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Diffstat (limited to 'source/UI/SlotArea.cpp')
-rw-r--r-- | source/UI/SlotArea.cpp | 897 |
1 files changed, 0 insertions, 897 deletions
diff --git a/source/UI/SlotArea.cpp b/source/UI/SlotArea.cpp deleted file mode 100644 index 7fd7cd996..000000000 --- a/source/UI/SlotArea.cpp +++ /dev/null @@ -1,897 +0,0 @@ - -// SlotArea.cpp - -// Implements the cSlotArea class and its descendants - -#include "Globals.h" -#include "SlotArea.h" -#include "../Entities/Player.h" -#include "../BlockEntities/ChestEntity.h" -#include "../BlockEntities/DropSpenserEntity.h" -#include "../BlockEntities/FurnaceEntity.h" -#include "../Items/ItemHandler.h" -#include "Window.h" -#include "../CraftingRecipes.h" -#include "../Root.h" - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotArea: - -cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) : - m_NumSlots(a_NumSlots), - m_ParentWindow(a_ParentWindow) -{ -} - - - - - -void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) -{ - /* - LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s", - GetNumSlots(), a_SlotNum, - ItemToFullString(a_ClickedItem).c_str(), - ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str() - ); - */ - - ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots())); - - bool bAsync = false; - if (GetSlot(a_SlotNum, a_Player) == NULL) - { - LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum); - return; - } - - switch (a_ClickAction) - { - case caShiftLeftClick: - case caShiftRightClick: - { - ShiftClicked(a_Player, a_SlotNum, a_ClickedItem); - return; - } - - case caDblClick: - { - DblClicked(a_Player, 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; - } - cItem & DraggingItem = a_Player.GetDraggingItem(); - switch (a_ClickAction) - { - case caRightClick: - { - if (DraggingItem.m_ItemType <= 0) // Empty-handed? - { - DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f); - Slot.m_ItemCount -= DraggingItem.m_ItemCount; - DraggingItem.m_ItemType = Slot.m_ItemType; - DraggingItem.m_ItemDamage = Slot.m_ItemDamage; - - if (Slot.m_ItemCount <= 0) - { - Slot.Empty(); - } - } - else if ((Slot.m_ItemType <= 0) || DraggingItem.IsEqual(Slot)) - { - // Drop one item in slot - cItemHandler * Handler = ItemHandler(Slot.m_ItemType); - if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize())) - { - Slot.m_ItemType = DraggingItem.m_ItemType; - Slot.m_ItemCount++; - Slot.m_ItemDamage = DraggingItem.m_ItemDamage; - DraggingItem.m_ItemCount--; - } - if (DraggingItem.m_ItemCount <= 0) - { - DraggingItem.Empty(); - } - } - else if (!DraggingItem.IsEqual(Slot)) - { - // Swap contents - cItem tmp(DraggingItem); - DraggingItem = Slot; - Slot = tmp; - } - break; - } - - case caLeftClick: - { - // Left-clicked - if (!DraggingItem.IsEqual(Slot)) - { - // Switch contents - cItem tmp(DraggingItem); - DraggingItem = Slot; - Slot = tmp; - } - else - { - // Same type, add items: - cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemType); - int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount; - if (FreeSlots < 0) - { - ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?"); - FreeSlots = 0; - } - int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots; - Slot.m_ItemCount += (char)Filling; - DraggingItem.m_ItemCount -= (char)Filling; - if (DraggingItem.m_ItemCount <= 0) - { - DraggingItem.Empty(); - } - } - break; - } - default: - { - LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction)); - m_ParentWindow.BroadcastWholeWindow(); - return; - } - } // switch (a_ClickAction - - SetSlot(a_SlotNum, a_Player, Slot); - if (bAsync) - { - m_ParentWindow.BroadcastWholeWindow(); - } - -} - - - - - -void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) -{ - // Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover: - cItem Slot(*GetSlot(a_SlotNum, a_Player)); - m_ParentWindow.DistributeStack(Slot, a_Player, this, true); - if (Slot.IsEmpty()) - { - // Empty the slot completely, the cilent doesn't like left-over ItemType with zero count - Slot.Empty(); - } - SetSlot(a_SlotNum, a_Player, Slot); - - // Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them: - m_ParentWindow.BroadcastWholeWindow(); -} - - - - - -void cSlotArea::DblClicked(cPlayer & a_Player, int a_SlotNum) -{ - cItem & Dragging = a_Player.GetDraggingItem(); - if (Dragging.IsEmpty()) - { - // Move the item in the dblclicked slot into hand: - Dragging = *GetSlot(a_SlotNum, a_Player); - cItem EmptyItem; - SetSlot(a_SlotNum, a_Player, EmptyItem); - } - if (Dragging.IsEmpty()) - { - 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 -} - - - - - -void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots) -{ - for (int i = 0; i < m_NumSlots; i++) - { - const cItem * Slot = GetSlot(i, a_Player); - if (!Slot->IsStackableWith(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots)) - { - // Different items - continue; - } - int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount; - if (NumFit <= 0) - { - // Full stack already - continue; - } - if (NumFit > a_ItemStack.m_ItemCount) - { - NumFit = a_ItemStack.m_ItemCount; - } - if (a_Apply) - { - cItem NewSlot(a_ItemStack); - NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit; - SetSlot(i, a_Player, NewSlot); - } - a_ItemStack.m_ItemCount -= NumFit; - if (a_ItemStack.IsEmpty()) - { - return; - } - } // for