From 675b4aa878f16291ce33fced48a2bc7425f635ae Mon Sep 17 00:00:00 2001 From: Alexander Harkness Date: Sun, 24 Nov 2013 14:19:41 +0000 Subject: Moved source to src --- src/UI/SlotArea.cpp | 897 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 897 insertions(+) create mode 100644 src/UI/SlotArea.cpp (limited to 'src/UI/SlotArea.cpp') diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp new file mode 100644 index 000000000..7fd7cd996 --- /dev/null +++ b/src/UI/SlotArea.cpp @@ -0,0 +1,897 @@ + +// 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]); +} + + + + -- cgit v1.2.3 From 347e80bdd88f894394373745859f405dc82c1819 Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sat, 7 Dec 2013 00:18:58 +0000 Subject: Added basic ender chests Note that they just mirror chests now, so no per player inventory. --- src/UI/SlotArea.cpp | 33 +++++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) (limited to 'src/UI/SlotArea.cpp') diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp index 7fd7cd996..e743f4bb3 100644 --- a/src/UI/SlotArea.cpp +++ b/src/UI/SlotArea.cpp @@ -8,6 +8,7 @@ #include "../Entities/Player.h" #include "../BlockEntities/ChestEntity.h" #include "../BlockEntities/DropSpenserEntity.h" +#include "../BlockEntities/EnderChestEntity.h" #include "../BlockEntities/FurnaceEntity.h" #include "../Items/ItemHandler.h" #include "Window.h" @@ -556,6 +557,38 @@ cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player) +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cSlotAreaEnderChest: + +cSlotAreaEnderChest::cSlotAreaEnderChest(cEnderChestEntity * a_EnderChest, cWindow & a_ParentWindow) : + cSlotArea(27, a_ParentWindow), + m_EnderChest(a_EnderChest) +{ +} + + + + + +const cItem * cSlotAreaEnderChest::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_EnderChest->GetSlot(a_SlotNum)); +} + + + + + +void cSlotAreaEnderChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) +{ + m_EnderChest->SetSlot(a_SlotNum, a_Item); +} + + + + + /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cSlotAreaFurnace: -- cgit v1.2.3 From a99bece3fa7922f939c4a5153effa170dad336cf Mon Sep 17 00:00:00 2001 From: worktycho Date: Mon, 9 Dec 2013 13:57:09 +0000 Subject: Fixed Warning Unhandeled enum values in switch as src/UI/SlotArea.cpp line 54 --- src/UI/SlotArea.cpp | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'src/UI/SlotArea.cpp') diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp index e743f4bb3..2925d1226 100644 --- a/src/UI/SlotArea.cpp +++ b/src/UI/SlotArea.cpp @@ -1,4 +1,3 @@ - // SlotArea.cpp // Implements the cSlotArea class and its descendants @@ -65,6 +64,10 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA DblClicked(a_Player, a_SlotNum); return; } + default: + { + break; + } } cItem Slot(*GetSlot(a_SlotNum, a_Player)); -- cgit v1.2.3