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authorJulian Laubstein <julianlaubstein@yahoo.de>2016-02-06 11:37:34 +0100
committerJulian Laubstein <julianlaubstein@yahoo.de>2016-02-06 11:37:34 +0100
commit6fdd7194c81be7234a126bdc3b48f0291fce3567 (patch)
tree7d5ac74b7385ce4ebf77588d80549c884c2b993c /src/UI
parentMerge pull request #2958 from LogicParrot/fence (diff)
parentBulk clearing of whitespace (diff)
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Diffstat (limited to 'src/UI')
-rw-r--r--src/UI/BeaconWindow.h2
-rw-r--r--src/UI/ChestWindow.h2
-rw-r--r--src/UI/InventoryWindow.h2
-rw-r--r--src/UI/SlotArea.cpp56
-rw-r--r--src/UI/SlotArea.h78
-rw-r--r--src/UI/Window.cpp42
-rw-r--r--src/UI/Window.h64
7 files changed, 123 insertions, 123 deletions
diff --git a/src/UI/BeaconWindow.h b/src/UI/BeaconWindow.h
index fa28b41ba..2b35e9d4a 100644
--- a/src/UI/BeaconWindow.h
+++ b/src/UI/BeaconWindow.h
@@ -25,7 +25,7 @@ public:
cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon);
cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
-
+
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
// cWindow Overrides:
diff --git a/src/UI/ChestWindow.h b/src/UI/ChestWindow.h
index a3b20cdd9..bf8ef4f2f 100644
--- a/src/UI/ChestWindow.h
+++ b/src/UI/ChestWindow.h
@@ -32,7 +32,7 @@ public:
virtual void OpenedByPlayer(cPlayer & a_Player) override;
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
-
+
protected:
cWorld * m_World;
int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
diff --git a/src/UI/InventoryWindow.h b/src/UI/InventoryWindow.h
index 10952d37f..c02dcfbbb 100644
--- a/src/UI/InventoryWindow.h
+++ b/src/UI/InventoryWindow.h
@@ -24,7 +24,7 @@ public:
cInventoryWindow(cPlayer & a_Player);
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
-
+
protected:
cPlayer & m_Player;
};
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index dc89ff8d4..2cef9b06d 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -48,7 +48,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
);
*/
-
+
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
bool bAsync = false;
@@ -57,7 +57,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
return;
}
-
+
switch (a_ClickAction)
{
case caShiftLeftClick:
@@ -100,7 +100,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
break;
}
}
-
+
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsSameType(a_ClickedItem))
{
@@ -154,7 +154,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
}
break;
}
-
+
case caLeftClick:
{
// Left-clicked
@@ -193,7 +193,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
return;
}
} // switch (a_ClickAction
-
+
SetSlot(a_SlotNum, a_Player, Slot);
if (bAsync)
{
@@ -216,7 +216,7 @@ void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_
Slot.Empty();
}
SetSlot(a_SlotNum, a_Player, Slot);
-
+
// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
m_ParentWindow.BroadcastWholeWindow();
}
@@ -240,14 +240,14 @@ void cSlotArea::DblClicked(cPlayer & a_Player, int a_SlotNum)
LOGD("%s DblClicked with an empty hand over empty slot, ignoring", a_Player.GetName().c_str());
return;
}
-
+
// Add as many items from the surrounding area into hand as possible:
// First skip full stacks, then if there's still space, process full stacks as well:
if (!m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, false))
{
m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, true);
}
-
+
m_ParentWindow.BroadcastWholeWindow(); // We need to broadcast, in case the window was a chest opened by multiple players
}
@@ -560,7 +560,7 @@ void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
{
// Toss all items on the crafting grid:
TossItems(a_Player, 1, m_NumSlots);
-
+
// Remove the current recipe from the player -> recipe map:
for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
{
@@ -640,7 +640,7 @@ void cSlotAreaCrafting::ClickedResult(cPlayer & 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();
}
@@ -667,7 +667,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
// 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);
@@ -681,7 +681,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & 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))
{
@@ -737,7 +737,7 @@ cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
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);
@@ -906,7 +906,7 @@ void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem
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();
}
@@ -1055,7 +1055,7 @@ 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();
@@ -1071,7 +1071,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
if (!SecondInput.IsEmpty())
{
bool IsEnchantBook = (SecondInput.m_ItemType == E_ITEM_ENCHANTED_BOOK);
-
+
RepairCost += SecondInput.m_RepairCost;
if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
{
@@ -1307,7 +1307,7 @@ void cSlotAreaBeacon::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_
{
return;
}
-
+
Slot = DraggingItem.CopyOne();
DraggingItem.m_ItemCount -= 1;
if (DraggingItem.m_ItemCount <= 0)
@@ -1459,7 +1459,7 @@ void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickActio
break;
}
}
-
+
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsSameType(a_ClickedItem))
{
@@ -2227,12 +2227,12 @@ void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAc
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;
@@ -2316,7 +2316,7 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
return;
}
-
+
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
return;
}
@@ -2473,18 +2473,18 @@ const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) con
{
LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
ASSERT(!"cSlotAreaTemporary: player not found!");
-
+
// Player not found, this should not happen, ever! Return nullptr, but things may break by this.