i - Slots -} - - - - - -bool cSlotArea::CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks) -{ - int NumSlots = GetNumSlots(); - for (int i = 0; i < NumSlots; i++) - { - const cItem & SlotItem = *GetSlot(i, a_Player); - if (!SlotItem.IsStackableWith(a_Dragging)) - { - continue; - } - int ToMove = a_Dragging.GetMaxStackSize() - a_Dragging.m_ItemCount; - if (ToMove > SlotItem.m_ItemCount) - { - ToMove = SlotItem.m_ItemCount; - } - a_Dragging.m_ItemCount += ToMove; - cItem NewSlot(SlotItem); - NewSlot.m_ItemCount -= ToMove; - SetSlot(i, a_Player, NewSlot); - if (!NewSlot.IsEmpty()) - { - // There are leftovers in the slot, so a_Dragging must be full - return true; - } - } // for i - Slots[] - // a_Dragging may be full if there were exactly the number of items needed to fill it - return a_Dragging.IsFullStack(); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotAreaChest: - -cSlotAreaChest::cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow) : - cSlotArea(27, a_ParentWindow), - m_Chest(a_Chest) -{ -} - - - - - -const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const -{ - // a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly: - return &(m_Chest->GetSlot(a_SlotNum)); -} - - - - - -void cSlotAreaChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) -{ - m_Chest->SetSlot(a_SlotNum, a_Item); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotAreaDoubleChest: - -cSlotAreaDoubleChest::cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow) : - cSlotArea(54, a_ParentWindow), - m_TopChest(a_TopChest), - m_BottomChest(a_BottomChest) -{ -} - - - - - -const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const -{ - // a_SlotNum ranges from 0 to 53, use that to index the correct chest's inventory: - if (a_SlotNum < 27) - { - return &(m_TopChest->GetSlot(a_SlotNum)); - } - else - { - return &(m_BottomChest->GetSlot(a_SlotNum - 27)); - } -} - - - - - -void cSlotAreaDoubleChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) -{ - if (a_SlotNum < 27) - { - m_TopChest->SetSlot(a_SlotNum, a_Item); - } - else - { - m_BottomChest->SetSlot(a_SlotNum - 27, a_Item); - } -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotAreaCrafting: - -cSlotAreaCrafting::cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow) : - cSlotAreaTemporary(1 + a_GridSize * a_GridSize, a_ParentWindow), - m_GridSize(a_GridSize) -{ - ASSERT((a_GridSize == 2) || (a_GridSize == 3)); -} - - - - - -void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) -{ - // Override for craft result slot - if (a_SlotNum == 0) - { - if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick)) - { - ShiftClickedResult(a_Player); - } - else - { - ClickedResult(a_Player); - } - return; - } - super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem); - UpdateRecipe(a_Player); -} - - - - - -void cSlotAreaCrafting::DblClicked(cPlayer & a_Player, int a_SlotNum) -{ - if (a_SlotNum == 0) - { - // Dbl-clicking the crafting result slot shouldn't collect items to hand - return; - } - super::DblClicked(a_Player, a_SlotNum); -} - - - - - -void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player) -{ - // Toss all items on the crafting grid: - TossItems(a_Player, 1, m_NumSlots); - - // Remove the current recipe from the player -> recipe map: - for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr) - { - if (itr->first == a_Player.GetUniqueID()) - { - // Remove the player from the recipe map: - m_Recipes.erase(itr); - return; - } - } // for itr - m_Recipes[] - // Player not found - that is acceptable -} - - - - - -void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player) -{ - const cItem * ResultSlot = GetSlot(0, a_Player); - cItem & DraggingItem = a_Player.GetDraggingItem(); - - // Get the current recipe: - cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player); - - cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1; - cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize); - - // If possible, craft: - if (DraggingItem.IsEmpty()) - { - DraggingItem = Recipe.GetResult(); - Recipe.ConsumeIngredients(Grid); - Grid.CopyToItems(PlayerSlots); - } - else if (DraggingItem.IsEqual(Recipe.GetResult())) - { - cItemHandler * Handler = ItemHandler(Recipe.GetResult().m_ItemType); - if (DraggingItem.m_ItemCount + Recipe.GetResult().m_ItemCount <= Handler->GetMaxStackSize()) - { - DraggingItem.m_ItemCount += Recipe.GetResult().m_ItemCount; - Recipe.ConsumeIngredients(Grid); - Grid.CopyToItems(PlayerSlots); - } - } - - // Get the new recipe and update the result slot: - UpdateRecipe(a_Player); - - // We're done. Send all changes to the client and bail out: - m_ParentWindow.BroadcastWholeWindow(); -} - - - - - -void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player) -{ - cItem Result(*GetSlot(0, a_Player)); - if (Result.IsEmpty()) - { - return; - } - cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1; - do - { - // Try distributing the result. If it fails, bail out: - cItem ResultCopy(Result); - m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, false); - if (!ResultCopy.IsEmpty()) - { - // Couldn't distribute all of it. Bail out - return; - } - - // Distribute the result, this time for real: - ResultCopy = Result; - m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, true); - - // Remove the ingredients from the crafting