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Implemented left-click inventory painting

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1529 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-05-30 08:40:13 +00:00
parent 15717c2745
commit 191479cd81
7 changed files with 338 additions and 29 deletions

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@ -1,10 +1,16 @@
#pragma once
#include "BlockID.h"
typedef unsigned char Byte;
/// List of slot numbers, used for inventory-painting
typedef std::vector<int> cSlotNums;

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@ -325,6 +325,36 @@ void cPlayer::SendHealth()
void cPlayer::ClearInventoryPaintSlots(void)
{
// Clear the list of slots that are being inventory-painted. Used by cWindow only
m_InventoryPaintSlots.clear();
}
void cPlayer::AddInventoryPaintSlot(int a_SlotNum)
{
// Add a slot to the list for inventory painting. Used by cWindow only
m_InventoryPaintSlots.push_back(a_SlotNum);
}
const cSlotNums & cPlayer::GetInventoryPaintSlots(void) const
{
// Return the list of slots currently stored for inventory painting. Used by cWindow only
return m_InventoryPaintSlots;
}
void cPlayer::DoTakeDamage(TakeDamageInfo & a_TDI)
{
if (m_GameMode == eGameMode_Creative)

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@ -31,6 +31,7 @@ public:
// tolua_end
CLASS_PROTODEF(cPlayer)
cPlayer(cClientHandle * a_Client, const AString & a_PlayerName);
virtual ~cPlayer();
@ -144,15 +145,23 @@ public:
void UseEquippedItem(void);
void SendHealth();
void SendHealth(void);
// In UI windows, the item that the player is dragging:
bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
cItem & GetDraggingItem(void) {return m_DraggingItem; }
// In UI windows, when inventory-painting:
/// Clears the list of slots that are being inventory-painted. To be used by cWindow only
void ClearInventoryPaintSlots(void);
/// Adds a slot to the list for inventory painting. To be used by cWindow only
void AddInventoryPaintSlot(int a_SlotNum);
/// Returns the list of slots currently stored for inventory painting. To be used by cWindow only
const cSlotNums & GetInventoryPaintSlots(void) const;
protected:
virtual void Destroyed();
typedef std::map< std::string, bool > PermissionMap;
PermissionMap m_ResolvedPermissions;
PermissionMap m_Permissions;
@ -197,7 +206,12 @@ protected:
long long m_LastPlayerListTime;
static const unsigned short PLAYER_LIST_TIME_MS = 1000; // 1000 = once per second
cClientHandle* m_ClientHandle;
cClientHandle * m_ClientHandle;
cSlotNums m_InventoryPaintSlots;
virtual void Destroyed(void);
/// Filters out damage for creative mode
virtual void DoTakeDamage(TakeDamageInfo & TDI) override;

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@ -232,7 +232,7 @@ cSlotAreaChest::cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow)
const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player)
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));
@ -265,7 +265,7 @@ cSlotAreaDoubleChest::cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEnti
const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player)
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)
@ -486,7 +486,7 @@ cSlotAreaDropSpenser::cSlotAreaDropSpenser(cDropSpenserEntity * a_DropSpenser, c
const cItem * cSlotAreaDropSpenser::GetSlot(int a_SlotNum, cPlayer & a_Player)
const cItem * cSlotAreaDropSpenser::GetSlot(int a_SlotNum, cPlayer & a_Player) const
{
return &(m_DropSpenser->GetSlot(a_SlotNum));
}
@ -545,7 +545,7 @@ void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a
const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player)
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);
@ -595,7 +595,7 @@ void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAc
const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player)
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);
@ -669,9 +669,9 @@ cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow)
const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player)
const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) const
{
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
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);

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@ -32,7 +32,7 @@ public:
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;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 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;
@ -78,7 +78,7 @@ public:
// Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
@ -154,7 +154,7 @@ public:
cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow);
// cSlotArea overrides:
virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) override;
virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) const 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;
@ -221,7 +221,7 @@ class cSlotAreaChest :
public:
cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
@ -238,7 +238,7 @@ class cSlotAreaDoubleChest :
public:
cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
@ -258,7 +258,7 @@ class cSlotAreaDropSpenser :
public:
cSlotAreaDropSpenser(cDropSpenserEntity * a_DropSpenser, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
@ -278,7 +278,7 @@ public:
cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow);
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:

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@ -22,13 +22,13 @@ char cWindow::m_WindowIDCounter = 1;
cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle)
: m_WindowID(1 + (m_WindowIDCounter++ % 127))
, m_WindowType(a_WindowType)
, m_WindowTitle(a_WindowTitle)
, m_Owner(NULL)
, m_IsDestroyed(false)
, m_ShouldDistributeToHotbarFirst(true)
cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle) :
m_WindowID((++m_WindowIDCounter) % 127),
m_WindowType(a_WindowType),
m_WindowTitle(a_WindowTitle),
m_Owner(NULL),
m_IsDestroyed(false),
m_ShouldDistributeToHotbarFirst(true)
{
if (a_WindowType == Inventory)
{
@ -67,6 +67,40 @@ int cWindow::GetNumSlots(void) const
const cItem * cWindow::GetSlot(cPlayer & a_Player, int a_SlotNum) const
{
// Return the item at the specified slot for the specified player
int LocalSlotNum = 0;
const cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum);
if (Area == NULL)
{
LOGWARNING("%s: requesting item from an invalid SlotArea (SlotNum %d), returning NULL.", __FUNCTION__, a_SlotNum);
return NULL;
}
return Area->GetSlot(LocalSlotNum, a_Player);
}
void cWindow::SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item)
{
// Set the item to the specified slot for the specified player
int LocalSlotNum = 0;
cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum);
if (Area == NULL)
{
LOGWARNING("%s: requesting write to an invalid SlotArea (SlotNum %d), ignoring.", __FUNCTION__, a_SlotNum);
return;
}
Area->SetSlot(LocalSlotNum, a_Player, a_Item);
}
void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const
{
a_Slots.clear();
@ -102,7 +136,7 @@ void cWindow::Clicked(
{
if (a_WindowID != m_WindowID)
{
LOG("WRONG WINDOW ID! (exp %d, got %d) received from \"%s\"", m_WindowID, a_WindowID, a_Player.GetName().c_str());
LOGWARNING("%s: Wrong window ID (exp %d, got %d) received from \"%s\"; ignoring click.", __FUNCTION__, m_WindowID, a_WindowID, a_Player.GetName().c_str());
return;
}
@ -126,6 +160,12 @@ void cWindow::Clicked(
// Nothing needed
return;
}
case caLeftPaintBegin: OnPaintBegin (a_Player); return;
case caRightPaintBegin: OnPaintBegin (a_Player); return;
case caLeftPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return;
case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return;
case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return;
case caRightPaintEnd: OnRightPaintEnd(a_Player); return;
}
if (a_SlotNum < 0)
@ -353,6 +393,159 @@ void cWindow::Destroy(void)
cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum)
{
if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots()))
{
LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1);
ASSERT(!"Invalid SlotNum");
return NULL;
}
// Iterate through all the SlotAreas, find the correct one
int LocalSlotNum = a_GlobalSlotNum;
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
if (LocalSlotNum < (*itr)->GetNumSlots())
{
a_LocalSlotNum = LocalSlotNum;
return *itr;
}
LocalSlotNum -= (*itr)->GetNumSlots();
} // for itr - m_SlotAreas[]
// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
ASSERT(!"Invalid GetNumSlots");
return NULL;
}
const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const
{
if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots()))
{
LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1);
ASSERT(!"Invalid SlotNum");
return NULL;
}
// Iterate through all the SlotAreas, find the correct one
int LocalSlotNum = a_GlobalSlotNum;
for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
if (LocalSlotNum < (*itr)->GetNumSlots())
{
a_LocalSlotNum = LocalSlotNum;
return *itr;
}
LocalSlotNum -= (*itr)->GetNumSlots();
} // for itr - m_SlotAreas[]
// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
ASSERT(!"Invalid GetNumSlots");
return NULL;
}
void cWindow::OnPaintBegin(cPlayer & a_Player)
{
// Prepares the internal structures for inventory painting from the specified player
a_Player.ClearInventoryPaintSlots();
}
void cWindow::OnPaintProgress(cPlayer & a_Player, int a_SlotNum)
{
// Add the slot to the internal structures for inventory painting by the specified player
a_Player.AddInventoryPaintSlot(a_SlotNum);
}
void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
{
// Process the entire action stored in the internal structures for inventory painting
// distribute as many items as possible
const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
cItem ToDistribute(a_Player.GetDraggingItem());
if ((size_t)(ToDistribute.m_ItemCount) < SlotNums.size())
{
LOGWARNING("%s: Distributing less items (%d) than slots (%u)", __FUNCTION__, (int)ToDistribute.m_ItemCount, SlotNums.size());
// This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now
}
// Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.)
int NumDistributed = 0;
int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size();
for (cSlotNums::const_iterator itr = SlotNums.begin(), end = SlotNums.end(); itr != end; ++itr)
{
int LocalSlotNum = 0;
cSlotArea * Area = GetSlotArea(*itr, LocalSlotNum);
if (Area == NULL)
{
LOGWARNING("%s: Bad SlotArea for slot %d", __FUNCTION__, *itr);
continue;
}
// Modify the item at the slot
cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player));
int MaxStack = ItemHandler(AtSlot.m_ItemType)->GetMaxStackSize();
if (AtSlot.IsEmpty())
{
// Empty, just move all of it there:
cItem ToStore(ToDistribute);
ToStore.m_ItemCount = std::min(ToEachSlot, (int)MaxStack);
Area->SetSlot(LocalSlotNum, a_Player, ToStore);
NumDistributed += ToStore.m_ItemCount;
}
else
{
int CanStore = std::min(ToEachSlot, (int)MaxStack - AtSlot.m_ItemCount);
AtSlot.m_ItemCount += CanStore;
Area->SetSlot(LocalSlotNum, a_Player, AtSlot);
NumDistributed += CanStore;
}
} // for itr - SlotNums[]
// Remove the items distributed from the dragging item:
a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
if (a_Player.GetDraggingItem().m_ItemCount == 0)
{
a_Player.GetDraggingItem().Empty();
}
SendWholeWindow(*a_Player.GetClientHandle());
}
void cWindow::OnRightPaintEnd(cPlayer & a_Player)
{
// Process the entire action stored in the internal structures for inventory painting
// distribute one item into each slot
}
void cWindow::SendWholeWindow(cClientHandle & a_Client)
{
a_Client.SendWholeInventory(*this);

