842 lines
21 KiB
C++
842 lines
21 KiB
C++
#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Window.h"
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#include "WindowOwner.h"
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#include "SlotArea.h"
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#include "../Item.h"
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#include "../ClientHandle.h"
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#include "../Entities/Player.h"
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#include "../Entities/Pickup.h"
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#include "../Inventory.h"
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#include "../Items/ItemHandler.h"
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#include "../BlockEntities/ChestEntity.h"
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#include "../BlockEntities/DropSpenserEntity.h"
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#include "../BlockEntities/HopperEntity.h"
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char cWindow::m_WindowIDCounter = 1;
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cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle) :
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m_WindowID((++m_WindowIDCounter) % 127),
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m_WindowType(a_WindowType),
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m_WindowTitle(a_WindowTitle),
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m_Owner(NULL),
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m_IsDestroyed(false),
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m_ShouldDistributeToHotbarFirst(true)
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{
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if (a_WindowType == Inventory)
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{
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m_WindowID = 0;
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}
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}
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cWindow::~cWindow()
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{
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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delete *itr;
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}
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m_SlotAreas.clear();
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}
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int cWindow::GetNumSlots(void) const
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{
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int res = 0;
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for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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res += (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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return res;
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}
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const cItem * cWindow::GetSlot(cPlayer & a_Player, int a_SlotNum) const
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{
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// Return the item at the specified slot for the specified player
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int LocalSlotNum = 0;
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const cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum);
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if (Area == NULL)
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{
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LOGWARNING("%s: requesting item from an invalid SlotArea (SlotNum %d), returning NULL.", __FUNCTION__, a_SlotNum);
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return NULL;
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}
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return Area->GetSlot(LocalSlotNum, a_Player);
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}
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void cWindow::SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item)
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{
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// Set the item to the specified slot for the specified player
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int LocalSlotNum = 0;
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cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum);
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if (Area == NULL)
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{
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LOGWARNING("%s: requesting write to an invalid SlotArea (SlotNum %d), ignoring.", __FUNCTION__, a_SlotNum);
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return;
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}
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Area->SetSlot(LocalSlotNum, a_Player, a_Item);
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}
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bool cWindow::IsSlotInPlayerMainInventory(int a_SlotNum) const
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{
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// Returns true if the specified slot is in the Player Main Inventory slotarea
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// The player main inventory is always 27 slots, 9 slots from the end of the inventory
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return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots() - 9));
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}
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bool cWindow::IsSlotInPlayerHotbar(int a_SlotNum) const
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{
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// Returns true if the specified slot is in the Player Hotbar slotarea
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// The hotbar is always the last 9 slots
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return ((a_SlotNum >= GetNumSlots() - 9) && (a_SlotNum < GetNumSlots()));
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}
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bool cWindow::IsSlotInPlayerInventory(int a_SlotNum) const
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{
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// Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor.
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// The player combined inventory is always the last 36 slots
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return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots()));
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}
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void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const
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{
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a_Slots.clear();
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a_Slots.reserve(GetNumSlots());
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for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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int NumSlots = (*itr)->GetNumSlots();
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for (int i = 0; i < NumSlots; i++)
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{
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const cItem * Item = (*itr)->GetSlot(i, a_Player);
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if (Item == NULL)
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{
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a_Slots.push_back(cItem());
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}
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else
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{
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a_Slots.push_back(*Item);
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}
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}
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} // for itr - m_SlotAreas[]
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}
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void cWindow::Clicked(
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cPlayer & a_Player,
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int a_WindowID, short a_SlotNum, eClickAction a_ClickAction,
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const cItem & a_ClickedItem
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)
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{
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if (a_WindowID != m_WindowID)
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{
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LOGWARNING("%s: Wrong window ID (exp %d, got %d) received from \"%s\"; ignoring click.", __FUNCTION__, m_WindowID, a_WindowID, a_Player.GetName().c_str());
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return;
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}
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switch (a_ClickAction)
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{
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case caRightClickOutside:
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{
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// Toss one of the dragged items:
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a_Player.TossItem(true);
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return;
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}
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case caLeftClickOutside:
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{
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// Toss all dragged items:
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a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
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return;
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}
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case caLeftClickOutsideHoldNothing:
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case caRightClickOutsideHoldNothing:
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{
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// Nothing needed
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return;
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}
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case caLeftPaintBegin: OnPaintBegin (a_Player); return;
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case caRightPaintBegin: OnPaintBegin (a_Player); return;
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case caLeftPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return;
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case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return;
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case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return;
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case caRightPaintEnd: OnRightPaintEnd(a_Player); return;
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}
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if (a_SlotNum < 0)
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{
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// TODO: Other click actions with irrelevant slot number (FS #371)
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return;
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}
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int LocalSlotNum = a_SlotNum;
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int idx = 0;
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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if (LocalSlotNum < (*itr)->GetNumSlots())
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{
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(*itr)->Clicked(a_Player, LocalSlotNum, a_ClickAction, a_ClickedItem);
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return;
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}
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LocalSlotNum -= (*itr)->GetNumSlots();
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idx++;
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}
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LOGWARNING("Slot number higher than available window slots: %d, max %d received from \"%s\"; ignoring.",
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a_SlotNum, GetNumSlots(), a_Player.GetName().c_str()
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);
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}
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void cWindow::OpenedByPlayer(cPlayer & a_Player)
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{
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{
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cCSLock Lock(m_CS);
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// If player is already in OpenedBy remove player first
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m_OpenedBy.remove(&a_Player);
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// Then add player
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m_OpenedBy.push_back(&a_Player);
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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(*itr)->OnPlayerAdded(a_Player);
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} // for itr - m_SlotAreas[]
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}
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a_Player.GetClientHandle()->SendWindowOpen(m_WindowID, m_WindowType, m_WindowTitle, GetNumSlots() - c_NumInventorySlots);
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}
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bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
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{
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// Checks whether the player is still holding an item
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if (a_Player.IsDraggingItem())
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{
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LOGD("Player holds item! Dropping it...");
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a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
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}
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cClientHandle * ClientHandle = a_Player.GetClientHandle();
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if (ClientHandle != NULL)
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{
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ClientHandle->SendWindowClose(*this);
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}
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{
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cCSLock Lock(m_CS);
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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(*itr)->OnPlayerRemoved(a_Player);
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} // for itr - m_SlotAreas[]
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m_OpenedBy.remove(&a_Player);
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if ((m_WindowType != Inventory) && m_OpenedBy.empty())
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{
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Destroy();
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}
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}
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if (m_IsDestroyed)
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{
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delete this;
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}
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return true;
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}
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void cWindow::OwnerDestroyed()
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{
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m_Owner = NULL;
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// Close window for each player. Note that the last one needs special handling
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while (m_OpenedBy.size() > 1)
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{
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(*m_OpenedBy.begin() )->CloseWindow();
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}
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(*m_OpenedBy.begin() )->CloseWindow();
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}
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bool cWindow::ForEachPlayer(cItemCallback<cPlayer> & a_Callback)
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{
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cCSLock Lock(m_CS);
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for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
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{
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if (a_Callback.Item(*itr))
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{
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return false;
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}
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} // for itr - m_OpenedBy[]
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return true;
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}
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bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
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{
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cCSLock Lock(m_CS);
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for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
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{
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if (a_Callback.Item((*itr)->GetClientHandle()))
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{
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return false;
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}
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} // for itr - m_OpenedBy[]
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return true;
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}
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void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply)
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{
