1
0
Fork 0
cuberite-2a/src/UI/Window.cpp

756 lines
18 KiB
C++

#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 "../Entities/Player.h"
#include "../Entities/Pickup.h"
#include "../Inventory.h"
#include "../Items/ItemHandler.h"
#include "../BlockEntities/BeaconEntity.h"
#include "../BlockEntities/ChestEntity.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../BlockEntities/EnderChestEntity.h"
#include "../BlockEntities/HopperEntity.h"
#include "../Entities/Minecart.h"
#include "../Root.h"
#include "../Bindings/PluginManager.h"
Byte cWindow::m_WindowIDCounter = 0;
cWindow::cWindow(WindowType a_WindowType, const AString & a_WindowTitle) :
m_WindowID(((++m_WindowIDCounter) % 127) + 1),
m_WindowType(a_WindowType),
m_WindowTitle(a_WindowTitle),
m_IsDestroyed(false),
m_Owner(nullptr)
{
ASSERT((m_WindowID > 0) && (m_WindowID <= 127));
if (a_WindowType == wtInventory)
{
m_WindowID = 0;
}
}
cWindow::~cWindow()
{
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
delete *itr;
}
m_SlotAreas.clear();
}
const AString cWindow::GetWindowTypeName(void) const
{
switch (m_WindowType)
{
case wtChest: return "minecraft:chest";
case wtWorkbench: return "minecraft:crafting_table";
case wtFurnace: return "minecraft:furnace";
case wtDropSpenser: return "minecraft:dispenser";
case wtEnchantment: return "minecraft:enchanting_table";
case wtBrewery: return "minecraft:brewing_stand";
case wtNPCTrade: return "minecraft:villager";
case wtBeacon: return "minecraft:beacon";
case wtAnvil: return "minecraft:anvil";
case wtHopper: return "minecraft:hopper";
case wtDropper: return "minecraft:dropper";
case wtAnimalChest: return "EntityHorse";
default:
{
ASSERT(!"Unknown inventory type!");
return "";
}
}
}
int cWindow::GetNumSlots(void) const
{
int res = 0;
for (const auto & itr : m_SlotAreas)
{
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 == nullptr)
{
LOGWARNING("%s: requesting item from an invalid SlotArea (SlotNum %d), returning nullptr.", __FUNCTION__, a_SlotNum);
return nullptr;
}
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 == nullptr)
{
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(static_cast<size_t>(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 == nullptr)
{
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
)
{
cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
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 caLeftClickOutside:
case caRightClickOutside:
{
if (PlgMgr->CallHookPlayerTossingItem(a_Player))
{
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
return;
}
if (a_Player.IsGameModeCreative())
{
a_Player.TossPickup(a_ClickedItem);
}
if (a_ClickAction == caLeftClickOutside)
{
// Toss all dragged items:
a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
}
else
{
// Toss one of the dragged items:
a_Player.TossHeldItem();
}
return;
}
case caLeftClickOutsideHoldNothing:
case caRightClickOutsideHoldNothing:
{
// Nothing needed
return;
}
case caLeftPaintBegin: OnPaintBegin (a_Player); return;
case caRightPaintBegin: OnPaintBegin (a_Player); return;
case caMiddlePaintBegin: OnPaintBegin (a_Player); return;
case caLeftPaintProgress: OnPaintProgress (a_Player, a_SlotNum); return;
case caRightPaintProgress: OnPaintProgress (a_Player, a_SlotNum); return;
case caMiddlePaintProgress: OnPaintProgress (a_Player, a_SlotNum); return;
case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return;
case caRightPaintEnd: OnRightPaintEnd (a_Player); return;
case caMiddlePaintEnd: OnMiddlePaintEnd(a_Player); return;
default:
{
break;
}
}
if (a_SlotNum < 0)
{
// TODO: Other click actions with irrelevant slot number (FS #371)
return;
}
int LocalSlotNum = a_SlotNum;
for (const auto & itr : m_SlotAreas)
{
if (LocalSlotNum < itr->GetNumSlots())
{
itr->Clicked(a_Player, LocalSlotNum, a_ClickAction, a_ClickedItem);
return;
}
LocalSlotNum -= itr->GetNumSlots();
}
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(*this);
}
bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
{
// Checks whether the player is still holding an item
if (!a_Player.GetDraggingItem().IsEmpty())
{
LOGD("Player is holding an item while closing their window, dropping it as a pickup...");
a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
}
cClientHandle * ClientHandle = a_Player.GetClientHandle();
if (ClientHandle != nullptr)
{
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[]
