2013-07-29 07:13:03 -04:00
|
|
|
|
|
|
|
// SlotArea.cpp
|
|
|
|
|
|
|
|
// Implements the cSlotArea class and its descendants
|
|
|
|
|
|
|
|
#include "Globals.h"
|
|
|
|
#include "SlotArea.h"
|
|
|
|
#include "../Player.h"
|
|
|
|
#include "../BlockEntities/ChestEntity.h"
|
|
|
|
#include "../BlockEntities/DropSpenserEntity.h"
|
|
|
|
#include "../BlockEntities/FurnaceEntity.h"
|
|
|
|
#include "../Items/ItemHandler.h"
|
|
|
|
#include "Window.h"
|
|
|
|
#include "../CraftingRecipes.h"
|
|
|
|
#include "../Root.h"
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotArea:
|
|
|
|
|
|
|
|
cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
|
|
|
|
m_NumSlots(a_NumSlots),
|
|
|
|
m_ParentWindow(a_ParentWindow)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
|
|
{
|
|
|
|
/*
|
|
|
|
LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
|
|
|
|
GetNumSlots(), a_SlotNum,
|
|
|
|
ItemToFullString(a_ClickedItem).c_str(),
|
|
|
|
ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
|
|
|
|
);
|
|
|
|
*/
|
|
|
|
|
|
|
|
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
|
|
|
|
|
|
|
|
bool bAsync = false;
|
|
|
|
if (GetSlot(a_SlotNum, a_Player) == NULL)
|
|
|
|
{
|
|
|
|
LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
|
|
|
|
{
|
|
|
|
if (!a_Player.IsDraggingItem())
|
|
|
|
{
|
|
|
|
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
LOGD("Shift clicked, but the player is dragging an item: %s", ItemToFullString(a_Player.GetDraggingItem()).c_str());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
cItem Slot(*GetSlot(a_SlotNum, a_Player));
|
|
|
|
if (!Slot.IsSameType(a_ClickedItem))
|
|
|
|
{
|
|
|
|
LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
|
|
|
|
LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
|
|
|
|
LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
|
|
|
|
bAsync = true;
|
|
|
|
}
|
|
|
|
cItem & DraggingItem = a_Player.GetDraggingItem();
|
|
|
|
switch (a_ClickAction)
|
|
|
|
{
|
|
|
|
case caRightClick:
|
|
|
|
{
|
|
|
|
if (DraggingItem.m_ItemType <= 0) // Empty-handed?
|
|
|
|
{
|
|
|
|
DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
|
|
|
|
Slot.m_ItemCount -= DraggingItem.m_ItemCount;
|
|
|
|
DraggingItem.m_ItemType = Slot.m_ItemType;
|
|
|
|
DraggingItem.m_ItemDamage = Slot.m_ItemDamage;
|
|
|
|
|
|
|
|
if (Slot.m_ItemCount <= 0)
|
|
|
|
{
|
|
|
|
Slot.Empty();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if ((Slot.m_ItemType <= 0) || DraggingItem.IsEqual(Slot))
|
|
|
|
{
|
|
|
|
// Drop one item in slot
|
|
|
|
cItemHandler * Handler = ItemHandler(Slot.m_ItemType);
|
|
|
|
if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
|
|
|
|
{
|
|
|
|
Slot.m_ItemType = DraggingItem.m_ItemType;
|
|
|
|
Slot.m_ItemCount++;
|
|
|
|
Slot.m_ItemDamage = DraggingItem.m_ItemDamage;
|
|
|
|
DraggingItem.m_ItemCount--;
|
|
|
|
}
|
|
|
|
if (DraggingItem.m_ItemCount <= 0)
|
|
|
|
{
|
|
|
|
DraggingItem.Empty();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if (!DraggingItem.IsEqual(Slot))
|
|
|
|
{
|
|
|
|
// Swap contents
|
|
|
|
cItem tmp(DraggingItem);
|
|
|
|
DraggingItem = Slot;
|
|
|
|
Slot = tmp;
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
case caLeftClick:
|
|
|
|
{
|
|
|
|
// Left-clicked
|
|
|
|
if (!DraggingItem.IsEqual(Slot))
|
|
|
|
{
|
|
|
|
// Switch contents
|
|
|
|
cItem tmp(DraggingItem);
|
|
|
|
DraggingItem = Slot;
|
|
|
|
Slot = tmp;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Same type, add items:
|
|
|
|
cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemType);
|
|
|
|
int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount;
|
|
|
|
if (FreeSlots < 0)
|
|
|
|
{
|
|
|
|
ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?");
|
|
|
|
FreeSlots = 0;
|
|
|
|
}
|
|
|
|
int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
|
|
|
|
Slot.m_ItemCount += (char)Filling;
