8591935a4b
This fixes many visual bugs.
2345 lines
53 KiB
C++
2345 lines
53 KiB
C++
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// SlotArea.cpp
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// Implements the cSlotArea class and its descendants
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#include "Globals.h"
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#include "SlotArea.h"
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#include "../Entities/Player.h"
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#include "../BlockEntities/BeaconEntity.h"
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#include "../BlockEntities/ChestEntity.h"
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#include "../BlockEntities/DropSpenserEntity.h"
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#include "../BlockEntities/EnderChestEntity.h"
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#include "../BlockEntities/FurnaceEntity.h"
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#include "../Entities/Minecart.h"
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#include "../Items/ItemHandler.h"
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#include "AnvilWindow.h"
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#include "Window.h"
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#include "../CraftingRecipes.h"
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#include "../Root.h"
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#include "../FastRandom.h"
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#include "../BlockArea.h"
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////////////////////////////////////////////////////////////////////////////////
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// cSlotArea:
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cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
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m_NumSlots(a_NumSlots),
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m_ParentWindow(a_ParentWindow)
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{
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}
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void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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/*
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LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
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GetNumSlots(), a_SlotNum,
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ItemToFullString(a_ClickedItem).c_str(),
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ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
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);
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*/
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ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
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bool bAsync = false;
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if (GetSlot(a_SlotNum, a_Player) == nullptr)
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{
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LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
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return;
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}
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switch (a_ClickAction)
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{
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case caShiftLeftClick:
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case caShiftRightClick:
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{
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ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
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return;
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}
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case caDblClick:
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{
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DblClicked(a_Player, a_SlotNum);
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return;
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}
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case caMiddleClick:
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{
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MiddleClicked(a_Player, a_SlotNum);
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return;
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}
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case caDropKey:
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case caCtrlDropKey:
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{
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DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
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return;
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}
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case caNumber1:
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case caNumber2:
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case caNumber3:
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case caNumber4:
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case caNumber5:
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case caNumber6:
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case caNumber7:
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case caNumber8:
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case caNumber9:
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{
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NumberClicked(a_Player, a_SlotNum, a_ClickAction);
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return;
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}
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default:
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{
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break;
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}
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsSameType(a_ClickedItem))
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{
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LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
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LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
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LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
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bAsync = true;
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}
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cItem & DraggingItem = a_Player.GetDraggingItem();
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switch (a_ClickAction)
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{
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case caRightClick:
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{
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if (DraggingItem.m_ItemType <= 0) // Empty-handed?
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{
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DraggingItem = Slot.CopyOne(); // Obtain copy of slot to preserve lore, enchantments, etc.
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DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
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Slot.m_ItemCount -= DraggingItem.m_ItemCount;
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if (Slot.m_ItemCount <= 0)
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{
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Slot.Empty();
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}
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}
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else if ((Slot.m_ItemType <= 0) || DraggingItem.IsEqual(Slot))
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{
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// Drop one item in slot
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cItemHandler * Handler = ItemHandler(Slot.m_ItemType);
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if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
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{
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char OldSlotCount = Slot.m_ItemCount;
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Slot = DraggingItem.CopyOne(); // See above
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OldSlotCount++;
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Slot.m_ItemCount = OldSlotCount;
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DraggingItem.m_ItemCount--;
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}
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if (DraggingItem.m_ItemCount <= 0)
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{
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DraggingItem.Empty();
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}
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}
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else if (!DraggingItem.IsEqual(Slot))
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{
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// Swap contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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break;
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}
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case caLeftClick:
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{
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// Left-clicked
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if (!DraggingItem.IsEqual(Slot))
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{
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// Switch contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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else
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{
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// Same type, add items:
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cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemType);
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int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount;
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if (FreeSlots < 0)
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{
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ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?");
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FreeSlots = 0;
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}
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int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
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Slot.m_ItemCount += (char)Filling;
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DraggingItem.m_ItemCount -= (char)Filling;
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if (DraggingItem.m_ItemCount <= 0)
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{
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DraggingItem.Empty();
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}
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}
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break;
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}
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default:
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{
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LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
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m_ParentWindow.BroadcastWholeWindow();
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return;
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}
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} // switch (a_ClickAction
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SetSlot(a_SlotNum, a_Player, Slot);
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if (bAsync)
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{
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m_ParentWindow.BroadcastWholeWindow();
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}
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}
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void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
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{
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// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
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if (Slot.IsEmpty())
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{
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// Empty the slot completely, the client doesn't like left-over ItemType with zero count
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Slot.Empty();
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
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m_ParentWindow.BroadcastWholeWindow();
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}
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void cSlotArea::DblClicked(cPlayer & a_Player, int a_SlotNum)
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{
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cItem & Dragging = a_Player.GetDraggingItem();
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if (Dragging.IsEmpty())
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{
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// Move the item in the dblclicked slot into hand:
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Dragging = *GetSlot(a_SlotNum, a_Player);
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cItem EmptyItem;
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SetSlot(a_SlotNum, a_Player, EmptyItem);
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}
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if (Dragging.IsEmpty())
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{
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LOGD("%s DblClicked with an empty hand over empty slot, ignoring", a_Player.GetName().c_str());
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return;
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}
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// Add as many items from the surrounding area into hand as possible:
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// First skip full stacks, then if there's still space, process full stacks as well:
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if (!m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, false))
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{
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m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, true);
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}
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m_ParentWindow.BroadcastWholeWindow(); // We need to broadcast, in case the window was a chest opened by multiple players
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}
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void cSlotArea::MiddleClicked(cPlayer & a_Player, int a_SlotNum)
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{
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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cItem & DraggingItem = a_Player.GetDraggingItem();
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if (!a_Player.IsGameModeCreative() || Slot.IsEmpty() || !DraggingItem.IsEmpty())
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{
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return;
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}
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DraggingItem = Slot;
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DraggingItem.m_ItemCount = DraggingItem.GetMaxStackSize();
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}
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void cSlotArea::DropClicked(cPlayer & a_Player, int a_SlotNum, bool a_DropStack)
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{
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (Slot.IsEmpty())
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{
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return;
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}
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cItem ItemToDrop = Slot.CopyOne();
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if (a_DropStack)
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{
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ItemToDrop.m_ItemCount = Slot.m_ItemCount;
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}
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Slot.m_ItemCount -= ItemToDrop.m_ItemCount;
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if (Slot.m_ItemCount <= 0)
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{
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Slot.Empty();
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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a_Player.TossPickup(ItemToDrop);
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}
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void cSlotArea::NumberClicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction)
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{
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if ((a_ClickAction < caNumber1) || (a_ClickAction > caNumber9))
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{
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return;
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}
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int HotbarSlot = (int)a_ClickAction - (int)caNumber1;
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cItem ItemInHotbar(a_Player.GetInventory().GetHotbarSlot(HotbarSlot));
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cItem ItemInSlot(*GetSlot(a_SlotNum, a_Player));
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// The items are equal. Do nothing.