grid and update the recipe: - cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player); - cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize); - Recipe.ConsumeIngredients(Grid); - Grid.CopyToItems(PlayerSlots); - UpdateRecipe(a_Player); - if (!Recipe.GetResult().IsEqual(Result)) - { - // The recipe has changed, bail out - return; - } - } while (true); -} - - - - - -void cSlotAreaCrafting::UpdateRecipe(cPlayer & a_Player) -{ - cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize); - cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player); - cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe); - SetSlot(0, a_Player, Recipe.GetResult()); - m_ParentWindow.SendSlot(a_Player, this, 0); -} - - - - - -cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player) -{ - for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr) - { - if (itr->first == a_Player.GetUniqueID()) - { - return itr->second; - } - } // for itr - m_Recipes[] - - // Not found. Add a new one: - cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize); - cCraftingRecipe Recipe(Grid); - cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe); - m_Recipes.push_back(std::make_pair(a_Player.GetUniqueID(), Recipe)); - return m_Recipes.back().second; -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotAreaFurnace: - -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) -{ - super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem); - - if (m_Furnace == NULL) - { - LOGERROR("cSlotAreaFurnace::Clicked(): m_Furnace == NULL"); - ASSERT(!"cSlotAreaFurnace::Clicked(): m_Furnace == NULL"); - return; - } -} - - - - - -const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player) const -{ - // a_SlotNum ranges from 0 to 2, query the items from the underlying furnace: - return &(m_Furnace->GetSlot(a_SlotNum)); -} - - - - - -void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) -{ - m_Furnace->SetSlot(a_SlotNum, a_Item); -} - - - - - -void cSlotAreaFurnace::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) -{ - // Something has changed in the window, broadcast the entire window to all clients - ASSERT(a_ItemGrid == &(m_Furnace->GetContents())); - - m_ParentWindow.BroadcastWholeWindow(); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// 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)) - { - // 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) -{ - 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; - } -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// 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); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotAreaTemporary: - -cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow) : - cSlotArea(a_NumSlots, a_ParentWindow) -{ -} - - - - - -const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) const -{ - cItemMap::const_iterator itr = m_Items.find(a_Player.GetUniqueID()); - if (itr == m_Items.end()) - { - LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum); - ASSERT(!"cSlotAreaTemporary: player not found!"); - - // Player not found, this should not happen, ever! Return NULL, but things may break by this. - return NULL; - } - - if (a_SlotNum >= (int)(itr->second.size())) - { - LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!"); - ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!"); - return NULL; - } - - return &(itr->second[a_SlotNum]); -} - - - - - -void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) -{ - cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID()); - if (itr == m_Items.end()) - { - // Player not found - LOGWARNING("cSlotAreaTemporary: player not found!"); - return; - } - - if (a_SlotNum >= (int)(itr->second.size())) - { - LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!"); - return; - } - - itr->second[a_SlotNum] = a_Item; -} - - - - - -void cSlotAreaTemporary::OnPlayerAdded(cPlayer & a_Player) -{ - ASSERT(m_Items.find(a_Player.GetUniqueID()) == m_Items.end()); // The player shouldn't be in the itemmap, otherwise we probably have a leak - m_Items[a_Player.GetUniqueID()].resize(m_NumSlots); // Make the vector the specified size of empty items -} - - - - - -void cSlotAreaTemporary::OnPlayerRemoved(cPlayer & a_Player) -{ - cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID()); - ASSERT(itr != m_Items.end()); // The player should be in the list, otherwise a call to OnPlayerAdded() was mismatched - m_Items.erase(itr); -} - - - - - -void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End) -{ - cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID()); - if (itr == m_Items.end()) - { - LOGWARNING("Player tossing items (%s) not found in the item map", a_Player.GetName().c_str()); - return; - } - - cItems Drops; - for (int i = a_Begin; i < a_End; i++) - { - cItem & Item = itr->second[i]; - if (!Item.IsEmpty()) - { - Drops.push_back(Item); - } - Item.Empty(); - } // for i - itr->second[] - - double vX = 0, vY = 0, vZ = 0; - EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY); - vY = -vY * 2 + 1.f; - a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because player created -} - - - - - -cItem * cSlotAreaTemporary::GetPlayerSlots(cPlayer & a_Player) -{ - cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID()); - if (itr == m_Items.end()) - { - return NULL; - } - return &(itr->second[0]); -} - - - - |