|
|
|
|
DraggingItem.m_ItemCount -= (char)Filling;
|
|
|
|
if (DraggingItem.m_ItemCount <= 0)
|
|
|
|
{
|
|
|
|
DraggingItem.Empty();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
default:
|
|
|
|
{
|
|
|
|
LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
|
|
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
} // switch (a_ClickAction
|
|
|
|
|
|
|
|
SetSlot(a_SlotNum, a_Player, Slot);
|
|
|
|
if (bAsync)
|
|
|
|
{
|
|
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
|
|
|
|
{
|
|
|
|
// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
|
|
|
|
cItem Slot(*GetSlot(a_SlotNum, a_Player));
|
|
|
|
m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
|
|
|
|
if (Slot.IsEmpty())
|
|
|
|
{
|
|
|
|
// Empty the slot completely, the cilent doesn't like left-over ItemType with zero count
|
|
|
|
Slot.Empty();
|
|
|
|
}
|
|
|
|
SetSlot(a_SlotNum, a_Player, Slot);
|
|
|
|
|
|
|
|
// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
|
|
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
|
|
|
|
{
|
|
|
|
for (int i = 0; i < m_NumSlots; i++)
|
|
|
|
{
|
|
|
|
const cItem * Slot = GetSlot(i, a_Player);
|
|
|
|
if (!Slot->IsSameType(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
|
|
|
|
{
|
|
|
|
// Different items
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
|
|
|
if (NumFit <= 0)
|
|
|
|
{
|
|
|
|
// Full stack already
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (NumFit > a_ItemStack.m_ItemCount)
|
|
|
|
{
|
|
|
|
NumFit = a_ItemStack.m_ItemCount;
|
|
|
|
}
|
|
|
|
if (a_Apply)
|
|
|
|
{
|
|
|
|
cItem NewSlot(a_ItemStack);
|
|
|
|
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
|
|
|
SetSlot(i, a_Player, NewSlot);
|
|
|
|
}
|
|
|
|
a_ItemStack.m_ItemCount -= NumFit;
|
|
|
|
if (a_ItemStack.IsEmpty())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
} // for i - Slots
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaChest:
|
|
|
|
|
|
|
|
cSlotAreaChest::cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow) :
|
|
|
|
cSlotArea(27, a_ParentWindow),
|
|
|
|
m_Chest(a_Chest)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
|
|
{
|
|
|
|
// a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly:
|
|
|
|
return &(m_Chest->GetSlot(a_SlotNum));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
|
|
{
|
|
|
|
m_Chest->SetSlot(a_SlotNum, a_Item);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaDoubleChest:
|
|
|
|
|
|
|
|
cSlotAreaDoubleChest::cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow) :
|
|
|
|
cSlotArea(54, a_ParentWindow),
|
|
|
|
m_TopChest(a_TopChest),
|
|
|
|
m_BottomChest(a_BottomChest)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
|
|
{
|
|
|
|
// a_SlotNum ranges from 0 to 53, use that to index the correct chest's inventory:
|
|
|
|
if (a_SlotNum < 27)
|
|
|
|
{
|
|
|
|
return &(m_TopChest->GetSlot(a_SlotNum));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
return &(m_BottomChest->GetSlot(a_SlotNum - 27));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaDoubleChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
|
|
{
|
|
|
|
if (a_SlotNum < 27)
|
|
|
|
{
|
|
|
|
m_TopChest->SetSlot(a_SlotNum, a_Item);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
m_BottomChest->SetSlot(a_SlotNum - 27, a_Item);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaCrafting:
|
|
|
|
|
|
|
|
cSlotAreaCrafting::cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow) :
|
|
|
|
cSlotAreaTemporary(1 + a_GridSize * a_GridSize, a_ParentWindow),
|
|
|
|
m_GridSize(a_GridSize)
|
|
|
|
{
|
|
|
|
ASSERT((a_GridSize == 2) || (a_GridSize == 3));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
|
|
{
|
|
|
|
// Override for craft result slot
|
|
|
|
if (a_SlotNum == 0)
|
|
|
|
{
|
|
|
|
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
|
|
|
|
{
|
|
|
|