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if (ItemInHotbar.IsEqual(ItemInSlot))
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{
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return;
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}
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a_Player.GetInventory().SetHotbarSlot(HotbarSlot, ItemInSlot);
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SetSlot(a_SlotNum, a_Player, ItemInHotbar);
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}
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void cSlotArea::OnPlayerAdded(cPlayer & a_Player)
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{
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UNUSED(a_Player);
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}
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void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
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{
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UNUSED(a_Player);
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}
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void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
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{
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for (int i = 0; i < m_NumSlots; i++)
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{
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int SlotNum = (a_BackFill) ? (m_NumSlots - 1 - i) : i;
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const cItem * Slot = GetSlot(SlotNum, a_Player);
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if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
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{
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// Different items
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continue;
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}
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char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
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if (NumFit <= 0)
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{
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// Full stack already
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continue;
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}
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NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
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if (a_ShouldApply)
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{
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cItem NewSlot(a_ItemStack);
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NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
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SetSlot(SlotNum, a_Player, NewSlot);
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}
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a_ItemStack.m_ItemCount -= NumFit;
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if (a_ItemStack.IsEmpty())
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{
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return;
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}
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} // for i - Slots
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}
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bool cSlotArea::CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks)
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{
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int NumSlots = GetNumSlots();
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for (int i = 0; i < NumSlots; i++)
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{
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const cItem & SlotItem = *GetSlot(i, a_Player);
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if (!SlotItem.IsEqual(a_Dragging))
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{
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continue;
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}
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int ToMove = a_Dragging.GetMaxStackSize() - a_Dragging.m_ItemCount;
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if (ToMove > SlotItem.m_ItemCount)
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{
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ToMove = SlotItem.m_ItemCount;
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}
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a_Dragging.m_ItemCount += ToMove;
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cItem NewSlot(SlotItem);
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NewSlot.m_ItemCount -= ToMove;
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SetSlot(i, a_Player, NewSlot);
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if (!NewSlot.IsEmpty())
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{
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// There are leftovers in the slot, so a_Dragging must be full
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return true;
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}
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} // for i - Slots[]
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// a_Dragging may be full if there were exactly the number of items needed to fill it
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return a_Dragging.IsFullStack();
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}
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////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaChest:
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cSlotAreaChest::cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow) :
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cSlotArea(27, a_ParentWindow),
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m_Chest(a_Chest)
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{
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}
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const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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// a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly:
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return &(m_Chest->GetSlot(a_SlotNum));
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}
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void cSlotAreaChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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m_Chest->SetSlot(a_SlotNum, a_Item);
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}
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////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaDoubleChest:
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cSlotAreaDoubleChest::cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow) :
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cSlotArea(54, a_ParentWindow),
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m_TopChest(a_TopChest),
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m_BottomChest(a_BottomChest)
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{
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}
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const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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// a_SlotNum ranges from 0 to 53, use that to index the correct chest's inventory:
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if (a_SlotNum < 27)
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{
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return &(m_TopChest->GetSlot(a_SlotNum));
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}
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else
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{
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return &(m_BottomChest->GetSlot(a_SlotNum - 27));
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}
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}
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void cSlotAreaDoubleChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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if (a_SlotNum < 27)
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{
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m_TopChest->SetSlot(a_SlotNum, a_Item);
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}
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else
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{
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m_BottomChest->SetSlot(a_SlotNum - 27, a_Item);
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}
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}
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////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaCrafting:
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cSlotAreaCrafting::cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow) :
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cSlotAreaTemporary(1 + a_GridSize * a_GridSize, a_ParentWindow),
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m_GridSize(a_GridSize)
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{
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ASSERT((a_GridSize == 2) || (a_GridSize == 3));
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}
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void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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if (a_ClickAction == caMiddleClick)
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{
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MiddleClicked(a_Player, a_SlotNum);
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return;
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}
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// Override for craft result slot
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if (a_SlotNum == 0)
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{
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if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
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{
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ShiftClickedResult(a_Player);
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}
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else if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
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{
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DropClickedResult(a_Player);
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}
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else