return nullptr;
}
-
+
if (a_SlotNum >= static_cast<int>(itr->second.size()))
{
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
return nullptr;
}
-
+
return &(itr->second[static_cast<size_t>(a_SlotNum)]);
}
@@ -2501,13 +2501,13 @@ void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem
LOGWARNING("cSlotAreaTemporary: player not found!");
return;
}
-
+
if (a_SlotNum >= static_cast<int>(itr->second.size()))
{
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
return;
}
-
+
itr->second[static_cast<size_t>(a_SlotNum)] = a_Item;
}
@@ -2544,7 +2544,7 @@ void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
LOGWARNING("Player tossing items (%s) not found in the item map", a_Player.GetName().c_str());
return;
}
-
+
cItems Drops;
for (int i = a_Begin; i < a_End; i++)
{
@@ -2555,7 +2555,7 @@ void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
}
Item.Empty();
} // for i - itr->second[]
-
+
double vX = 0, vY = 0, vZ = 0;
EulerToVector(-a_Player.GetYaw(), a_Player.GetPitch(), vZ, vX, vY);
vY = -vY * 2 + 1.f;
diff --git a/src/UI/SlotArea.h b/src/UI/SlotArea.h
index 0ff36ce50..b5809b872 100644
--- a/src/UI/SlotArea.h
+++ b/src/UI/SlotArea.h
@@ -33,18 +33,18 @@ class cSlotArea
public:
cSlotArea(int a_NumSlots, cWindow & a_ParentWindow);
virtual ~cSlotArea() {} // force a virtual destructor in all subclasses
-
+
int GetNumSlots(void) const { return m_NumSlots; }
-
+
/** Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem. */
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 0;
-
+
/** Called to set an item in the specified slot for the specified player */
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0;
-
+
/** Called when a player clicks in the window. Parameters taken from the click packet. */
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem);
-
+
/** Called from Clicked when the action is a shiftclick (left or right) */
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
@@ -62,17 +62,17 @@ public:
/** Called when a new player opens the same parent window. The window already tracks the player. CS-locked. */
virtual void OnPlayerAdded(cPlayer & a_Player);
-
+
/** Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked. */
virtual void OnPlayerRemoved(cPlayer & a_Player);
-
+
/** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change.
The default implementation searches each slot for available space and distributes the stack there.
if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled */
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill);
-
+
/** Called on DblClicking to collect all stackable items into hand.
The items are accumulated in a_Dragging and removed from the slots immediately.
