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-rw-r--r--source/Protocol132.cpp3
-rw-r--r--source/UI/SlotArea.cpp131
-rw-r--r--source/UI/SlotArea.h88
-rw-r--r--source/UI/cWindow.cpp44
-rw-r--r--source/UI/cWindow.h6
-rw-r--r--source/cPlayer.cpp3
6 files changed, 232 insertions, 43 deletions
diff --git a/source/Protocol132.cpp b/source/Protocol132.cpp
index 37343e443..207266d99 100644
--- a/source/Protocol132.cpp
+++ b/source/Protocol132.cpp
@@ -572,12 +572,13 @@ void cProtocol132::WriteItem(const cItem & a_Item)
ItemType = -1;
}
- WriteShort(ItemType);
if (a_Item.IsEmpty())
{
+ WriteShort(-1);
return;
}
+ WriteShort(ItemType);
WriteByte (a_Item.m_ItemCount);
WriteShort(a_Item.m_ItemDamage);
diff --git a/source/UI/SlotArea.cpp b/source/UI/SlotArea.cpp
index 744492bff..60929be2f 100644
--- a/source/UI/SlotArea.cpp
+++ b/source/UI/SlotArea.cpp
@@ -48,6 +48,17 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick,
return;
}
+ if (a_IsShiftPressed)
+ {
+ if (!a_Player.IsDraggingItem())
+ {
+ ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
+ return;
+ }
+ LOGD("Shift clicked, but the player is draggint an item: %s", ItemToFullString(a_Player.GetDraggingItem()));
+ return;
+ }
+
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsEqual(a_ClickedItem))
{
@@ -138,31 +149,57 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick,
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cSlotAreaArmor:
-
-cSlotAreaArmor::cSlotAreaArmor(cWindow & a_ParentWindow) :
- cSlotArea(4, a_ParentWindow)
+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();
}
-const cItem * cSlotAreaArmor::GetSlot(int a_SlotNum, cPlayer & a_Player)
-{
- // a_SlotNum ranges from 0 to 3, map that to the armor slots in player's inventory, 5 to 8:
- return a_Player.GetInventory().GetSlot(a_SlotNum + 5);
-}
-
-
-
-
-
-void cSlotAreaArmor::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
{
- *(a_Player.GetInventory().GetSlot(a_SlotNum + 5)) = a_Item;
+ for (int i = 0; i < m_NumSlots; i++)
+ {
+ const cItem * Slot = GetSlot(i, a_Player);
+ if (!Slot->IsSameType(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.m_ItemType, Slot->m_ItemCount + NumFit, a_ItemStack.m_ItemDamage);
+ SetSlot(i, a_Player, NewSlot);
+ }
+ a_ItemStack.m_ItemCount -= NumFit;
+ if (a_ItemStack.IsEmpty())
+ {
+ return;
+ }
+ } // for i - Slots
}
@@ -390,10 +427,11 @@ void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem &
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cSlotAreaInventory:
+// cSlotAreaInventoryBase:
-cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
- cSlotArea(27 + 9, a_ParentWindow) // 27 internal slots, 9 hotbar slots
+cSlotAreaInventoryBase::cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow) :
+ cSlotArea(a_NumSlots, a_ParentWindow),
+ m_SlotOffset(a_SlotOffset)
{
}
@@ -401,7 +439,7 @@ cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
-void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
+void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
{
if ((a_Player.GetGameMode() == eGameMode_Creative) && (m_ParentWindow.GetWindowType() == cWindow::Inventory))
{
@@ -419,19 +457,62 @@ void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRig
-const cItem * cSlotAreaInventory::GetSlot(int a_SlotNum, cPlayer & a_Player)
+const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
// a_SlotNum ranges from 0 to 35, map that to the player's inventory slots 9 to 44
- return a_Player.GetInventory().GetSlot(a_SlotNum + 9);
+ return a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset);
}
-void cSlotAreaInventory::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
- *(a_Player.GetInventory().GetSlot(a_SlotNum + 9)) = a_Item;
+ *(a_Player.GetInventory().GetSlot(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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
+ }
+ 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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
+ }
+ 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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
+ }
+ 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, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
+ }
+ a_ItemStack.m_ItemCount -= 1;
+ }
}
diff --git a/source/UI/SlotArea.h b/source/UI/SlotArea.h
index 0e620cd54..0f3182036 100644
--- a/source/UI/SlotArea.h
+++ b/source/UI/SlotArea.h
@@ -38,12 +38,23 @@ public:
/// Called when a player clicks in the window. Parameters taken from the click packet.