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{
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ClickedResult(a_Player);
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}
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return;
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}
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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UpdateRecipe(a_Player);
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}
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void cSlotAreaCrafting::DblClicked(cPlayer & a_Player, int a_SlotNum)
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{
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if (a_SlotNum == 0)
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{
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// Dbl-clicking the crafting result slot shouldn't collect items to hand
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return;
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}
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super::DblClicked(a_Player, a_SlotNum);
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}
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void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
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{
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// Toss all items on the crafting grid:
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TossItems(a_Player, 1, m_NumSlots);
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// Remove the current recipe from the player -> recipe map:
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for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
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{
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if (itr->first == a_Player.GetUniqueID())
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{
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// Remove the player from the recipe map:
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m_Recipes.erase(itr);
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return;
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}
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} // for itr - m_Recipes[]
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// Player not found - that is acceptable
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
{
|
|
// Update the recipe after setting the slot, if the slot is not the result slot:
|
|
super::SetSlot(a_SlotNum, a_Player, a_Item);
|
|
if (a_SlotNum != 0)
|
|
{
|
|
UpdateRecipe(a_Player);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
|
{
|
|
UNUSED(a_ItemStack);
|
|
UNUSED(a_Player);
|
|
UNUSED(a_ShouldApply);
|
|
UNUSED(a_KeepEmptySlots);
|
|
UNUSED(a_BackFill);
|
|
}
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
|
|
{
|
|
cItem & DraggingItem = a_Player.GetDraggingItem();
|
|
|
|
// Get the current recipe:
|
|
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
|
|
const cItem & Result = Recipe.GetResult();
|
|
|
|
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
|
|
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
|
|
|
|
// If possible, craft:
|
|
if (DraggingItem.IsEmpty())
|
|
{
|
|
DraggingItem = Result;
|
|
Recipe.ConsumeIngredients(Grid);
|
|
Grid.CopyToItems(PlayerSlots);
|
|
|
|
HandleCraftItem(Result, a_Player);
|
|
}
|
|
else if (DraggingItem.IsEqual(Result))
|
|
{
|
|
cItemHandler * Handler = ItemHandler(Result.m_ItemType);
|
|
if (DraggingItem.m_ItemCount + Result.m_ItemCount <= Handler->GetMaxStackSize())
|
|
{
|
|
DraggingItem.m_ItemCount += Result.m_ItemCount;
|
|
Recipe.ConsumeIngredients(Grid);
|
|
Grid.CopyToItems(PlayerSlots);
|
|
|
|
HandleCraftItem(Result, a_Player);
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
for (;;)
|
|
{
|
|
// Try distributing the result. If it fails, bail out:
|
|
cItem ResultCopy(Result);
|
|
m_ParentWindow.DistributeStack(ResultCopy, 0, 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, 0, 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);
|
|
|
|
// Broadcast the window, we sometimes move items to different locations than Vanilla, causing needless desyncs:
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
|
|
// If the recipe has changed, bail out:
|
|
if (!Recipe.GetResult().IsEqual(Result))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::DropClickedResult(cPlayer & a_Player)
|
|
{
|
|
// Get the current recipe:
|
|
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
|
|
const cItem & Result = Recipe.GetResult();
|
|
|
|
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
|
|
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
|
|
|
|
a_Player.TossPickup(Result);
|
|
Recipe.ConsumeIngredients(Grid);
|
|
Grid.CopyToItems(PlayerSlots);
|
|
|
|
HandleCraftItem(Result, a_Player);
|
|
UpdateRecipe(a_Player);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
|
|
|
|
void cSlotAreaCrafting::HandleCraftItem(const cItem & a_Result, cPlayer & a_Player)
|
|
{
|
|
switch (a_Result.m_ItemType)
|
|
{
|
|
case E_BLOCK_WORKBENCH: a_Player.AwardAchievement(achCraftWorkbench); break;
|
|
case E_BLOCK_FURNACE: a_Player.AwardAchievement(achCraftFurnace); break;
|
|
case E_BLOCK_CAKE: a_Player.AwardAchievement(achBakeCake); break;
|
|
case E_BLOCK_ENCHANTMENT_TABLE: a_Player.AwardAchievement(achCraftEnchantTable); break;
|
|
case E_BLOCK_BOOKCASE: a_Player.AwardAchievement(achBookshelf); break;
|
|
case E_ITEM_WOODEN_PICKAXE: a_Player.AwardAchievement(achCraftPickaxe); break;
|
|
case E_ITEM_WOODEN_SWORD: a_Player.AwardAchievement(achCraftSword); break;
|
|
case E_ITEM_STONE_PICKAXE: a_Player.AwardAchievement(achCraftBetterPick); break;
|
|
case E_ITEM_WOODEN_HOE: a_Player.AwardAchievement(achCraftHoe); break;
|
|
case E_ITEM_BREAD: a_Player.AwardAchievement(achMakeBread); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cSlotAreaAnvil:
|
|
|
|
cSlotAreaAnvil::cSlotAreaAnvil(cWindow & a_ParentWindow) :
|
|
cSlotAreaTemporary(3, a_ParentWindow),
|
|
m_MaximumCost(0),
|
|
m_StackSizeToBeUsedInRepair(0)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
{
|
|
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
|
|
if (a_SlotNum != 2)
|
|
{
|
|
super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
|
|
UpdateResult(a_Player);
|
|
return;
|
|
}
|
|
|
|
bool bAsync = false;
|
|
if (GetSlot(a_SlotNum, a_Player) == nullptr)
|
|
{
|
|
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
|
|
return;
|
|
}
|
|
|
|
switch (a_ClickAction)
|
|
{
|
|
case caDblClick:
|
|
{
|
|
return;
|
|
}
|
|
case caShiftLeftClick:
|
|
case caShiftRightClick:
|
|
{
|
|
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
|
|
return;
|
|
}
|
|
case caMiddleClick:
|
|
{
|
|
MiddleClicked(a_Player, a_SlotNum);
|
|
return;
|
|
}
|
|
case caDropKey:
|
|
case caCtrlDropKey:
|
|
{
|
|
if (CanTakeResultItem(a_Player))
|
|
{
|
|
DropClicked(a_Player, a_SlotNum, true);
|
|
OnTakeResult(a_Player);
|
|
}
|
|
return;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
if (Slot.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
if (!DraggingItem.IsEmpty())
|
|
{
|
|
if (!(DraggingItem.IsEqual(Slot) && ((DraggingItem.m_ItemCount + Slot.m_ItemCount) <= cItemHandler::GetItemHandler(Slot)->GetMaxStackSize())))
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!CanTakeResultItem(a_Player))
|
|
{
|
|
return;
|
|
}
|
|
|
|
cItem NewItem = cItem(Slot);
|
|
NewItem.m_ItemCount += DraggingItem.m_ItemCount;
|
|
|
|
Slot.Empty();
|
|
DraggingItem.Empty();
|
|
SetSlot(a_SlotNum, a_Player, Slot);
|
|
|
|
DraggingItem = NewItem;
|
|
OnTakeResult(a_Player);
|
|
|
|
if (bAsync)
|
|
{
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
|
|
{
|
|
if (a_SlotNum != 2)
|
|
{
|
|
super::ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
|
|
UpdateResult(a_Player);
|
|
return;
|
|
}
|
|
|
|
// 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));
|
|
|
|
if (Slot.IsEmpty() || !CanTakeResultItem(a_Player))
|
|
{
|
|
return;
|
|
}
|
|
|
|
m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
|
|
if (Slot.IsEmpty())
|
|
{
|
|
Slot.Empty();
|
|
OnTakeResult(a_Player);
|
|
}
|
|
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 cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
|
{
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
int SlotNum = (a_BackFill) ? (2 - 1 - i) : i;
|
|
|
|
const cItem * Slot = GetSlot(SlotNum, a_Player);
|
|
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
|
|
{
|
|
// Different items
|
|
continue;
|
|
}
|
|
char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
|
if (NumFit <= 0)
|
|
{
|
|
// Full stack already
|
|
continue;
|
|
}
|
|
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
|
|
|
if (a_ShouldApply)
|
|
{
|
|
cItem NewSlot(a_ItemStack);
|
|
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
|
SetSlot(SlotNum, a_Player, NewSlot);
|
|
}
|
|
a_ItemStack.m_ItemCount -= NumFit;
|
|
if (a_ItemStack.IsEmpty())
|
|
{
|
|
UpdateResult(a_Player);
|
|
return;
|
|
}
|
|
} // for i - Slots
|
|
UpdateResult(a_Player);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
|
|
{
|
|
if (!a_Player.IsGameModeCreative())
|
|
{
|
|
a_Player.DeltaExperience(-cPlayer::XpForLevel(m_MaximumCost));
|
|
}
|
|
SetSlot(0, a_Player, cItem());
|
|
|
|
if (m_StackSizeToBeUsedInRepair > 0)
|
|
{
|
|
const cItem * Item = GetSlot(1, a_Player);
|
|
if (!Item->IsEmpty() && (Item->m_ItemCount > m_StackSizeToBeUsedInRepair))
|
|
{
|
|
cItem NewSecondItem(*Item);
|
|
NewSecondItem.m_ItemCount -= m_StackSizeToBeUsedInRepair;
|
|
m_StackSizeToBeUsedInRepair = 0;
|
|
SetSlot(1, a_Player, NewSecondItem);
|
|
}
|
|
else
|
|
{
|
|
SetSlot(1, a_Player, cItem());
|
|
}
|
|
}
|
|
else
|
|
{
|
|
SetSlot(1, a_Player, cItem());
|
|
}
|
|
m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
|
|
|
|
m_MaximumCost = 0;
|
|
((cAnvilWindow*)&m_ParentWindow)->SetRepairedItemName("", nullptr);
|
|
|
|
int PosX, PosY, PosZ;
|
|
((cAnvilWindow*)&m_ParentWindow)->GetBlockPos(PosX, PosY, PosZ);
|
|
|
|
BLOCKTYPE Block;
|
|
NIBBLETYPE BlockMeta;
|
|
a_Player.GetWorld()->GetBlockTypeMeta(PosX, PosY, PosZ, Block, BlockMeta);
|
|
|
|
cFastRandom Random;
|
|
if (!a_Player.IsGameModeCreative() && (Block == E_BLOCK_ANVIL) && (Random.NextFloat(1.0F) < 0.12F))
|
|
{
|
|
NIBBLETYPE Orientation = BlockMeta & 0x3;
|
|
NIBBLETYPE AnvilDamage = BlockMeta >> 2;
|
|
++AnvilDamage;
|
|
|
|
if (AnvilDamage > 2)
|
|
{
|
|
// Anvil will break
|
|
a_Player.GetWorld()->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, (NIBBLETYPE)0);
|
|
a_Player.GetWorld()->BroadcastSoundParticleEffect(1020, PosX, PosY, PosZ, 0);
|
|
a_Player.CloseWindow(false);
|
|
}
|
|
else
|
|
{
|
|
a_Player.GetWorld()->SetBlockMeta(PosX, PosY, PosZ, Orientation | (AnvilDamage << 2));
|
|
a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cSlotAreaAnvil::CanTakeResultItem(cPlayer & a_Player)
|
|
{
|
|
return (
|
|
(
|
|
a_Player.IsGameModeCreative() || // Is the player in gamemode?
