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-rw-r--r--source/UI/SlotArea.cpp897
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diff --git a/source/UI/SlotArea.cpp b/source/UI/SlotArea.cpp
deleted file mode 100644
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--- 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]);
-}
-
-
-
-