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// Ask each slot area to take as much of the stack as it can.
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// First ask only slots that already have the same kind of item
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// Then ask any remaining slots
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for (int Pass = 0; Pass < 2; ++Pass)
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{
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if (m_ShouldDistributeToHotbarFirst)
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{
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// First distribute into the hotbar:
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if (a_ExcludeArea != m_SlotAreas.back())
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{
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m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
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if (a_ItemStack.IsEmpty())
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{
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// Distributed it all
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return;
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}
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}
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}
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// The distribute to all other areas:
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cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end();
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr)
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{
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if (*itr == a_ExcludeArea)
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{
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continue;
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}
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(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
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if (a_ItemStack.IsEmpty())
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{
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// Distributed it all
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return;
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}
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} // for itr - m_SlotAreas[]
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} // for Pass - repeat twice
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}
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void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum)
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{
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int SlotBase = 0;
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bool Found = false;
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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if (*itr == a_SlotArea)
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{
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Found = true;
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break;
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}
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SlotBase += (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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if (!Found)
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{
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LOGERROR("cWindow::SendSlot(): unknown a_SlotArea");
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ASSERT(!"cWindow::SendSlot(): unknown a_SlotArea");
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return;
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}
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a_Player.GetClientHandle()->SendInventorySlot(
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m_WindowID, a_RelativeSlotNum + SlotBase, *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player))
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);
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}
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void cWindow::Destroy(void)
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{
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if (m_Owner != NULL)
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{
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m_Owner->CloseWindow();
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m_Owner = NULL;
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}
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m_IsDestroyed = true;
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}
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cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum)
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{
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if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots()))
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{
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LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1);
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ASSERT(!"Invalid SlotNum");
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return NULL;
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}
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// Iterate through all the SlotAreas, find the correct one
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int LocalSlotNum = a_GlobalSlotNum;
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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if (LocalSlotNum < (*itr)->GetNumSlots())
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{
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a_LocalSlotNum = LocalSlotNum;
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return *itr;
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}
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LocalSlotNum -= (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
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LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
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ASSERT(!"Invalid GetNumSlots");
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return NULL;
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}
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const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const
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{
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if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots()))
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{
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LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1);
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ASSERT(!"Invalid SlotNum");
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return NULL;
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}
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// Iterate through all the SlotAreas, find the correct one
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int LocalSlotNum = a_GlobalSlotNum;
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for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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if (LocalSlotNum < (*itr)->GetNumSlots())
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{
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a_LocalSlotNum = LocalSlotNum;
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return *itr;
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}
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LocalSlotNum -= (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
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LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
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ASSERT(!"Invalid GetNumSlots");
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return NULL;
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}
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void cWindow::OnPaintBegin(cPlayer & a_Player)
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{
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// Prepares the internal structures for inventory painting from the specified player
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a_Player.ClearInventoryPaintSlots();
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}
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void cWindow::OnPaintProgress(cPlayer & a_Player, int a_SlotNum)
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{
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// Add the slot to the internal structures for inventory painting by the specified player
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a_Player.AddInventoryPaintSlot(a_SlotNum);
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}
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void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
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{
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// Process the entire action stored in the internal structures for inventory painting