|
|
(a_Player.GetXpLevel() >= m_MaximumCost) // or the player have enough exp?
|
|
) &&
|
|
(!GetSlot(2, a_Player)->IsEmpty()) && // Is a item in the result slot?
|
|
(m_MaximumCost > 0) // When no maximum cost is set, the item isn't set from the UpdateResult() method and can't be a valid enchanting result.
|
|
);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaAnvil::OnPlayerRemoved(cPlayer & a_Player)
|
|
{
|
|
TossItems(a_Player, 0, 2);
|
|
super::OnPlayerRemoved(a_Player);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
|
|
{
|
|
cItem Input(*GetSlot(0, a_Player));
|
|
cItem SecondInput(*GetSlot(1, a_Player));
|
|
cItem Output(*GetSlot(2, a_Player));
|
|
|
|
if (Input.IsEmpty())
|
|
{
|
|
Output.Empty();
|
|
SetSlot(2, a_Player, Output);
|
|
m_ParentWindow.SetProperty(0, 0, a_Player);
|
|
return;
|
|
}
|
|
|
|
m_MaximumCost = 0;
|
|
m_StackSizeToBeUsedInRepair = 0;
|
|
int RepairCost = Input.m_RepairCost;
|
|
int NeedExp = 0;
|
|
bool IsEnchantBook = false;
|
|
if (!SecondInput.IsEmpty())
|
|
{
|
|
IsEnchantBook = (SecondInput.m_ItemType == E_ITEM_ENCHANTED_BOOK);
|
|
|
|
RepairCost += SecondInput.m_RepairCost;
|
|
if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
|
|
{
|
|
// Tool and armor repair with special item (iron / gold / diamond / ...)
|
|
int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
|
|
if (DamageDiff <= 0)
|
|
{
|
|
// No enchantment
|
|
Output.Empty();
|
|
SetSlot(2, a_Player, Output);
|
|
m_ParentWindow.SetProperty(0, 0, a_Player);
|
|
return;
|
|
}
|
|
|
|
int x = 0;
|
|
while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
|
|
{
|
|
Input.m_ItemDamage -= DamageDiff;
|
|
NeedExp += std::max(1, DamageDiff / 100) + (int)Input.m_Enchantments.Count();
|
|
DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
|
|
|
|
++x;
|
|
}
|
|
m_StackSizeToBeUsedInRepair = x;
|
|
}
|
|
else
|
|
{
|
|
// Tool and armor repair with two tools / armors
|
|
if (!IsEnchantBook && (!Input.IsSameType(SecondInput) || !Input.IsDamageable()))
|
|
{
|
|
// No enchantment
|
|
Output.Empty();
|
|
SetSlot(2, a_Player, Output);
|
|
m_ParentWindow.SetProperty(0, 0, a_Player);
|
|
return;
|
|
}
|
|
|
|
if ((Input.GetMaxDamage() > 0) && !IsEnchantBook)
|
|
{
|
|
int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
|
|
int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
|
|
int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
|
|
|
|
int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
|
|
if (NewItemDamage > 0)
|
|
{
|
|
NewItemDamage = 0;
|
|
}
|
|
|
|
if (NewItemDamage < Input.m_ItemDamage)
|
|
{
|
|
Input.m_ItemDamage = NewItemDamage;
|
|
NeedExp += std::max(1, Damage / 100);
|
|
}
|
|
}
|
|
|
|
// TODO: Add enchantments.
|
|
}
|
|
}
|
|
|
|
int NameChangeExp = 0;
|
|
const AString & RepairedItemName = ((cAnvilWindow*)&m_ParentWindow)->GetRepairedItemName();
|
|
if (RepairedItemName.empty())
|
|
{
|
|
// Remove custom name
|
|
if (!Input.m_CustomName.empty())
|
|
{
|
|
NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5);
|
|
NeedExp += NameChangeExp;
|
|
Input.m_CustomName = "";
|
|
}
|
|
}
|
|
else if (RepairedItemName != Input.m_CustomName)
|
|
{
|
|
// Change custom name
|
|
NameChangeExp = (Input.IsDamageable()) ? 7 : (Input.m_ItemCount * 5);
|
|
NeedExp += NameChangeExp;
|
|
|
|
if (!Input.m_CustomName.empty())
|
|
{
|
|
RepairCost += NameChangeExp / 2;
|
|
}
|
|
|
|
Input.m_CustomName = RepairedItemName;
|
|
}
|
|
|
|
// TODO: Add enchantment exp cost.