If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
@@ -93,16 +93,16 @@ class cSlotAreaInventoryBase :
public cSlotArea
{
typedef cSlotArea super;
-
+
public:
cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow);
-
+
// Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
-
+
protected:
int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory
} ;
@@ -116,7 +116,7 @@ class cSlotAreaInventory :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
-
+
public:
cSlotAreaInventory(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(cInventory::invInventoryCount, cInventory::invInventoryOffset, a_ParentWindow)
@@ -133,7 +133,7 @@ class cSlotAreaHotBar :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
-
+
public:
cSlotAreaHotBar(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow)
@@ -174,18 +174,18 @@ class cSlotAreaItemGrid :
public cItemGrid::cListener
{
typedef cSlotArea super;
-
+
public:
cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow);
-
+
virtual ~cSlotAreaItemGrid();
-
+
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
cItemGrid & m_ItemGrid;
-
+
// cItemGrid::cListener overrides:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
} ;
@@ -201,24 +201,24 @@ class cSlotAreaTemporary :
public cSlotArea
{
typedef cSlotArea super;
-
+
public:
cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow);
-
+
// cSlotArea overrides:
virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
virtual void OnPlayerAdded (cPlayer & a_Player) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
-
+
/** Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End) */
void TossItems(cPlayer & a_Player, int a_Begin, int a_End);
-
+
protected:
typedef std::map<UInt32, std::vector<cItem> > cItemMap; // Maps EntityID -> items
-
+
cItemMap m_Items;
-
+
/** Returns the pointer to the slot array for the player specified. */
cItem * GetPlayerSlots(cPlayer & a_Player);
} ;
@@ -231,7 +231,7 @@ class cSlotAreaCrafting :
public cSlotAreaTemporary
{
typedef cSlotAreaTemporary super;
-
+
public:
/** a_GridSize is allowed to be only 2 or 3 */
cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow);
@@ -241,7 +241,7 @@ public:
virtual void DblClicked (cPlayer & a_Player, int a_SlotNum) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
-
+
// Distributing items into this area is completely disabled
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
@@ -250,14 +250,14 @@ protected:
/** Maps player's EntityID -> current recipe.
Not a std::map because cCraftingGrid needs proper constructor params. */
typedef std::list<std::pair<UInt32, cCraftingRecipe> > cRecipeMap;
-
+
int m_GridSize;
cRecipeMap m_Recipes;
-
+
/** Handles a click in the result slot.
Crafts using the current recipe, if possible. */
void ClickedResult(cPlayer & a_Player);
-
+
/** Handles a shift-click in the result slot.
Crafts using the current recipe until it changes or no more space for result. */
void ShiftClickedResult(cPlayer & a_Player);
@@ -267,7 +267,7 @@ protected:
/** Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player. */
void UpdateRecipe(cPlayer & a_Player);
-
+
/** Retrieves the recipe for the specified player from the map, or creates one if not found. */
cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player);
@@ -321,13 +321,13 @@ class cSlotAreaBeacon :
public cItemGrid::cListener
{
typedef cSlotArea super;
-
+
public:
cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow);
virtual ~cSlotAreaBeacon();
static bool IsPlaceableItem(short a_ItemType);
-
+
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
@@ -380,10 +380,10 @@ class cSlotAreaChest :
{
public:
cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow);
-
+
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
-
+
protected:
cChestEntity * m_Chest;
} ;
@@ -397,10 +397,10 @@ class cSlotAreaDoubleChest :
{
public:
cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow);
-
+
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
-
+
protected:
cChestEntity * m_TopChest;
cChestEntity * m_BottomChest;
@@ -432,17 +432,17 @@ class cSlotAreaFurnace :
public cItemGrid::cListener
{
typedef cSlotArea super;
-
+
public:
cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow);
-
+
virtual ~cSlotAreaFurnace();
-
+
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
