#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Window.h" #include "WindowOwner.h" #include "SlotArea.h" #include "../Item.h" #include "../ClientHandle.h" #include "../Player.h" #include "../Pickup.h" #include "../Inventory.h" #include "../Items/ItemHandler.h" #include "../BlockEntities/ChestEntity.h" #include "../BlockEntities/DropSpenserEntity.h" #include "../BlockEntities/HopperEntity.h" char cWindow::m_WindowIDCounter = 1; 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) { m_WindowID = 0; } } cWindow::~cWindow() { for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { delete *itr; } m_SlotAreas.clear(); } int cWindow::GetNumSlots(void) const { int res = 0; for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { res += (*itr)->GetNumSlots(); } // for itr - m_SlotAreas[] return res; } 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); } bool cWindow::IsSlotInPlayerMainInventory(int a_SlotNum) const { // Returns true if the specified slot is in the Player Main Inventory slotarea // The player main inventory is always 27 slots, 9 slots from the end of the inventory return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots() - 9)); } bool cWindow::IsSlotInPlayerHotbar(int a_SlotNum) const { // Returns true if the specified slot is in the Player Hotbar slotarea // The hotbar is always the last 9 slots return ((a_SlotNum >= GetNumSlots() - 9) && (a_SlotNum < GetNumSlots())); } bool cWindow::IsSlotInPlayerInventory(int a_SlotNum) const { // Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor. // The player combined inventory is always the last 36 slots return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots())); } void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const { a_Slots.clear(); a_Slots.reserve(GetNumSlots()); for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { int NumSlots = (*itr)->GetNumSlots(); for (int i = 0; i < NumSlots; i++) { const cItem * Item = (*itr)->GetSlot(i, a_Player); if (Item == NULL) { a_Slots.push_back(cItem()); } else { a_Slots.push_back(*Item); } } } // for itr - m_SlotAreas[] } void cWindow::Clicked( cPlayer & a_Player, int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem ) { if (a_WindowID != m_WindowID) { 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; } switch (a_ClickAction) { case caRightClickOutside: { // Toss one of the dragged items: a_Player.TossItem(true); return; } case caLeftClickOutside: { // Toss all dragged items: a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount); return; } case caLeftClickOutsideHoldNothing: case caRightClickOutsideHoldNothing: { // 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) { // TODO: Other click actions with irrelevant slot number (FS #371) return; } int LocalSlotNum = a_SlotNum; int idx = 0; for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { if (LocalSlotNum < (*itr)->GetNumSlots()) { (*itr)->Clicked(a_Player, LocalSlotNum, a_ClickAction, a_ClickedItem); return; } LocalSlotNum -= (*itr)->GetNumSlots(); idx++; } LOGWARNING("Slot number higher than available window slots: %d, max %d received from \"%s\"; ignoring.", a_SlotNum, GetNumSlots(), a_Player.GetName().c_str() ); } void cWindow::OpenedByPlayer(cPlayer & a_Player) { { cCSLock Lock(m_CS); // If player is already in OpenedBy remove player first m_OpenedBy.remove(&a_Player); // Then add player m_OpenedBy.push_back(&a_Player); for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { (*itr)->OnPlayerAdded(a_Player); } // for itr - m_SlotAreas[] } a_Player.GetClientHandle()->SendWindowOpen(m_WindowID, m_WindowType, m_WindowTitle, GetNumSlots() - c_NumInventorySlots); } bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) { // Checks whether the player is still holding an item if (a_Player.IsDraggingItem()) { LOGD("Player holds item! Dropping it..."); a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount); } cClientHandle * ClientHandle = a_Player.GetClientHandle(); if (ClientHandle != NULL) { ClientHandle->SendWindowClose(*this); } { cCSLock Lock(m_CS); for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { (*itr)->OnPlayerRemoved(a_Player); } // for itr - m_SlotAreas[] m_OpenedBy.remove(&a_Player); if ((m_WindowType != Inventory) && m_OpenedBy.empty()) { Destroy(); } } if (m_IsDestroyed) { delete this; } return true; } void cWindow::OwnerDestroyed() { m_Owner = NULL; // Close window for each player. Note that the last one needs special handling while (m_OpenedBy.size() > 1) { (*m_OpenedBy.begin() )->CloseWindow(); } (*m_OpenedBy.begin() )->CloseWindow(); } bool cWindow::ForEachPlayer(cItemCallback & a_Callback) { cCSLock Lock(m_CS); for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr) { if (a_Callback.Item(*itr)) { return false; } } // for itr - m_OpenedBy[] return true; } bool cWindow::ForEachClient(cItemCallback & a_Callback) { cCSLock Lock(m_CS); for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr) { if (a_Callback.Item((*itr)->GetClientHandle())) { return false; } } // for itr - m_OpenedBy[] return true; } void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply) { // Ask each slot area to take as much of the stack as it can. // First ask only slots that already have the same kind of item // Then ask any remaining slots for (int Pass = 0; Pass < 2; ++Pass) { if (m_ShouldDistributeToHotbarFirst) { // First distribute into the hotbar: if (a_ExcludeArea != m_SlotAreas.back()) { m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0)); if (a_ItemStack.IsEmpty()) { // Distributed it all return; } } } // The distribute to all other areas: cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end(); for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr) { if (*itr == a_ExcludeArea) { continue; } (*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0)); if (a_ItemStack.IsEmpty()) { // Distributed it all return; } } // for itr - m_SlotAreas[] } // for Pass - repeat twice } void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum) { int SlotBase = 0; bool Found = false; for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { if (*itr == a_SlotArea) { Found = true; break; } SlotBase += (*itr)->GetNumSlots(); } // for itr - m_SlotAreas[] if (!Found) { LOGERROR("cWindow::SendSlot(): unknown a_SlotArea"); ASSERT(!"cWindow::SendSlot(): unknown a_SlotArea"); return; } a_Player.GetClientHandle()->SendInventorySlot( m_WindowID, a_RelativeSlotNum + SlotBase, *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player)) ); } void cWindow::Destroy(void) { if (m_Owner != NULL) { m_Owner->CloseWindow(); m_Owner = NULL; } m_IsDestroyed = true; } 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()); int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size(); int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, 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 const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots(); cItem ToDistribute(a_Player.GetDraggingItem()); int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, 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()); } int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums) { 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; for (cSlotNums::const_iterator itr = a_SlotNums.begin(), end = a_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(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::BroadcastInventoryProgress(short a_Progressbar, short a_Value) { cCSLock Lock(m_CS); for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr) { (*itr)->GetClientHandle()->SendInventoryProgress(m_WindowID, a_Progressbar, a_Value); } // for itr - m_OpenedBy[] } /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cInventoryWindow: cInventoryWindow::cInventoryWindow(cPlayer & a_Player) : cWindow(cWindow::Inventory, "MCS-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, "MCS-Workbench") { 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, "MCS-SingleChest"), 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, "MCS-DoubleChest"), 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, "MCS-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, "MCS-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, "MCS-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)); }