|
|
|
|
m_MaximumCost = RepairCost + NeedExp;
|
|
|
|
if (NeedExp < 0)
|
|
{
|
|
Input.Empty();
|
|
}
|
|
|
|
if ((NameChangeExp == NeedExp) && (NameChangeExp > 0) && (m_MaximumCost >= 40))
|
|
{
|
|
m_MaximumCost = 39;
|
|
}
|
|
if ((m_MaximumCost >= 40) && !a_Player.IsGameModeCreative())
|
|
{
|
|
Input.Empty();
|
|
}
|
|
|
|
if (!Input.IsEmpty())
|
|
{
|
|
RepairCost = std::max(Input.m_RepairCost, SecondInput.m_RepairCost);
|
|
if (!Input.m_CustomName.empty())
|
|
{
|
|
RepairCost -= 9;
|
|
}
|
|
RepairCost = std::max(RepairCost, 0);
|
|
RepairCost += 2;
|
|
Input.m_RepairCost = RepairCost;
|
|
}
|
|
|
|
SetSlot(2, a_Player, Input);
|
|
m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cSlotAreaBeacon:
|
|
|
|
cSlotAreaBeacon::cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow) :
|
|
cSlotArea(1, a_ParentWindow),
|
|
m_Beacon(a_Beacon)
|
|
{
|
|
m_Beacon->GetContents().AddListener(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cSlotAreaBeacon::~cSlotAreaBeacon()
|
|
{
|
|
m_Beacon->GetContents().RemoveListener(*this);
|
|
}
|
|
|
|
|
|
|
|
|
|
bool cSlotAreaBeacon::IsPlaceableItem(short a_ItemType)
|
|
{
|
|
switch (a_ItemType)
|
|
{
|
|
case E_ITEM_EMERALD:
|
|
case E_ITEM_DIAMOND:
|
|
case E_ITEM_GOLD:
|
|
case E_ITEM_IRON:
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaBeacon::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
{
|
|
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
|
|
|
|
bool bAsync = false;
|
|
if (GetSlot(a_SlotNum, a_Player) == nullptr)
|
|
{
|
|
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
|
|
return;
|
|
}
|
|
|
|
switch (a_ClickAction)
|
|
{
|
|
case caShiftLeftClick:
|
|
case caShiftRightClick:
|
|
{
|
|
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
|
|
return;
|
|
}
|
|
case caMiddleClick:
|
|
{
|
|
MiddleClicked(a_Player, a_SlotNum);
|
|
return;
|
|
}
|
|
case caDropKey:
|
|
case caCtrlDropKey:
|
|
{
|
|
DropClicked(a_Player, a_SlotNum, false);
|
|
return;
|
|
}
|
|
case caNumber1:
|
|
case caNumber2:
|
|
case caNumber3:
|
|
case caNumber4:
|
|
case caNumber5:
|
|
case caNumber6:
|
|
case caNumber7:
|
|
case caNumber8:
|
|
case caNumber9:
|
|
{
|
|
NumberClicked(a_Player, a_SlotNum, a_ClickAction);
|
|
return;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
if (DraggingItem.IsEmpty())
|
|
{
|
|
DraggingItem = Slot;
|
|
Slot.Empty();
|
|
}
|
|
else if (Slot.IsEmpty())
|
|
{
|
|
if (!IsPlaceableItem(DraggingItem.m_ItemType))
|
|
{
|
|
return;
|
|
}
|
|
|
|
Slot = DraggingItem.CopyOne();
|
|
DraggingItem.m_ItemCount -= 1;
|
|
if (DraggingItem.m_ItemCount <= 0)
|
|
{
|
|
DraggingItem.Empty();
|
|
}
|
|
}
|
|
else if (DraggingItem.m_ItemCount == 1)
|
|
{
|
|
if (!IsPlaceableItem(DraggingItem.m_ItemCount))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Switch contents
|
|
cItem tmp(DraggingItem);
|
|
DraggingItem = Slot;
|
|
Slot = tmp;
|
|
}
|
|
|
|
SetSlot(a_SlotNum, a_Player, Slot);
|
|
if (bAsync)
|
|
{
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaBeacon::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
|
{
|
|
const cItem * Slot = GetSlot(0, a_Player);
|
|
if (!Slot->IsEmpty() || !IsPlaceableItem(a_ItemStack.m_ItemType) || (a_ItemStack.m_ItemCount != 1))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (a_ShouldApply)
|
|
{
|
|
SetSlot(0, a_Player, a_ItemStack.CopyOne());
|
|
}
|
|
a_ItemStack.Empty();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaBeacon::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
{
|
|
UNUSED(a_Player);
|
|
return &(m_Beacon->GetSlot(a_SlotNum));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaBeacon::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
{
|
|
UNUSED(a_Player);
|
|
m_Beacon->SetSlot(a_SlotNum, a_Item);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaBeacon::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
|
{
|
|
UNUSED(a_SlotNum);
|
|
// Something has changed in the window, broadcast the entire window to all clients
|
|
ASSERT(a_ItemGrid == &(m_Beacon->GetContents()));
|
|
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cSlotAreaEnchanting:
|
|
|
|
cSlotAreaEnchanting::cSlotAreaEnchanting(cWindow & a_ParentWindow, int a_BlockX, int a_BlockY, int a_BlockZ) :
|
|
cSlotAreaTemporary(1, a_ParentWindow),
|
|
m_BlockX(a_BlockX),
|
|
m_BlockY(a_BlockY),
|
|
m_BlockZ(a_BlockZ)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
{
|
|
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
|
|
|
|
bool bAsync = false;
|
|
if (GetSlot(a_SlotNum, a_Player) == nullptr)
|
|
{
|
|
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
|
|
return;
|
|
}
|
|
|
|
switch (a_ClickAction)
|
|
{
|
|
case caShiftLeftClick:
|
|
case caShiftRightClick:
|
|
{
|
|
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
|
|
return;
|
|
}
|
|
case caDblClick:
|
|
{
|
|
DblClicked(a_Player, a_SlotNum);
|
|
return;
|
|
}
|
|
case caMiddleClick:
|
|
{
|
|
MiddleClicked(a_Player, a_SlotNum);
|
|
return;
|
|
}
|
|
case caDropKey:
|
|
case caCtrlDropKey:
|
|
{
|
|
DropClicked(a_Player, a_SlotNum, false);
|
|
return;
|
|
}
|
|
case caNumber1:
|
|
case caNumber2:
|
|
case caNumber3:
|
|
case caNumber4:
|
|
case caNumber5:
|
|
case caNumber6:
|
|
case caNumber7:
|
|
case caNumber8:
|
|
case caNumber9:
|
|
{
|
|
NumberClicked(a_Player, a_SlotNum, a_ClickAction);
|
|
return;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
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();
|
|
|
|
if (DraggingItem.IsEmpty())
|
|
{
|
|
// DraggingItem is empty -> Switch draggingitem and slot
|
|
if (!Slot.IsEmpty())
|
|
{
|
|
std::swap(DraggingItem, Slot);
|
|
}
|
|
}
|
|
else if (Slot.IsEmpty())
|
|
{
|
|
// DraggingItem isn't empty and slot is empty -> Set one dragging item in the slot
|
|
Slot = DraggingItem.CopyOne();
|
|
DraggingItem.m_ItemCount -= 1;
|
|
|
|
if (DraggingItem.m_ItemCount <= 0)
|
|
{
|
|
DraggingItem.Empty();
|
|
}
|
|
}
|
|
else if ((DraggingItem.m_ItemCount == 1) && !DraggingItem.IsEqual(Slot))
|
|
{
|
|
// DraggingItem and slot aren't empty -> Switch items
|
|
std::swap(DraggingItem, Slot);
|
|
}
|
|
|
|
SetSlot(a_SlotNum, a_Player, Slot);
|
|
if (bAsync)
|
|
{
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots, bool a_BackFill)
|
|
{
|
|
const cItem * Slot = GetSlot(0, a_Player);
|
|
if (!Slot->IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (a_Apply)
|
|
{
|
|
SetSlot(0, a_Player, a_ItemStack.CopyOne());
|
|
}
|
|
a_ItemStack.m_ItemCount -= 1;
|
|
if (a_ItemStack.m_ItemCount <= 0)
|
|
{
|
|
a_ItemStack.Empty();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaEnchanting::OnPlayerAdded(cPlayer & a_Player)
