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-rw-r--r--src/UI/SlotArea.cpp56
1 files changed, 28 insertions, 28 deletions
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;