ShiftClickedResult(a_Player);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
ClickedResult(a_Player);
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
|
|
|
|
UpdateRecipe(a_Player);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
// Toss all items on the crafting grid:
|
|
|
|
TossItems(a_Player, 1, m_NumSlots);
|
|
|
|
|
|
|
|
// Remove the current recipe from the player -> recipe map:
|
|
|
|
for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
|
|
|
|
{
|
|
|
|
if (itr->first == a_Player.GetUniqueID())
|
|
|
|
{
|
|
|
|
// Remove the player from the recipe map:
|
|
|
|
m_Recipes.erase(itr);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
} // for itr - m_Recipes[]
|
|
|
|
// Player not found - that is acceptable
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
const cItem * ResultSlot = GetSlot(0, a_Player);
|
|
|
|
cItem & DraggingItem = a_Player.GetDraggingItem();
|
|
|
|
|
|
|
|
// Get the current recipe:
|
|
|
|
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
|
|
|
|
|
|
|
|
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
|
|
|
|
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
|
|
|
|
|
|
|
|
// If possible, craft:
|
|
|
|
if (DraggingItem.IsEmpty())
|
|
|
|
{
|
|
|
|
DraggingItem = Recipe.GetResult();
|
|
|
|
Recipe.ConsumeIngredients(Grid);
|
|
|
|
Grid.CopyToItems(PlayerSlots);
|
|
|
|
}
|
|
|
|
else if (DraggingItem.IsEqual(Recipe.GetResult()))
|
|
|
|
{
|
|
|
|
cItemHandler * Handler = ItemHandler(Recipe.GetResult().m_ItemType);
|
|
|
|
if (DraggingItem.m_ItemCount + Recipe.GetResult().m_ItemCount <= Handler->GetMaxStackSize())
|
|
|
|
{
|
|
|
|
DraggingItem.m_ItemCount += Recipe.GetResult().m_ItemCount;
|
|
|
|
Recipe.ConsumeIngredients(Grid);
|
|
|
|
Grid.CopyToItems(PlayerSlots);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Get the new recipe and update the result slot:
|
|
|
|
UpdateRecipe(a_Player);
|
|
|
|
|
|
|
|
// We're done. Send all changes to the client and bail out:
|
|
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
cItem Result(*GetSlot(0, a_Player));
|
|
|
|
if (Result.IsEmpty())
|
|
|
|
{
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
|
|
|
|
do
|
|
|
|
{
|
|
|
|
// Try distributing the result. If it fails, bail out:
|
|
|
|
cItem ResultCopy(Result);
|
|
|
|
m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, false);
|
|
|
|
if (!ResultCopy.IsEmpty())
|
|
|
|
{
|
|
|
|
// Couldn't distribute all of it. Bail out
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Distribute the result, this time for real:
|
|
|
|
ResultCopy = Result;
|
|
|
|
m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, true);
|
|
|
|
|
|
|
|
// Remove the ingredients from the crafting grid and update the recipe:
|
|
|
|
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
|
|
|
|
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
|
|
|
|
Recipe.ConsumeIngredients(Grid);
|
|
|
|
Grid.CopyToItems(PlayerSlots);
|
|
|
|
UpdateRecipe(a_Player);
|
|
|
|
if (!Recipe.GetResult().IsEqual(Result))
|
|
|
|
{
|
|
|
|
// The recipe has changed, bail out
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
} while (true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::UpdateRecipe(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
|
|
|
|
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
|
|
|
|
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
|
|
|
|
SetSlot(0, a_Player, Recipe.GetResult());
|
|
|
|
m_ParentWindow.SendSlot(a_Player, this, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
|
|
|
|
{
|
|
|
|
if (itr->first == a_Player.GetUniqueID())
|
|
|
|
{
|
|
|
|
return itr->second;
|
|
|
|
}
|
|
|
|
} // for itr - m_Recipes[]
|
|
|
|
|
|
|
|
// Not found. Add a new one:
|
|
|
|
cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
|
|
|
|
cCraftingRecipe Recipe(Grid);
|
|
|
|
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