|
|
{
|
|
super::OnPlayerAdded(a_Player);
|
|
UpdateResult(a_Player);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaEnchanting::OnPlayerRemoved(cPlayer & a_Player)
|
|
{
|
|
// Toss the item in the enchanting slot
|
|
TossItems(a_Player, 0, 1);
|
|
|
|
super::OnPlayerRemoved(a_Player);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaEnchanting::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
{
|
|
super::SetSlot(a_SlotNum, a_Player, a_Item);
|
|
UpdateResult(a_Player);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaEnchanting::UpdateResult(cPlayer & a_Player)
|
|
{
|
|
cItem Item = *GetSlot(0, a_Player);
|
|
|
|
if (cItem::IsEnchantable(Item.m_ItemType) && Item.m_Enchantments.IsEmpty())
|
|
{
|
|
int Bookshelves = std::min(GetBookshelvesCount(a_Player.GetWorld()), 15);
|
|
|
|
cFastRandom Random;
|
|
int Base = (Random.GenerateRandomInteger(1, 8) + (int)floor((float)Bookshelves / 2) + Random.GenerateRandomInteger(0, Bookshelves));
|
|
int TopSlot = std::max(Base / 3, 1);
|
|
int MiddleSlot = (Base * 2) / 3 + 1;
|
|
int BottomSlot = std::max(Base, Bookshelves * 2);
|
|
|
|
m_ParentWindow.SetProperty(0, TopSlot, a_Player);
|
|
m_ParentWindow.SetProperty(1, MiddleSlot, a_Player);
|
|
m_ParentWindow.SetProperty(2, BottomSlot, a_Player);
|
|
}
|
|
else
|
|
{
|
|
m_ParentWindow.SetProperty(0, 0, a_Player);
|
|
m_ParentWindow.SetProperty(1, 0, a_Player);
|
|
m_ParentWindow.SetProperty(2, 0, a_Player);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
int cSlotAreaEnchanting::GetBookshelvesCount(cWorld * a_World)
|
|
{
|
|
int Bookshelves = 0;
|
|
cBlockArea Area;
|
|
Area.Read(a_World, m_BlockX - 2, m_BlockX + 2, m_BlockY, m_BlockY + 1, m_BlockZ - 2, m_BlockZ + 2);
|
|
|
|
static const struct
|
|
{
|
|
int m_BookX, m_BookY, m_BookZ; // Coords to check for bookcases
|
|
int m_AirX, m_AirY, m_AirZ; // Coords to check for air; if not air, the bookcase won't be counted
|
|
} CheckCoords[] =
|
|
{
|
|
{ 0, 0, 0, 1, 0, 1 }, // Bookcase at {0, 0, 0}, air at {1, 0, 1}
|
|
{ 0, 0, 1, 1, 0, 1 }, // Bookcase at {0, 0, 1}, air at {1, 0, 1}
|
|
{ 0, 0, 2, 1, 0, 2 }, // Bookcase at {0, 0, 2}, air at {1, 0, 2}
|
|
{ 0, 0, 3, 1, 0, 3 }, // Bookcase at {0, 0, 3}, air at {1, 0, 3}
|
|
{ 0, 0, 4, 1, 0, 3 }, // Bookcase at {0, 0, 4}, air at {1, 0, 3}
|
|
{ 1, 0, 4, 1, 0, 3 }, // Bookcase at {1, 0, 4}, air at {1, 0, 3}
|
|
{ 2, 0, 4, 2, 0, 3 }, // Bookcase at {2, 0, 4}, air at {2, 0, 3}
|
|
{ 3, 0, 4, 3, 0, 3 }, // Bookcase at {3, 0, 4}, air at {3, 0, 3}
|
|
{ 4, 0, 4, 3, 0, 3 }, // Bookcase at {4, 0, 4}, air at {3, 0, 3}
|
|
{ 4, 0, 3, 3, 0, 3 }, // Bookcase at {4, 0, 3}, air at {3, 0, 3}
|
|
{ 4, 0, 2, 3, 0, 2 }, // Bookcase at {4, 0, 2}, air at {3, 0, 2}
|
|
{ 4, 0, 1, 3, 0, 1 }, // Bookcase at {4, 0, 1}, air at {3, 0, 1}
|
|
{ 4, 0, 0, 3, 0, 1 }, // Bookcase at {4, 0, 0}, air at {3, 0, 1}
|
|
{ 3, 0, 0, 3, 0, 1 }, // Bookcase at {3, 0, 0}, air at {3, 0, 1}
|
|
{ 2, 0, 0, 2, 0, 1 }, // Bookcase at {2, 0, 0}, air at {2, 0, 1}
|
|
{ 1, 0, 0, 1, 0, 1 }, // Bookcase at {1, 0, 0}, air at {1, 0, 1}
|
|
|
|
{ 0, 1, 0, 1, 1, 1 }, // Bookcase at {0, 1, 0}, air at {1, 1, 1}
|
|
{ 0, 1, 1, 1, 1, 1 }, // Bookcase at {0, 1, 1}, air at {1, 1, 1}
|
|
{ 0, 1, 2, 1, 1, 2 }, // Bookcase at {0, 1, 2}, air at {1, 1, 2}
|
|
{ 0, 1, 3, 1, 1, 3 }, // Bookcase at {0, 1, 3}, air at {1, 1, 3}
|
|
{ 0, 1, 4, 1, 1, 3 }, // Bookcase at {0, 1, 4}, air at {1, 1, 3}
|
|
{ 1, 1, 4, 1, 1, 3 }, // Bookcase at {1, 1, 4}, air at {1, 1, 3}
|
|
{ 2, 1, 4, 2, 1, 3 }, // Bookcase at {2, 1, 4}, air at {2, 1, 3}
|
|
{ 3, 1, 4, 3, 1, 3 }, // Bookcase at {3, 1, 4}, air at {3, 1, 3}
|
|
{ 4, 1, 4, 3, 1, 3 }, // Bookcase at {4, 1, 4}, air at {3, 1, 3}
|
|
{ 4, 1, 3, 3, 1, 3 }, // Bookcase at {4, 1, 3}, air at {3, 1, 3}
|
|
{ 4, 1, 2, 3, 1, 2 }, // Bookcase at {4, 1, 2}, air at {3, 1, 2}
|
|
{ 4, 1, 1, 3, 1, 1 }, // Bookcase at {4, 1, 1}, air at {3, 1, 1}
|
|
{ 4, 1, 0, 3, 1, 1 }, // Bookcase at {4, 1, 0}, air at {3, 1, 1}
|
|
{ 3, 1, 0, 3, 1, 1 }, // Bookcase at {3, 1, 0}, air at {3, 1, 1}
|
|
{ 2, 1, 0, 2, 1, 1 }, // Bookcase at {2, 1, 0}, air at {2, 1, 1}
|
|
{ 1, 1, 0, 1, 1, 1 }, // Bookcase at {1, 1, 0}, air at {1, 1, 1}
|
|
};
|
|
|
|
for (size_t i = 0; i < ARRAYCOUNT(CheckCoords); i++)
|
|
{
|
|
if (
|
|
(Area.GetRelBlockType(CheckCoords[i].m_AirX, CheckCoords[i].m_AirY, CheckCoords[i].m_AirZ) == E_BLOCK_AIR) && // There's air in the checkspot
|
|
(Area.GetRelBlockType(CheckCoords[i].m_BookX, CheckCoords[i].m_BookY, CheckCoords[i].m_BookZ) == E_BLOCK_BOOKCASE) // There's bookcase in the wanted place
|
|
)
|
|
{
|
|
Bookshelves++;
|
|
}
|
|
} // for i - CheckCoords
|
|
|
|
return Bookshelves;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cSlotAreaEnderChest:
|
|
|
|
cSlotAreaEnderChest::cSlotAreaEnderChest(cEnderChestEntity * a_EnderChest, cWindow & a_ParentWindow) :
|
|
cSlotArea(27, a_ParentWindow),
|
|
m_EnderChest(a_EnderChest)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaEnderChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
{
|
|
return &(a_Player.GetEnderChestContents().GetSlot(a_SlotNum));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaEnderChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
{
|
|
a_Player.GetEnderChestContents().SetSlot(a_SlotNum, a_Item);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// 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)
|
|
{
|
|
if (m_Furnace == nullptr)
|
|
{
|
|
LOGERROR("cSlotAreaFurnace::Clicked(): m_Furnace == nullptr");
|
|
ASSERT(!"cSlotAreaFurnace::Clicked(): m_Furnace == nullptr");
|
|
return;
|
|
}
|
|
|
|
if (a_SlotNum == 2)
|
|
{
|
|
bool bAsync = false;
|
|
if (GetSlot(a_SlotNum, a_Player) == nullptr)
|
|
{
|
|
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
|
|
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;
|
|
}
|
|
|
|
switch (a_ClickAction)
|
|
{
|
|
case caShiftLeftClick:
|
|
case caShiftRightClick:
|
|
{
|
|
HandleSmeltItem(Slot, a_Player);
|
|
ShiftClicked(a_Player, a_SlotNum, Slot);
|
|
return;
|
|
}
|
|
case caMiddleClick:
|
|
{
|
|
MiddleClicked(a_Player, a_SlotNum);
|
|
return;
|
|
}
|
|
case caDropKey:
|
|
case caCtrlDropKey:
|
|
{
|
|
DropClicked(a_Player, a_SlotNum, (a_SlotNum == caCtrlDropKey));
|
|
Slot.m_ItemCount = Slot.m_ItemCount - GetSlot(a_SlotNum, a_Player)->m_ItemCount;
|
|
HandleSmeltItem(Slot, a_Player);
|
|
return;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
cItem & DraggingItem = a_Player.GetDraggingItem();
|
|
if (!DraggingItem.IsEmpty())
|
|
{
|
|
