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cuberite-2a/source/UI/SlotArea.h
madmaxoft@gmail.com ecfe6ab65b Source files cleanup: The rest of the files renamed.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@887 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-09-23 22:09:57 +00:00

252 lines
7.6 KiB
C++

// SlotArea.h
// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window
#pragma once
#include "../Item.h"
class cWindow;
class cPlayer;
class cChestEntity;
class cFurnaceEntity;
class cCraftingRecipe;
class cSlotArea
{
public:
cSlotArea(int a_NumSlots, cWindow & a_ParentWindow);
int GetNumSlots(void) const { return m_NumSlots; }
/// Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem.
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) = 0;
/// Called to set an item in the specified slot for the specified player
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0;
/// Called when a player clicks in the window. Parameters taken from the click packet.
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem);
/// Called from Clicked if it is a valid shiftclick
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
/// Called when a new player opens the same parent window. The window already tracks the player. CS-locked.
virtual void OnPlayerAdded(cPlayer & a_Player) {} ;
/// Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked.
virtual void OnPlayerRemoved(cPlayer & a_Player) {} ;
/** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change.
The default implementation searches each slot for available space and distributes the stack there.
if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled
*/
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots);
protected:
int m_NumSlots;
cWindow & m_ParentWindow;
} ;
/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts
class cSlotAreaInventoryBase :
public cSlotArea
{
typedef cSlotArea super;
public:
cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow);
// Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory
} ;
/// Handles the "inner" inventory of each player, excluding the armor and hotbar
class cSlotAreaInventory :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
public:
cSlotAreaInventory(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(27, 9, a_ParentWindow) // 27 slots, starting at inventory index 9
{
}
} ;
/// Handles the "outer" inevntory of each player - the hotbar
class cSlotAreaHotBar :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
public:
cSlotAreaHotBar(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(9, 36, a_ParentWindow)
{
}
} ;
/// Handles the armor area of the inventory
class cSlotAreaArmor :
public cSlotAreaInventoryBase
{
public:
cSlotAreaArmor(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(4, 5, a_ParentWindow)
{
}
// Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.)
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
} ;
/** A cSlotArea with items layout that is private to each player and is temporary, such as
a crafting grid or an enchantment table.
This common ancestor stores the items in a per-player map. It also implements tossing items from the map.
*/
class cSlotAreaTemporary :
public cSlotArea
{
typedef cSlotArea super;
public:
cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow);
// cSlotArea overrides:
virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) override;
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
virtual void OnPlayerAdded (cPlayer & a_Player) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
/// Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End)
void TossItems(cPlayer & a_Player, int a_Begin, int a_End);
protected:
typedef std::map<int, std::vector<cItem> > cItemMap; // Maps EntityID -> items
cItemMap m_Items;
/// Returns the pointer to the slot array for the player specified.
cItem * GetPlayerSlots(cPlayer & a_Player);
} ;
class cSlotAreaCrafting :
public cSlotAreaTemporary
{
typedef cSlotAreaTemporary super;
public:
/// a_GridSize is allowed to be only 2 or 3
cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow);
// cSlotAreaTemporary overrides:
virtual void Clicked (cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
// Distributing items into this area is completely disabled
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override {}
protected:
/// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params
typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap;
int m_GridSize;
cRecipeMap m_Recipes;
/// Handles a click in the result slot. Crafts using the current recipe, if possible
void ClickedResult(cPlayer & a_Player);
/// Handles a shift-click in the result slot. Crafts using the current recipe until it changes or no more space for result.
void ShiftClickedResult(cPlayer & a_Player);
/// Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player
void UpdateRecipe(cPlayer & a_Player);
/// Retrieves the recipe for the specified player from the map, or creates one if not found
cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player);
} ;
class cSlotAreaChest :
public cSlotArea
{
public:
cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
cChestEntity * m_Chest;
} ;
class cSlotAreaFurnace :
public cSlotArea
{
typedef cSlotArea super;
public:
cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow);
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
cFurnaceEntity * m_Furnace;
} ;