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem);
+ /// Called from Clicked if it is a valid shiftclick
+ virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
+
/// 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);
+
protected:
int m_NumSlots;
cWindow & m_ParentWindow;
@@ -53,19 +64,75 @@ protected:
-class cSlotAreaInventory :
+/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts
+class cSlotAreaInventoryBase :
public cSlotArea
{
typedef cSlotArea super;
public:
- cSlotAreaInventory(cWindow & a_ParentWindow);
+ 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, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) 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
+} ;
+
+
+
+
+
+/// Handles the "inner" inventory of each player, excluding the armor and hotbar
+class cSlotAreaInventory :
+ public cSlotAreaInventoryBase
+{
+ typedef cSlotAreaInventoryBase super;
+
+public:
+ cSlotAreaInventory(cWindow & a_ParentWindow) :
+ cSlotAreaInventoryBase(27, 9, a_ParentWindow) // 27 slots, starting at inventory index 9
+ {
+ }
+} ;
+
+
+
+
+
+/// Handles the "outer" inevntory of each player - the hotbar
+class cSlotAreaHotBar :
+ public cSlotAreaInventoryBase
+{
+ typedef cSlotAreaInventoryBase super;
+
+public:
+ cSlotAreaHotBar(cWindow & a_ParentWindow) :
+ cSlotAreaInventoryBase(9, 36, a_ParentWindow)
+ {
+ }
+} ;
+
+
+
+
+
+/// Handles the armor area of the inventory
+class cSlotAreaArmor :
+ public cSlotAreaInventoryBase
+{
+public:
+ cSlotAreaArmor(cWindow & a_ParentWindow) :
+ cSlotAreaInventoryBase(4, 5, a_ParentWindow)
+ {
+ }
+
+ // Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.)
+ virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
} ;
@@ -119,6 +186,9 @@ public:
virtual void Clicked (cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
+ // Distributing items into this area is completely disabled
+ virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override {}
+
protected:
/// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params
typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap;
@@ -176,17 +246,3 @@ protected:
-
-class cSlotAreaArmor :
- public cSlotArea
-{
-public:
- cSlotAreaArmor(cWindow & a_ParentWindow);
-
- virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
- virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
-} ;
-
-
-
-
diff --git a/source/UI/cWindow.cpp b/source/UI/cWindow.cpp
index 475670425..71d2a1200 100644
--- a/source/UI/cWindow.cpp
+++ b/source/UI/cWindow.cpp
@@ -256,7 +256,45 @@ bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
-void cWindow::Destroy()
+void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply)
+{
+ // Ask each slot area to take as much of the stack as it can.
+ // First ask only slots that already have the same kind of item
+ // Then ask any remaining slots
+ for (int Pass = 0; Pass < 2; ++Pass)
+ {
+ // First distribute into the hotbar:
+ if (a_ExcludeArea != m_SlotAreas.back())
+ {
+ m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
+ if (a_ItemStack.IsEmpty())
+ {
+ // Distributed it all
+ return;
+ }
+ }
+ // The distribute to all other areas:
+ for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end() - 1; itr != end; ++itr)
+ {
+ if (*itr == a_ExcludeArea)
+ {
+ continue;
+ }
+ (*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
+ if (a_ItemStack.IsEmpty())
+ {
+ // Distributed it all
+ return;
+ }
+ } // for itr - m_SlotAreas[]
+ } // for Pass - repeat twice
+}
+
+
+
+
+
+void cWindow::Destroy(void)
{
LOGD("Destroying window %p (type %d)", this, m_WindowType);
if (m_Owner != NULL)
@@ -316,6 +354,7 @@ cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
m_SlotAreas.push_back(new cSlotAreaArmor(*this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
@@ -330,6 +369,7 @@ cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
{
m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
@@ -351,6 +391,7 @@ cChestWindow::cChestWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cChestEntit
// TODO: Double chests
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
// Send out the chest-open packet:
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST);
@@ -378,6 +419,7 @@ cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnac
{
m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
diff --git a/source/UI/cWindow.h b/source/UI/cWindow.h
index 231e4fdc0..980a1e711 100644
--- a/source/UI/cWindow.h
+++ b/source/UI/cWindow.h
@@ -93,6 +93,12 @@ public:
/// 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)
+ */
+ void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply);
+
protected:
cSlotAreas m_SlotAreas;
diff --git a/source/cPlayer.cpp b/source/cPlayer.cpp
index 1d2774dbf..e0d1eef6e 100644
--- a/source/cPlayer.cpp
+++ b/source/cPlayer.cpp
@@ -64,6 +64,7 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
m_InventoryWindow = new cInventoryWindow(*this);
m_CurrentWindow = m_InventoryWindow;
+ m_InventoryWindow->OpenedByPlayer(*this);
SetMaxHealth(20);
m_MaxFoodLevel = 20;
@@ -110,6 +111,8 @@ cPlayer::~cPlayer(void)
m_ClientHandle = NULL;
+ delete m_InventoryWindow;
+
LOG("Player %p deleted", this);
}