if (a_ClickAction == caDblClick)
|
|
{
|
|
return;
|
|
}
|
|
if (!DraggingItem.IsEqual(Slot))
|
|
{
|
|
return;
|
|
}
|
|
if ((DraggingItem.m_ItemCount + Slot.m_ItemCount) > Slot.GetMaxStackSize())
|
|
{
|
|
return;
|
|
}
|
|
|
|
DraggingItem.m_ItemCount += Slot.m_ItemCount;
|
|
HandleSmeltItem(Slot, a_Player);
|
|
Slot.Empty();
|
|
}
|
|
else
|
|
{
|
|
switch (a_ClickAction)
|
|
{
|
|
case caDblClick:
|
|
{
|
|
DblClicked(a_Player, a_SlotNum);
|
|
return;
|
|
}
|
|
case caLeftClick:
|
|
{
|
|
DraggingItem = Slot;
|
|
HandleSmeltItem(Slot, a_Player);
|
|
Slot.Empty();
|
|
break;
|
|
}
|
|
case caRightClick:
|
|
{
|
|
DraggingItem = Slot.CopyOne();
|
|
DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
|
|
Slot.m_ItemCount -= DraggingItem.m_ItemCount;
|
|
|
|
if (Slot.m_ItemCount <= 0)
|
|
{
|
|
Slot.Empty();
|
|
}
|
|
HandleSmeltItem(DraggingItem, a_Player);
|
|
break;
|
|
}
|
|
default:
|
|
{
|
|
ASSERT(!"Unhandled click type!");
|
|
}
|
|
}
|
|
}
|
|
|
|
SetSlot(a_SlotNum, a_Player, Slot);
|
|
if (bAsync)
|
|
{
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
}
|
|
return;
|
|
}
|
|
|
|
super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaFurnace::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
|
{
|
|
int SlotNum;
|
|
cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe();
|
|
|
|
if (FurnaceRecipes->GetRecipeFrom(a_ItemStack) != nullptr)
|
|
{
|
|
SlotNum = 0;
|
|
}
|
|
else if (FurnaceRecipes->IsFuel(a_ItemStack))
|
|
{
|
|
SlotNum = 1;
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
|
|
const cItem * Slot = GetSlot(SlotNum, a_Player);
|
|
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
|
|
{
|
|
// Different items
|
|
return;
|
|
}
|
|
|
|
char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
|
if (NumFit <= 0)
|
|
{
|
|
// Full stack already
|
|
return;
|
|
}
|
|
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
|
|
|
if (a_ShouldApply)
|
|
{
|
|
cItem NewSlot(a_ItemStack);
|
|
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
|
SetSlot(SlotNum, a_Player, NewSlot);
|
|
}
|
|
a_ItemStack.m_ItemCount -= NumFit;
|
|
if (a_ItemStack.IsEmpty())
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
{
|
|
UNUSED(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)
|
|
{
|
|
UNUSED(a_Player);
|
|
m_Furnace->SetSlot(a_SlotNum, a_Item);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaFurnace::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
|
{
|
|
UNUSED(a_SlotNum);
|
|
// Something has changed in the window, broadcast the entire window to all clients
|
|
ASSERT(a_ItemGrid == &(m_Furnace->GetContents()));
|
|
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaFurnace::HandleSmeltItem(const cItem & a_Result, cPlayer & a_Player)
|
|
{
|
|
/** TODO 2014-05-12 xdot: Figure out when to call this method. */
|
|
switch (a_Result.m_ItemType)
|
|
{
|
|
case E_ITEM_IRON: a_Player.AwardAchievement(achAcquireIron); break;
|
|
case E_ITEM_COOKED_FISH: a_Player.AwardAchievement(achCookFish); break;
|
|
default: break;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cSlotAreaMinecartWithChest:
|
|
|
|
cSlotAreaMinecartWithChest::cSlotAreaMinecartWithChest(cMinecartWithChest * a_Chest, cWindow & a_ParentWindow) :
|
|
cSlotArea(27, a_ParentWindow),
|
|
m_Chest(a_Chest)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const cItem * cSlotAreaMinecartWithChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
|
{
|
|
// a_SlotNum ranges from 0 to 26, use that to index the minecart chest entity's inventory directly:
|
|
UNUSED(a_Player);
|
|
return &(m_Chest->GetSlot(a_SlotNum));
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaMinecartWithChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
|
{
|
|
UNUSED(a_Player);
|
|
m_Chest->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.IsGameModeCreative() && (m_ParentWindow.GetWindowType() == cWindow::wtInventory))
|
|
{
|
|
if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
|
|
{
|
|
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
|
|
return;
|
|
}
|
|
|
|
// 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, bool a_BackFill)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
|
{
|
|
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
|
|
|
|
// When the player is in creative mode, the client sends the new item as a_ClickedItem, not the current item in the slot.
|
|
if (a_Player.IsGameModeCreative() && (m_ParentWindow.GetWindowType() == cWindow::wtInventory))
|
|
{
|
|
if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
|
|
{
|
|
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
|
|
return;
|
|
}
|
|
|
|
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
|
|
return;
|
|
}
|
|
|
|
bool bAsync = false;
|
|
if (GetSlot(a_SlotNum, a_Player) == nullptr)
|
|
{
|
|
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
|
|
return;
|
|
}
|
|
|
|
switch (a_ClickAction)
|
|
{
|
|
case caDblClick:
|
|
{
|
|
// Armors haven't a dbl click
|
|
return;
|
|
}
|
|
case caShiftLeftClick:
|
|
case caShiftRightClick:
|
|
{
|
|
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
|
|
return;
|
|
}
|
|
case caMiddleClick:
|
|
{
|
|
MiddleClicked(a_Player, a_SlotNum);
|
|
return;
|
|
}
|
|
default:
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
|
|
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();
|
|
if ((a_ClickAction != caRightClick) && (a_ClickAction != caLeftClick))
|
|
{
|
|
LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
return;
|
|
}
|
|
|
|
if (DraggingItem.IsEmpty() || CanPlaceArmorInSlot(a_SlotNum, DraggingItem))
|
|
{
|
|
// Swap contents
|
|
cItem tmp(DraggingItem);
|
|
DraggingItem = Slot;
|
|
Slot = tmp;
|
|
}
|
|
|
|
SetSlot(a_SlotNum, a_Player, Slot);
|
|
if (bAsync)
|
|
{
|
|
m_ParentWindow.BroadcastWholeWindow();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool cSlotAreaArmor::CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item)
|
|
{
|
|
switch (a_SlotNum)
|
|
{
|
|
case 0: return ItemCategory::IsHelmet (a_Item.m_ItemType);
|
|
case 1: return ItemCategory::IsChestPlate(a_Item.m_ItemType);
|
|
case 2: return ItemCategory::IsLeggings (a_Item.m_ItemType);
|
|
case 3: return ItemCategory::IsBoots (a_Item.m_ItemType);
|
|
}
|
|
return false;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// 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);
|
|
}
|
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////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaTemporary:
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cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow) :