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// distribute as many items as possible
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const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
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cItem ToDistribute(a_Player.GetDraggingItem());
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int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size();
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int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums);
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// Remove the items distributed from the dragging item:
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a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
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if (a_Player.GetDraggingItem().m_ItemCount == 0)
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{
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a_Player.GetDraggingItem().Empty();
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}
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SendWholeWindow(*a_Player.GetClientHandle());
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}
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void cWindow::OnRightPaintEnd(cPlayer & a_Player)
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{
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// Process the entire action stored in the internal structures for inventory painting
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// distribute one item into each slot
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const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
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cItem ToDistribute(a_Player.GetDraggingItem());
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int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums);
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// Remove the items distributed from the dragging item:
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a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
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if (a_Player.GetDraggingItem().m_ItemCount == 0)
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{
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a_Player.GetDraggingItem().Empty();
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}
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SendWholeWindow(*a_Player.GetClientHandle());
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}
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int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums)
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|
{
|
|
if ((size_t)(a_Item.m_ItemCount) < a_SlotNums.size())
|
|
{
|
|
LOGWARNING("%s: Distributing less items (%d) than slots (%u)", __FUNCTION__, (int)a_Item.m_ItemCount, a_SlotNums.size());
|
|
// This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now
|
|
return 0;
|
|
}
|
|
|
|
// Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.)
|
|
int NumDistributed = 0;
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|
for (cSlotNums::const_iterator itr = a_SlotNums.begin(), end = a_SlotNums.end(); itr != end; ++itr)
|
|
{
|
|
int LocalSlotNum = 0;
|
|
cSlotArea * Area = GetSlotArea(*itr, LocalSlotNum);
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|
if (Area == NULL)
|
|
{
|
|
LOGWARNING("%s: Bad SlotArea for slot %d", __FUNCTION__, *itr);
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|
continue;
|
|
}
|
|
|
|
// Modify the item at the slot
|
|
cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player));
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|
int MaxStack = ItemHandler(AtSlot.m_ItemType)->GetMaxStackSize();
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|
if (AtSlot.IsEmpty())
|
|
{
|
|
// Empty, just move all of it there:
|
|
cItem ToStore(a_Item);
|
|
ToStore.m_ItemCount = std::min(a_NumToEachSlot, (int)MaxStack);
|
|
Area->SetSlot(LocalSlotNum, a_Player, ToStore);
|
|
NumDistributed += ToStore.m_ItemCount;
|
|
}
|
|
else
|
|
{
|
|
// Occupied, add and cap at MaxStack:
|
|
int CanStore = std::min(a_NumToEachSlot, (int)MaxStack - AtSlot.m_ItemCount);
|
|
AtSlot.m_ItemCount += CanStore;
|
|
Area->SetSlot(LocalSlotNum, a_Player, AtSlot);
|
|
NumDistributed += CanStore;
|
|
}
|
|
} // for itr - SlotNums[]
|
|
return NumDistributed;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cWindow::BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum)
|
|
{
|
|
// Translate local slot num into global slot num:
|
|
int SlotNum = 0;
|
|
bool HasFound = false;
|
|
for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
|
|
{
|
|
if (a_Area == *itr)
|
|
{
|
|
SlotNum += a_LocalSlotNum;
|
|
HasFound = true;
|
|
break;
|
|
}
|
|
SlotNum += (*itr)->GetNumSlots();
|
|
} // for itr - m_SlotAreas[]
|
|
if (!HasFound)
|
|
{
|
|
LOGWARNING("%s: Invalid slot area parameter", __FUNCTION__);
|
|
ASSERT(!"Invalid slot area");
|
|
return;
|
|
}
|
|
|
|
// Broadcast the update packet:
|
|
cCSLock Lock(m_CS);
|
|
for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
|
|
{
|
|
(*itr)->GetClientHandle()->SendInventorySlot(m_WindowID, SlotNum, *a_Area->GetSlot(a_LocalSlotNum, **itr));
|
|
} // for itr - m_OpenedBy[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cWindow::SendWholeWindow(cClientHandle & a_Client)
|
|
{
|
|
a_Client.SendWholeInventory(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cWindow::BroadcastWholeWindow(void)
|
|
{
|
|
cCSLock Lock(m_CS);
|
|
for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
|
|
{
|
|
SendWholeWindow(*(*itr)->GetClientHandle());
|
|
} // for itr - m_OpenedBy[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cWindow::BroadcastProgress(int a_Progressbar, int a_Value)
|
|
{
|
|
cCSLock Lock(m_CS);
|
|
for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
|
|
{
|
|
(*itr)->GetClientHandle()->SendWindowProperty(*this, a_Progressbar, a_Value);
|
|
} // for itr - m_OpenedBy[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cWindow::SetProperty(int a_Property, int a_Value)
|
|
{
|
|
cCSLock Lock(m_CS);
|
|
for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
|
|
{
|
|
(*itr)->GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
|
|
} // for itr - m_OpenedBy[]
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cWindow::SetProperty(int a_Property, int a_Value, cPlayer & a_Player)
|
|
{
|
|
a_Player.GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cInventoryWindow:
|
|
|
|
cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
|
|
cWindow(cWindow::Inventory, "Inventory"),
|
|
m_Player(a_Player)
|
|
{
|
|
m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
|
|
m_SlotAreas.push_back(new cSlotAreaArmor(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cCraftingWindow:
|
|
|
|
cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
|
cWindow(cWindow::Workbench, "Crafting Table")
|
|
{
|
|
m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
|
|
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cChestWindow:
|
|
|
|
cChestWindow::cChestWindow(cChestEntity * a_Chest) :
|
|
cWindow(cWindow::Chest, "Chest"),
|
|
m_World(a_Chest->GetWorld()),
|
|
m_BlockX(a_Chest->GetPosX()),
|
|
m_BlockY(a_Chest->GetPosY()),
|
|
m_BlockZ(a_Chest->GetPosZ())
|
|
{
|
|
m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this));
|
|
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
|
|
|
// Play the opening sound:
|
|
m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
|
|
|
|
// Send out the chest-open packet:
|
|
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest) :
|
|
cWindow(cWindow::Chest, "Double Chest"),
|
|
m_World(a_PrimaryChest->GetWorld()),
|
|
m_BlockX(a_PrimaryChest->GetPosX()),
|
|
m_BlockY(a_PrimaryChest->GetPosY()),
|
|
m_BlockZ(a_PrimaryChest->GetPosZ())
|
|
{
|
|
m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
|
|
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
|
|
|
m_ShouldDistributeToHotbarFirst = false;
|
|
|
|
// Play the opening sound:
|
|
m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
|
|
|
|
// Send out the chest-open packet:
|
|
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cChestWindow::~cChestWindow()
|
|
{
|
|
// Send out the chest-close packet:
|
|
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_CHEST);
|
|
|
|
m_World->BroadcastSoundEffect("random.chestclosed", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cDropSpenserWindow:
|
|
|
|
cDropSpenserWindow::cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
|
|
cWindow(cWindow::DropSpenser, "Dropspenser")
|
|
{
|
|
m_ShouldDistributeToHotbarFirst = false;
|
|
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
|
|
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cHopperWindow:
|
|
|
|
cHopperWindow::cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) :
|
|
super(cWindow::Hopper, "Hopper")
|
|
{
|
|
m_ShouldDistributeToHotbarFirst = false;
|
|
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *this));
|
|
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// cFurnaceWindow:
|
|
|
|
cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
|
|
cWindow(cWindow::Furnace, "Furnace")
|
|
{
|
|
m_ShouldDistributeToHotbarFirst = false;
|
|
m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
|
|
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
|
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
|
}
|
|
|
|
|
|
|
|
|