for (unsigned int i = 0; i < NumSlots; i++)
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for (int i = m_Contents.GetNumSlots(); i >= 0; i--)
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{
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Json::Value Slot;
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const cItem * Item = GetSlot(i);
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if (Item != NULL)
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{
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Item->GetJson(Slot);
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}
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m_Contents.GetItem(i).GetJson(Slot);
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AllSlots.append(Slot);
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}
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a_Value["Slots"] = AllSlots;
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