// Window.h // Interfaces to the cWindow class representing a UI window for a specific block #pragma once #include "../ItemGrid.h" class cPlayer; class cWindowOwner; class cClientHandle; class cChestEntity; class cDropSpenserEntity; class cEnderChestEntity; class cFurnaceEntity; class cHopperEntity; class cBeaconEntity; class cSlotArea; class cSlotAreaAnvil; class cWorld; typedef std::list cPlayerList; typedef std::vector cSlotAreas; // tolua_begin /** Represents a UI window. Each window has a list of players that are currently using it When there's no player using a window, it is destroyed. A window consists of several areas of slots with similar functionality - for example the crafting grid area, or the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks. The window acts only as a top-level container for those areas, redirecting the click events to the correct areas. Inventory painting, introduced in 1.5, is handled by the window, too */ class cWindow { public: enum WindowType { wtInventory = -1, // This value is never actually sent to a client wtChest = 0, wtWorkbench = 1, wtFurnace = 2, wtDropSpenser = 3, // Dropper or Dispenser wtEnchantment = 4, wtBrewery = 5, wtNPCTrade = 6, wtBeacon = 7, wtAnvil = 8, wtHopper = 9, // Unknown: 10 wtAnimalChest = 11, }; // tolua_end static const int c_NumInventorySlots = 36; cWindow(WindowType a_WindowType, const AString & a_WindowTitle); virtual ~cWindow(); char GetWindowID(void) const { return m_WindowID; } // tolua_export int GetWindowType(void) const { return m_WindowType; } // tolua_export cWindowOwner * GetOwner(void) { return m_Owner; } void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; } /// Returns the total number of slots int GetNumSlots(void) const; /// Returns the number of slots, excluding the player's inventory (used for network protocols) int GetNumNonInventorySlots(void) const { return GetNumSlots() - c_NumInventorySlots; } // tolua_begin /// Returns the item at the specified slot for the specified player. Returns NULL if invalid SlotNum requested const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const; /// Sets the item to the specified slot for the specified player void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item); /// Returns true if the specified slot is in the Player Main Inventory slotarea bool IsSlotInPlayerMainInventory(int a_SlotNum) const; /// Returns true if the specified slot is in the Player Hotbar slotarea bool IsSlotInPlayerHotbar(int a_SlotNum) const; /// Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor. bool IsSlotInPlayerInventory(int a_SlotNum) const; // tolua_end /// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player void GetSlots(cPlayer & a_Player, cItems & a_Slots) const; /// Handles a click event from a player void Clicked( cPlayer & a_Player, int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem ); virtual void OpenedByPlayer(cPlayer & a_Player); /// Called when a player closes this window; notifies all slot areas. Returns true if close accepted virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse); /// Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum); /// Sends the contents of the whole window to the specified client void SendWholeWindow(cClientHandle & a_Client); /// Sends the contents of the whole window to all clients of this window. void BroadcastWholeWindow(void); /// Sends the progressbar to all clients of this window (same as SetProperty) void BroadcastProgress(int a_Progressbar, int a_Value); // tolua_begin const AString & GetWindowTitle() const { return m_WindowTitle; } void SetWindowTitle(const AString & a_WindowTitle) { m_WindowTitle = a_WindowTitle; } /// Sends the UpdateWindowProperty (0x69) packet to all clients of the window virtual void SetProperty(int a_Property, int a_Value); /// Sends the UpdateWindowPropert(0x69) packet to the specified player virtual void SetProperty(int a_Property, int a_Value, cPlayer & a_Player); // tolua_end void OwnerDestroyed(void); /// Calls the callback safely for each player that has this window open; returns true if all players have been enumerated bool ForEachPlayer(cItemCallback & a_Callback); /// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated bool ForEachClient(cItemCallback & 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); /// Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area. /// The items are accumulated in a_Dragging and removed from the SlotAreas immediately. /// If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting. /// Returns true if full stack has been collected, false if there's space remaining to fill. bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks); /// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum); protected: cSlotAreas m_SlotAreas; char m_WindowID; int m_WindowType; AString m_WindowTitle; cCriticalSection m_CS; cPlayerList m_OpenedBy; bool m_IsDestroyed; bool m_ShouldDistributeToHotbarFirst; ///< If set (default), shift+click tries to distribute to hotbar first, then other areas. False for doublechests cWindowOwner * m_Owner; static char m_WindowIDCounter; /// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying virtual void Destroy(void); /** Returns the correct slot area for the specified window-global SlotNum Also returns the area-local SlotNum corresponding to the GlobalSlotNum If the global SlotNum is out of range, returns NULL */ cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum); /** Returns the correct slot area for the specified window-global SlotNum Also returns the area-local SlotNum corresponding to the GlobalSlotNum If the global SlotNum is out of range, returns NULL. Const version. */ const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const; /// Prepares the internal structures for inventory painting from the specified player void OnPaintBegin(cPlayer & a_Player); /// Adds the slot to the internal structures for inventory painting by the specified player void OnPaintProgress(cPlayer & a_Player, int a_SlotNum); /// Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible void OnLeftPaintEnd(cPlayer & a_Player); /// Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot void OnRightPaintEnd(cPlayer & a_Player); /// Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums); } ; // tolua_export class cCraftingWindow : public cWindow { typedef cWindow super; public: cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ); } ; class cAnvilWindow : public cWindow { typedef cWindow super; public: cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ); /** Gets the repaired item name. */ AString GetRepairedItemName(void) const { return m_RepairedItemName; } /** Set the repaired item name. */ void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player); /** Gets the Position from the Anvil */ void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ); protected: cSlotAreaAnvil * m_AnvilSlotArea; AString m_RepairedItemName; int m_BlockX, m_BlockY, m_BlockZ; } ; class cBeaconWindow : public cWindow { typedef cWindow super; public: cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon); cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; } // cWindow Overrides: virtual void OpenedByPlayer(cPlayer & a_Player) override; protected: cBeaconEntity * m_Beacon; } ; class cEnchantingWindow : public cWindow { typedef cWindow super; public: cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ); virtual void SetProperty(int a_Property, int a_Value, cPlayer & a_Player) override; virtual void SetProperty(int a_Property, int a_Value) override; /** Return the Value of a Property */ int GetPropertyValue(int a_Property); /** Get the Position from the Enchantment Table */ void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ); cSlotArea * m_SlotArea; protected: int m_PropertyValue[3]; int m_BlockX, m_BlockY, m_BlockZ; }; class cFurnaceWindow : public cWindow { typedef cWindow super; public: cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace); } ; class cDropSpenserWindow : public cWindow { typedef cWindow super; public: cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_Dispenser); } ; class cHopperWindow : public cWindow { typedef cWindow super; public: cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper); } ; class cChestWindow : public cWindow { public: cChestWindow(cChestEntity * a_Chest); cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest); ~cChestWindow(); virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override; virtual void OpenedByPlayer(cPlayer & a_Player) override; protected: cWorld * m_World; int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet cChestEntity * m_PrimaryChest; cChestEntity * m_SecondaryChest; } ; class cEnderChestWindow : public cWindow { public: cEnderChestWindow(cEnderChestEntity * a_EnderChest); ~cEnderChestWindow(); protected: cWorld * m_World; int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet }; class cInventoryWindow : public cWindow { public: cInventoryWindow(cPlayer & a_Player); protected: cPlayer & m_Player; } ;