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cSlotArea(a_NumSlots, a_ParentWindow)
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{
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}
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const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) const
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{
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cItemMap::const_iterator itr = m_Items.find(a_Player.GetUniqueID());
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if (itr == m_Items.end())
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{
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LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
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ASSERT(!"cSlotAreaTemporary: player not found!");
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// Player not found, this should not happen, ever! Return nullptr, but things may break by this.
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return nullptr;
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}
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if (a_SlotNum >= (int)(itr->second.size()))
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{
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LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
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ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
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return nullptr;
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}
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return &(itr->second[a_SlotNum]);
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}
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void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
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if (itr == m_Items.end())
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{
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// Player not found
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LOGWARNING("cSlotAreaTemporary: player not found!");
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return;
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}
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if (a_SlotNum >= (int)(itr->second.size()))
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{
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LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
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return;
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}
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itr->second[a_SlotNum] = a_Item;
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}
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void cSlotAreaTemporary::OnPlayerAdded(cPlayer & a_Player)
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{
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ASSERT(m_Items.find(a_Player.GetUniqueID()) == m_Items.end()); // The player shouldn't be in the itemmap, otherwise we probably have a leak
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m_Items[a_Player.GetUniqueID()].resize(m_NumSlots); // Make the vector the specified size of empty items
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}
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void cSlotAreaTemporary::OnPlayerRemoved(cPlayer & a_Player)
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{
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cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
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ASSERT(itr != m_Items.end()); // The player should be in the list, otherwise a call to OnPlayerAdded() was mismatched
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m_Items.erase(itr);
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}
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void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
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{
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cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
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if (itr == m_Items.end())
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{
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LOGWARNING("Player tossing items (%s) not found in the item map", a_Player.GetName().c_str());
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return;
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}
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cItems Drops;
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for (int i = a_Begin; i < a_End; i++)
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{
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cItem & Item = itr->second[i];
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if (!Item.IsEmpty())
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{
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Drops.push_back(Item);
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}
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Item.Empty();
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} // for i - itr->second[]
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double vX = 0, vY = 0, vZ = 0;
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EulerToVector(-a_Player.GetYaw(), a_Player.GetPitch(), vZ, vX, vY);
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vY = -vY * 2 + 1.f;
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a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because player created
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}
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cItem * cSlotAreaTemporary::GetPlayerSlots(cPlayer & a_Player)
|
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{
|
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cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
|
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if (itr == m_Items.end())
|
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{
|
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return nullptr;
|
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}
|
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return itr->second.data();
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}
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