347e80bdd8
Note that they just mirror chests now, so no per player inventory.
332 lines
9.7 KiB
C++
332 lines
9.7 KiB
C++
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// SlotArea.h
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// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window
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#pragma once
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#include "../Inventory.h"
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class cWindow;
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class cPlayer;
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class cChestEntity;
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class cDropSpenserEntity;
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class cEnderChestEntity;
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class cFurnaceEntity;
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class cCraftingRecipe;
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class cSlotArea
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{
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public:
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cSlotArea(int a_NumSlots, cWindow & a_ParentWindow);
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virtual ~cSlotArea() {} // force a virtual destructor in all subclasses
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int GetNumSlots(void) const { return m_NumSlots; }
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/// Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem.
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virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 0;
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/// Called to set an item in the specified slot for the specified player
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0;
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/// Called when a player clicks in the window. Parameters taken from the click packet.
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virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem);
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/// Called from Clicked when the action is a shiftclick (left or right)
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virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
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/// Called from Clicked when the action is a caDblClick
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virtual void DblClicked(cPlayer & a_Player, int a_SlotNum);
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/// Called when a new player opens the same parent window. The window already tracks the player. CS-locked.
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virtual void OnPlayerAdded(cPlayer & a_Player) {} ;
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/// Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked.
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virtual void OnPlayerRemoved(cPlayer & a_Player) {} ;
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/** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change.
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The default implementation searches each slot for available space and distributes the stack there.
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if a_ShouldApply is true, the changes are written into the slots;
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if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
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If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled
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*/
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virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots);
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/// Called on DblClicking to collect all stackable items into hand.
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/// The items are accumulated in a_Dragging and removed from the slots immediately.
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/// If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
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/// Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill.
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virtual bool CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks);
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protected:
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int m_NumSlots;
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cWindow & m_ParentWindow;
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} ;
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/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts
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class cSlotAreaInventoryBase :
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public cSlotArea
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{
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typedef cSlotArea super;
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public:
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cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow);
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// Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
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virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
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virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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protected:
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int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory
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} ;
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/// Handles the main inventory of each player, excluding the armor and hotbar
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class cSlotAreaInventory :
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public cSlotAreaInventoryBase
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{
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typedef cSlotAreaInventoryBase super;
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public:
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cSlotAreaInventory(cWindow & a_ParentWindow) :
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cSlotAreaInventoryBase(cInventory::invInventoryCount, cInventory::invInventoryOffset, a_ParentWindow)
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{
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}
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} ;
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/// Handles the hotbar of each player
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class cSlotAreaHotBar :
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public cSlotAreaInventoryBase
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{
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typedef cSlotAreaInventoryBase super;
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public:
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cSlotAreaHotBar(cWindow & a_ParentWindow) :
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cSlotAreaInventoryBase(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow)
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{
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}
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} ;
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/// Handles the armor area of the player's inventory
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class cSlotAreaArmor :
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public cSlotAreaInventoryBase
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{
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public:
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cSlotAreaArmor(cWindow & a_ParentWindow) :
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cSlotAreaInventoryBase(cInventory::invArmorCount, cInventory::invArmorOffset, a_ParentWindow)
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{
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}
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// Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.)
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virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
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} ;
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/// Handles any slot area that is representing a cItemGrid; same items for all the players
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class cSlotAreaItemGrid :
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public cSlotArea,
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public cItemGrid::cListener
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{
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typedef cSlotArea super;
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public:
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cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow);
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virtual ~cSlotAreaItemGrid();
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virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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protected:
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cItemGrid & m_ItemGrid;
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// cItemGrid::cListener overrides:
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virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
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} ;
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/** A cSlotArea with items layout that is private to each player and is temporary, such as
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a crafting grid or an enchantment table.
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This common ancestor stores the items in a per-player map. It also implements tossing items from the map.
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*/
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class cSlotAreaTemporary :
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public cSlotArea
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{
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typedef cSlotArea super;
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public:
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cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow);
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// cSlotArea overrides:
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virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) const override;
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virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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virtual void OnPlayerAdded (cPlayer & a_Player) override;
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virtual void OnPlayerRemoved(cPlayer & a_Player) override;
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/// Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End)
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void TossItems(cPlayer & a_Player, int a_Begin, int a_End);
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protected:
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typedef std::map<int, std::vector<cItem> > cItemMap; // Maps EntityID -> items
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cItemMap m_Items;
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/// Returns the pointer to the slot array for the player specified.
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cItem * GetPlayerSlots(cPlayer & a_Player);
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} ;
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class cSlotAreaCrafting :
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public cSlotAreaTemporary
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{
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typedef cSlotAreaTemporary super;
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public:
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/// a_GridSize is allowed to be only 2 or 3
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cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow);
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// cSlotAreaTemporary overrides:
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virtual void Clicked (cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
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virtual void DblClicked (cPlayer & a_Player, int a_SlotNum);
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virtual void OnPlayerRemoved(cPlayer & a_Player) override;
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// Distributing items into this area is completely disabled
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virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override {}
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protected:
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/// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params
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typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap;
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int m_GridSize;
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cRecipeMap m_Recipes;
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/// Handles a click in the result slot. Crafts using the current recipe, if possible
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void ClickedResult(cPlayer & a_Player);
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/// Handles a shift-click in the result slot. Crafts using the current recipe until it changes or no more space for result.
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void ShiftClickedResult(cPlayer & a_Player);
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/// Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player
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void UpdateRecipe(cPlayer & a_Player);
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/// Retrieves the recipe for the specified player from the map, or creates one if not found
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cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player);
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} ;
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class cSlotAreaChest :
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public cSlotArea
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{
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public:
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cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow);
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virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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protected:
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cChestEntity * m_Chest;
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} ;
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class cSlotAreaDoubleChest :
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public cSlotArea
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{
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public:
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cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow);
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virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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protected:
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cChestEntity * m_TopChest;
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cChestEntity * m_BottomChest;
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} ;
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class cSlotAreaEnderChest :
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public cSlotArea
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{
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public:
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cSlotAreaEnderChest(cEnderChestEntity * a_EnderChest, cWindow & a_ParentWindow);
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virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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protected:
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cEnderChestEntity * m_EnderChest;
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};
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class cSlotAreaFurnace :
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public cSlotArea,
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public cItemGrid::cListener
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{
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typedef cSlotArea super;
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public:
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cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow);
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virtual ~cSlotAreaFurnace();
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virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
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virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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protected:
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cFurnaceEntity * m_Furnace;
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// cItemGrid::cListener overrides:
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virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
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} ;
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