|
|
|
|
m_Recipes.push_back(std::make_pair(a_Player.GetUniqueID(), Recipe));
|
|
|
|
return m_Recipes.back().second;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaFurnace:
|
|
|
|
|
|
|
|
cSlotAreaFurnace::cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow) :
|
|
|
|
cSlotArea(3, a_ParentWindow),
|
|
|
|
m_Furnace(a_Furnace)
|
|
|
|
{
|
|
|
|
m_Furnace->GetContents().AddListener(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
cSlotAreaFurnace::~cSlotAreaFurnace()
|
|
|
|
{
|
|
|
|
m_Furnace->GetContents().RemoveListener(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
|
|
{
|
|
|
|
super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
|
|
|
|
|
|
|
|
if (m_Furnace == NULL)
|
|
|
|
{
|
|
|
|
LOGERROR("cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
|
|
|
|
ASSERT(!"cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
|
|
{
|
|
|
|
// a_SlotNum ranges from 0 to 2, query the items from the underlying furnace:
|
|
|
|
return &(m_Furnace->GetSlot(a_SlotNum));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
|
|
{
|
|
|
|
m_Furnace->SetSlot(a_SlotNum, a_Item);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaFurnace::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
|
|
|
{
|
|
|
|
// Something has changed in the window, broadcast the entire window to all clients
|
|
|
|
ASSERT(a_ItemGrid == &(m_Furnace->GetContents()));
|
|
|
|
|
|
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaInventoryBase:
|
|
|
|
|
|
|
|
cSlotAreaInventoryBase::cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow) :
|
|
|
|
cSlotArea(a_NumSlots, a_ParentWindow),
|
|
|
|
m_SlotOffset(a_SlotOffset)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
|
|
{
|
|
|
|
if ((a_Player.GetGameMode() == eGameMode_Creative) && (m_ParentWindow.GetWindowType() == cWindow::Inventory))
|
|
|
|
{
|
|
|
|
// Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
|
|
|
|
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Survival inventory and all other windows' inventory has the same handling as normal slot areas
|
|
|
|
super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
|
|
{
|
|
|
|
// a_SlotNum ranges from 0 to 35, map that to the player's inventory slots according to the internal offset
|
|
|
|
return &a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
|
|
{
|
|
|
|
a_Player.GetInventory().SetSlot(a_SlotNum + m_SlotOffset, a_Item);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaArmor:
|
|
|
|
|
|
|
|
void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
|
|
|
|
{
|
|
|
|
if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty())
|
|
|
|
{
|
|
|
|
if (a_ShouldApply)
|
|
|
|
{
|
|
|
|
SetSlot(0, a_Player, a_ItemStack.CopyOne());
|
|
|
|
}
|
|
|
|
a_ItemStack.m_ItemCount -= 1;
|
|
|
|
}
|
|
|
|
else if (ItemCategory::IsChestPlate(a_ItemStack.m_ItemType) && GetSlot(1, a_Player)->IsEmpty())
|
|
|
|
{
|
|
|
|
if (a_ShouldApply)
|
|
|
|
{
|
|
|
|
SetSlot(1, a_Player, a_ItemStack.CopyOne());
|
|
|
|
}
|
|
|
|
a_ItemStack.m_ItemCount -= 1;
|
|
|
|
}
|
|
|
|
else if (ItemCategory::IsLeggings(a_ItemStack.m_ItemType) && GetSlot(2, a_Player)->IsEmpty())
|
|
|
|
{
|
|
|
|
if (a_ShouldApply)
|
|
|
|
{
|
|
|
|
SetSlot(2, a_Player, a_ItemStack.CopyOne());
|
|
|
|
}
|
|
|
|
a_ItemStack.m_ItemCount -= 1;
|
|
|
|
}
|
|
|
|
else if (ItemCategory::IsBoots(a_ItemStack.m_ItemType) && GetSlot(3, a_Player)->IsEmpty())
|
|
|
|
{
|
|
|
|
if (a_ShouldApply)
|
|
|
|
{
|
|
|
|
SetSlot(3, a_Player, a_ItemStack.CopyOne());
|
|
|
|
}
|
|
|
|
a_ItemStack.m_ItemCount -= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaItemGrid:
|
|
|
|
|
|
|
|
cSlotAreaItemGrid::cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow) :
|
|
|
|
super(a_ItemGrid.GetNumSlots(), a_ParentWindow),
|
|
|
|
m_ItemGrid(a_ItemGrid)
|
|
|
|
{
|
|
|
|