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@ -9,7 +9,7 @@
#pragma once
#include "../Item.h"
#include "../ItemGrid.h"
@ -31,6 +31,8 @@ typedef std::vector<cSlotArea *> cSlotAreas;
// tolua_begin
/**
Represents a UI window.
@ -39,6 +41,7 @@ When there's no player using a window, it is destroyed.
A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks.
The window acts only as a top-level container for those areas, redirecting the click events to the correct areas.
Inventory painting, introduced in 1.5, is handled by the window, too
*/
class cWindow
{
@ -58,22 +61,35 @@ public:
Hopper = 9,
};
// tolua_end
static const int c_NumInventorySlots = 36;
cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
virtual ~cWindow();
char GetWindowID(void) const { return m_WindowID; }
int GetWindowType(void) const { return m_WindowType; }
int GetWindowType(void) const { return m_WindowType; } // tolua_export
cWindowOwner * GetOwner(void) { return m_Owner; }
void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; }
int GetNumSlots(void) const;
// tolua_begin
/// Returns the item at the specified slot for the specified player. Returns NULL if invalid SlotNum requested
const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const;
/// Sets the item to the specified slot for the specified player
void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item);
// tolua_end
/// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player
void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
/// Handles a click event from a player
void Clicked(
cPlayer & a_Player, int a_WindowID,
short a_SlotNum, eClickAction a_ClickAction,
@ -87,8 +103,12 @@ public:
void BroadcastWholeWindow(void);
void BroadcastInventoryProgress(short a_Progressbar, short a_Value);
// tolua_begin
const AString & GetWindowTitle() const { return m_WindowTitle; }
void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
// tolua_end
void OwnerDestroyed(void);
@ -125,6 +145,31 @@ protected:
static char m_WindowIDCounter;
void Destroy(void);
/** Returns the correct slot area for the specified window-global SlotNum
Also returns the area-local SlotNum corresponding to the GlobalSlotNum
If the global SlotNum is out of range, returns NULL
*/
cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum);
/** Returns the correct slot area for the specified window-global SlotNum
Also returns the area-local SlotNum corresponding to the GlobalSlotNum
If the global SlotNum is out of range, returns NULL.
Const version.
*/
const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
/// Prepares the internal structures for inventory painting from the specified player
void OnPaintBegin(cPlayer & a_Player);
/// Adds the slot to the internal structures for inventory painting by the specified player
void OnPaintProgress(cPlayer & a_Player, int a_SlotNum);
/// Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible
void OnLeftPaintEnd(cPlayer & a_Player);
/// Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot
void OnRightPaintEnd(cPlayer & a_Player);
} ;
@ -196,3 +241,24 @@ protected:
// tolua_begin
/// A window that has been created by a Lua plugin and is handled entirely by that plugin
class cLuaWindow :
public cWindow
{
public:
/// Create a window of the specified type, with a slot grid of a_SlotsX * a_SlotsY size
cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title);
// tolua_end
protected:
/// Contents of the non-inventory part
cItemGrid m_Contents;
} ;