-
+
protected:
cFurnaceEntity * m_Furnace;
diff --git a/src/UI/Window.cpp b/src/UI/Window.cpp
index e23c3c698..5a2e55feb 100644
--- a/src/UI/Window.cpp
+++ b/src/UI/Window.cpp
@@ -253,7 +253,7 @@ void cWindow::Clicked(
break;
}
}
-
+
if (a_SlotNum < 0)
{
// TODO: Other click actions with irrelevant slot number (FS #371)
@@ -270,7 +270,7 @@ void cWindow::Clicked(
}
LocalSlotNum -= itr->GetNumSlots();
}
-
+
LOGWARNING("Slot number higher than available window slots: %d, max %d received from \"%s\"; ignoring.",
a_SlotNum, GetNumSlots(), a_Player.GetName().c_str()
);
@@ -288,7 +288,7 @@ void cWindow::OpenedByPlayer(cPlayer & a_Player)
m_OpenedBy.remove(&a_Player);
// Then add player
m_OpenedBy.push_back(&a_Player);
-
+
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
(*itr)->OnPlayerAdded(a_Player);
@@ -326,7 +326,7 @@ bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
} // for itr - m_SlotAreas[]
m_OpenedBy.remove(&a_Player);
-
+
if ((m_WindowType != wtInventory) && m_OpenedBy.empty())
{
Destroy();
@@ -336,7 +336,7 @@ bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
{
delete this;
}
-
+
return true;
}
@@ -436,7 +436,7 @@ bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer
return true;
}
}
-
+
// a_Dragging still not full, ask slot areas before a_Area in the list:
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
@@ -480,7 +480,7 @@ void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_Relativ
ASSERT(!"cWindow::SendSlot(): unknown a_SlotArea");
return;
}
-
+
a_Player.GetClientHandle()->SendInventorySlot(
m_WindowID, static_cast<short>(a_RelativeSlotNum + SlotBase), *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player))
);
@@ -512,7 +512,7 @@ cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum)
ASSERT(!"Invalid SlotNum");
return nullptr;
}
-
+
// Iterate through all the SlotAreas, find the correct one
int LocalSlotNum = a_GlobalSlotNum;
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
@@ -524,7 +524,7 @@ cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum)
}
LocalSlotNum -= (*itr)->GetNumSlots();
} // for itr - m_SlotAreas[]
-
+
// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
ASSERT(!"Invalid GetNumSlots");
@@ -543,7 +543,7 @@ const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum
ASSERT(!"Invalid SlotNum");
return nullptr;
}
-
+
// Iterate through all the SlotAreas, find the correct one
int LocalSlotNum = a_GlobalSlotNum;
for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
@@ -555,7 +555,7 @@ const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum
}
LocalSlotNum -= (*itr)->GetNumSlots();
} // for itr - m_SlotAreas[]
-
+
// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
ASSERT(!"Invalid GetNumSlots");
@@ -590,20 +590,20 @@ void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
{
// Process the entire action stored in the internal structures for inventory painting
// distribute as many items as possible
-
+
const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
cItem ToDistribute(a_Player.GetDraggingItem());
int ToEachSlot = static_cast<int>(ToDistribute.m_ItemCount) / static_cast<int>(SlotNums.size());
-
+
int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums);
-
+
// Remove the items distributed from the dragging item:
a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
if (a_Player.GetDraggingItem().m_ItemCount == 0)
{
a_Player.GetDraggingItem().Empty();
}
-
+
SendWholeWindow(*a_Player.GetClientHandle());
// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
@@ -622,16 +622,16 @@ void cWindow::OnRightPaintEnd(cPlayer & a_Player)
const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
cItem ToDistribute(a_Player.GetDraggingItem());
-
+
int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums);
-
+
// Remove the items distributed from the dragging item:
a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
if (a_Player.GetDraggingItem().m_ItemCount == 0)
{
a_Player.GetDraggingItem().Empty();
}
-
+
SendWholeWindow(*a_Player.GetClientHandle());
// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
@@ -651,7 +651,7 @@ int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int
// This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now
return 0;
}
-
+
// Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.)