m_ItemGrid.AddListener(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
cSlotAreaItemGrid::~cSlotAreaItemGrid()
|
|
|
|
{
|
|
|
|
m_ItemGrid.RemoveListener(*this);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaItemGrid::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
|
|
{
|
|
|
|
return &m_ItemGrid.GetSlot(a_SlotNum);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaItemGrid::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
|
|
{
|
|
|
|
m_ItemGrid.SetSlot(a_SlotNum, a_Item);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaItemGrid::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
|
|
|
{
|
|
|
|
ASSERT(a_ItemGrid == &m_ItemGrid);
|
|
|
|
m_ParentWindow.BroadcastSlot(this, a_SlotNum);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
// cSlotAreaTemporary:
|
|
|
|
|
|
|
|
cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow) :
|
|
|
|
cSlotArea(a_NumSlots, a_ParentWindow)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
|
|
{
|
|
|
|
cItemMap::const_iterator itr = m_Items.find(a_Player.GetUniqueID());
|
|
|
|
if (itr == m_Items.end())
|
|
|
|
{
|
|
|
|
LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
|
|
|
|
ASSERT(!"cSlotAreaTemporary: player not found!");
|
|
|
|
|
|
|
|
// Player not found, this should not happen, ever! Return NULL, but things may break by this.
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (a_SlotNum >= (int)(itr->second.size()))
|
|
|
|
{
|
|
|
|
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
|
|
|
|
ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
return &(itr->second[a_SlotNum]);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
|
|
{
|
|
|
|
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
|
|
|
|
if (itr == m_Items.end())
|
|
|
|
{
|
|
|
|
// Player not found
|
|
|
|
LOGWARNING("cSlotAreaTemporary: player not found!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (a_SlotNum >= (int)(itr->second.size()))
|
|
|
|
{
|
|
|
|
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
itr->second[a_SlotNum] = a_Item;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaTemporary::OnPlayerAdded(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
ASSERT(m_Items.find(a_Player.GetUniqueID()) == m_Items.end()); // The player shouldn't be in the itemmap, otherwise we probably have a leak
|
|
|
|
m_Items[a_Player.GetUniqueID()].resize(m_NumSlots); // Make the vector the specified size of empty items
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaTemporary::OnPlayerRemoved(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
|
|
|
|
ASSERT(itr != m_Items.end()); // The player should be in the list, otherwise a call to OnPlayerAdded() was mismatched
|
|
|
|
m_Items.erase(itr);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
|
|
|
|
{
|
|
|
|
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
|
|
|
|
if (itr == m_Items.end())
|
|
|
|
{
|
|
|
|
LOGWARNING("Player tossing items (%s) not found in the item map", a_Player.GetName().c_str());
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
cItems Drops;
|
|
|
|
for (int i = a_Begin; i < a_End; i++)
|
|
|
|
{
|
|
|
|
cItem & Item = itr->second[i];
|
|
|
|
if (!Item.IsEmpty())
|
|
|
|
{
|
|
|
|
Drops.push_back(Item);
|
|
|
|
}
|
|
|
|
Item.Empty();
|
|
|
|
} // for i - itr->second[]
|
|
|
|
|
|
|
|
double vX = 0, vY = 0, vZ = 0;
|
|
|
|
EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
|
|
|
|
vY = -vY * 2 + 1.f;
|
|
|
|
a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 2, vY * 2, vZ * 2);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
cItem * cSlotAreaTemporary::GetPlayerSlots(cPlayer & a_Player)
|
|
|
|
{
|
|
|
|
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
|
|
|
|
if (itr == m_Items.end())
|
|
|
|
{
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
return &(itr->second[0]);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|