if (m_WindowType != wtInventory)
{
m_OpenedBy.remove(&a_Player);
if (m_OpenedBy.empty())
{
Destroy();
}
}
}
if (m_IsDestroyed)
{
delete this;
}
return true;
}
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, static_cast<short>(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 (auto Player : m_OpenedBy)
{
SendWholeWindow(*Player->GetClientHandle());
}
}
void cWindow::SetProperty(size_t a_Property, short a_Value)
{
cCSLock Lock(m_CS);
for (auto Player : m_OpenedBy)
{
Player->GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
}
}
void cWindow::OwnerDestroyed()
{
// 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(cPlayerListCallback a_Callback)
{
cCSLock Lock(m_CS);
for (auto & Player : m_OpenedBy)
{
if (a_Callback(*Player))
{
return false;
}
} // for itr - m_OpenedBy[]
return true;
}
bool cWindow::ForEachClient(cClientHandleCallback a_Callback)
{
cCSLock Lock(m_CS);
for (auto & Player : m_OpenedBy)
{
if (a_Callback(*Player->GetClientHandle()))
{
return false;
}
} // for itr - m_OpenedBy[]
return true;
}
void cWindow::DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
{
/* 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 (size_t Pass = 0; Pass < 2; Pass++)
{
for (auto SlotArea : a_AreasInOrder)
{
SlotArea->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0), a_BackFill);
if (a_ItemStack.IsEmpty())
{
// Distributed it all
return;
}
}
}
}
bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks)
{
// Ask to collect items from each slot area in order:
for (auto Area : m_SlotAreas)
{
if (Area->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
{
return true; // a_Dragging is full
}
}
return false; // All areas processed
}
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, static_cast<short>(a_RelativeSlotNum + SlotBase), *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player))
);
}
void cWindow::Destroy(void)
{
if (m_Owner != nullptr)
{
m_Owner->CloseWindow();
m_Owner = nullptr;
}
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 nullptr;
}
// 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 nullptr;
}
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 nullptr;
}
// 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 nullptr;
}
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 = static_cast<int>(ToDistribute.m_ItemCount) / static_cast<int>(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());
// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
// This is a fix for what seems like a client-side bug
a_Player.GetClientHandle()->SendInventorySlot(m_WindowID, 0, *GetSlot(a_Player, 0));
}
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());
// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
// This is a fix for what seems like a client-side bug
a_Player.GetClientHandle()->SendInventorySlot(m_WindowID, 0, *GetSlot(a_Player, 0));
}
void cWindow::OnMiddlePaintEnd(cPlayer & a_Player)
{
if (!a_Player.IsGameModeCreative())
{
// Midle click paint is only valid for creative mode
return;
}
// Fill available slots with full stacks of the dragging item
const auto & DraggingItem = a_Player.GetDraggingItem();
auto StackSize = DraggingItem.GetMaxStackSize();
if (0 < DistributeItemToSlots(a_Player, DraggingItem, StackSize, a_Player.GetInventoryPaintSlots(), false))
{
// If any items were distibuted, set dragging item empty
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, bool a_LimitItems)
{
if (a_LimitItems && (static_cast<size_t>(a_Item.m_ItemCount) < a_SlotNums.size()))
{
LOGWARNING("%s: Distributing less items (%d) than slots (%zu)", __FUNCTION__, static_cast<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 == nullptr)
{
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 = AtSlot.GetMaxStackSize();
if (AtSlot.IsEmpty())
{
// Empty, just move all of it there:
cItem ToStore(a_Item);
ToStore.m_ItemCount = static_cast<char>(std::min(a_NumToEachSlot, static_cast<int>(MaxStack)));
Area->SetSlot(LocalSlotNum, a_Player, ToStore);
NumDistributed += ToStore.m_ItemCount;
}
else if (AtSlot.IsEqual(a_Item))
{
// Occupied, add and cap at MaxStack:
int CanStore = std::min(a_NumToEachSlot, static_cast<int>(MaxStack) - AtSlot.m_ItemCount);
AtSlot.m_ItemCount += CanStore;
Area->SetSlot(LocalSlotNum, a_Player, AtSlot);
NumDistributed += CanStore;
}
} // for itr - SlotNums[]
return NumDistributed;
}