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cuberite-2a/source/UI/SlotArea.cpp
madmaxoft@gmail.com cf87169737 Refactored cInventory to use cItemGrid for the actual Storage
This makes the API more orthogonal and is easier to use in the plugins. Also changes in the inventory are now propagated to the needed places (armor updates to BroadcastEntityEquipment etc.) even when the inventory is changed by a plugin.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1503 0a769ca7-a7f5-676a-18bf-c427514a06d6
2013-05-24 07:30:39 +00:00

801 lines
20 KiB
C++

// SlotArea.cpp
// Implements the cSlotArea class and its descendants
#include "Globals.h"
#include "SlotArea.h"
#include "../Player.h"
#include "../ChestEntity.h"
#include "../DispenserEntity.h"
#include "../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.m_ItemType, Slot->m_ItemCount + NumFit, a_ItemStack.m_ItemDamage);
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)
{
// 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)
{
// 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:
cSlotAreaDispenser::cSlotAreaDispenser(cDispenserEntity * a_Dispenser, cWindow & a_ParentWindow) :
cSlotArea(9, a_ParentWindow),
m_Dispenser(a_Dispenser)
{
}
void cSlotAreaDispenser::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_Dispenser == NULL)
{
LOGERROR("cSlotAreaDispenser::Clicked(): m_Dispenser == NULL");
ASSERT(!"cSlotAreaDispenser::Clicked(): m_Dispenser == NULL");
return;
}
}
const cItem * cSlotAreaDispenser::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
return &(m_Dispenser->GetSlot(a_SlotNum));
}
void cSlotAreaDispenser::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
m_Dispenser->SetSlot(a_SlotNum, a_Item);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaFurnace:
cSlotAreaFurnace::cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow) :
cSlotArea(3, a_ParentWindow),
m_Furnace(a_Furnace)
{
}
void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
cItem Fuel = *GetSlot(0, a_Player);
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;
}
if (Fuel.m_ItemType != GetSlot(0, a_Player)->m_ItemType)
{
m_Furnace->ResetCookTimer();
}
if (m_Furnace->StartCooking())
{
m_ParentWindow.SendWholeWindow(*(a_Player.GetClientHandle()));
}
}
const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
// 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);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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)
{
// 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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
a_ItemStack.m_ItemCount -= 1;
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaTemporary:
cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow) :
cSlotArea(a_NumSlots, a_ParentWindow)
{
}
const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
cItemMap::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]);
}