int NumDistributed = 0;
for (cSlotNums::const_iterator itr = a_SlotNums.begin(), end = a_SlotNums.end(); itr != end; ++itr)
@@ -663,7 +663,7 @@ int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int
LOGWARNING("%s: Bad SlotArea for slot %d", __FUNCTION__, *itr);
continue;
}
-
+
// Modify the item at the slot
cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player));
int MaxStack = AtSlot.GetMaxStackSize();
@@ -712,7 +712,7 @@ void cWindow::BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum)
ASSERT(!"Invalid slot area");
return;
}
-
+
// Broadcast the update packet:
cCSLock Lock(m_CS);
for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
diff --git a/src/UI/Window.h b/src/UI/Window.h
index 76d22a12c..8a70b5855 100644
--- a/src/UI/Window.h
+++ b/src/UI/Window.h
@@ -67,9 +67,9 @@ public:
wtDropper = 10,
wtAnimalChest = 11,
};
-
+
// tolua_end
-
+
static const int c_NumInventorySlots = 36;
cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
@@ -81,32 +81,32 @@ public:
cWindowOwner * GetOwner(void) { return m_Owner; }
void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; }
-
+
/** Returns the total number of slots */
int GetNumSlots(void) const;
-
+
/** Returns the number of slots, excluding the player's inventory (used for network protocols) */
int GetNumNonInventorySlots(void) const { return GetNumSlots() - c_NumInventorySlots; }
-
+
// tolua_begin
-
+
/** Returns the item at the specified slot for the specified player. Returns nullptr if invalid SlotNum requested */
const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const;
-
+
/** Sets the item to the specified slot for the specified player */
void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item);
-
+
/** Returns true if the specified slot is in the Player Main Inventory slotarea */
bool IsSlotInPlayerMainInventory(int a_SlotNum) const;
-
+
/** Returns true if the specified slot is in the Player Hotbar slotarea */
bool IsSlotInPlayerHotbar(int a_SlotNum) const;
-
+
/** Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor. */
bool IsSlotInPlayerInventory(int a_SlotNum) const;
-
+
// tolua_end
-
+
/** Fills a_Slots with the slots read from m_SlotAreas[], for the specified player */
void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
@@ -118,40 +118,40 @@ public:
);
virtual void OpenedByPlayer(cPlayer & a_Player);
-
+
/** Called when a player closes this window; notifies all slot areas. Returns true if close accepted */
virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse);
/** Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area */
void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum);
-
+
/** Sends the contents of the whole window to the specified client */
void SendWholeWindow(cClientHandle & a_Client);
-
+
/** Sends the contents of the whole window to all clients of this window. */
void BroadcastWholeWindow(void);
// tolua_begin
-
+
const AString & GetWindowTitle() const { return m_WindowTitle; }
void SetWindowTitle(const AString & a_WindowTitle) { m_WindowTitle = a_WindowTitle; }
-
+
/** Sends the UpdateWindowProperty (0x69) packet to all clients of the window */
virtual void SetProperty(short a_Property, short a_Value);
-
+
/** Sends the UpdateWindowPropert(0x69) packet to the specified player */
virtual void SetProperty(short a_Property, short a_Value, cPlayer & a_Player);
// tolua_end
void OwnerDestroyed(void);
-
+
/** Calls the callback safely for each player that has this window open; returns true if all players have been enumerated */
bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback);
/** Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated */
bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
-
+
/** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed!
if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) */
@@ -162,58 +162,58 @@ public:
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */
void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
-
+
/** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
Returns true if full stack has been collected, false if there's space remaining to fill. */
bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks);
-
+
/** Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea */
void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum);
protected:
cSlotAreas m_SlotAreas;
-
+
char m_WindowID;
int m_WindowType;
AString m_WindowTitle;
cCriticalSection m_CS;
cPlayerList m_OpenedBy;
-
+
bool m_IsDestroyed;
-
+
cWindowOwner * m_Owner;
-
+
static Byte m_WindowIDCounter;
/** Sets the internal flag as "destroyed"; notifies the owner that the window is destroying */
virtual void Destroy(void);
-
+
/** Returns the correct slot area for the specified window-global SlotNum
Also returns the area-local SlotNum corresponding to the GlobalSlotNum
If the global SlotNum is out of range, returns nullptr */
cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum);
-
+
/** Returns the correct slot area for the specified window-global SlotNum
Also returns the area-local SlotNum corresponding to the GlobalSlotNum
If the global SlotNum is out of range, returns nullptr.
Const version. */
const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
-
+
/** Prepares the internal structures for inventory painting from the specified player */
void OnPaintBegin(cPlayer & a_Player);
-
+
/** Adds the slot to the internal structures for inventory painting by the specified player */
void OnPaintProgress(cPlayer & a_Player, int a_SlotNum);
-
+
/** Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible */
void OnLeftPaintEnd(cPlayer & a_Player);
/** Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot */
void OnRightPaintEnd(cPlayer & a_Player);
-
+
/** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed */
int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums);
} ; // tolua_export