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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "Window.h"
#include "WindowOwner.h"
#include "SlotArea.h"
#include "../Item.h"
#include "../ClientHandle.h"
#include "../Entities/Player.h"
#include "../Entities/Pickup.h"
#include "../Inventory.h"
#include "../Items/ItemHandler.h"
#include "../BlockEntities/BeaconEntity.h"
#include "../BlockEntities/ChestEntity.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../BlockEntities/EnderChestEntity.h"
#include "../BlockEntities/HopperEntity.h"
#include "../Entities/Minecart.h"
#include "../Root.h"
#include "../Bindings/PluginManager.h"




Byte cWindow::m_WindowIDCounter = 0;





cWindow::cWindow(WindowType a_WindowType, const AString & a_WindowTitle) :
	m_WindowID(static_cast<char>((++m_WindowIDCounter) % 127)),
	m_WindowType(a_WindowType),
	m_WindowTitle(a_WindowTitle),
	m_IsDestroyed(false),
	m_Owner(nullptr)
{
	// The window ID is signed in protocol 1.7, unsigned in protocol 1.8. Keep out of trouble by using only 7 bits:
	// Ref.: http://forum.mc-server.org/showthread.php?tid=1876
	ASSERT((m_WindowID >= 0) && (m_WindowID < 127));

	if (a_WindowType == wtInventory)
	{
		m_WindowID = 0;
	}
}





cWindow::~cWindow()
{
	for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		delete *itr;
	}
	m_SlotAreas.clear();
}





const AString cWindow::GetWindowTypeName(void) const
{
	switch (m_WindowType)
	{
		case wtChest:       return "minecraft:chest";
		case wtWorkbench:   return "minecraft:crafting_table";
		case wtFurnace:     return "minecraft:furnace";
		case wtDropSpenser: return "minecraft:dispenser";
		case wtEnchantment: return "minecraft:enchanting_table";
		case wtBrewery:     return "minecraft:brewing_stand";
		case wtNPCTrade:    return "minecraft:villager";
		case wtBeacon:      return "minecraft:beacon";
		case wtAnvil:       return "minecraft:anvil";
		case wtHopper:      return "minecraft:hopper";
		case wtDropper:     return "minecraft:dropper";
		case wtAnimalChest: return "EntityHorse";
		default:
		{
			ASSERT(!"Unknown inventory type!");
			return "";
		}
	}
}





int cWindow::GetNumSlots(void) const
{
	int res = 0;
	for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		res += (*itr)->GetNumSlots();
	}  // for itr - m_SlotAreas[]
	return res;
}





const cItem * cWindow::GetSlot(cPlayer & a_Player, int a_SlotNum) const
{
	// Return the item at the specified slot for the specified player
	int LocalSlotNum = 0;
	const cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum);
	if (Area == nullptr)
	{
		LOGWARNING("%s: requesting item from an invalid SlotArea (SlotNum %d), returning nullptr.", __FUNCTION__, a_SlotNum);
		return nullptr;
	}
	return Area->GetSlot(LocalSlotNum, a_Player);
}





void cWindow::SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item)
{
	// Set the item to the specified slot for the specified player
	int LocalSlotNum = 0;
	cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum);
	if (Area == nullptr)
	{
		LOGWARNING("%s: requesting write to an invalid SlotArea (SlotNum %d), ignoring.", __FUNCTION__, a_SlotNum);
		return;
	}
	Area->SetSlot(LocalSlotNum, a_Player, a_Item);
}





bool cWindow::IsSlotInPlayerMainInventory(int a_SlotNum) const
{
	// Returns true if the specified slot is in the Player Main Inventory slotarea
	// The player main inventory is always 27 slots, 9 slots from the end of the inventory
	return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots() - 9));
}





bool cWindow::IsSlotInPlayerHotbar(int a_SlotNum) const
{
	// Returns true if the specified slot is in the Player Hotbar slotarea
	// The hotbar is always the last 9 slots
	return ((a_SlotNum >= GetNumSlots() - 9) && (a_SlotNum < GetNumSlots()));
}





bool cWindow::IsSlotInPlayerInventory(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.
	// The player combined inventory is always the last 36 slots
	return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots()));
}





void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const
{
	a_Slots.clear();
	a_Slots.reserve(GetNumSlots());
	for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		int NumSlots = (*itr)->GetNumSlots();
		for (int i = 0; i < NumSlots; i++)
		{
			const cItem * Item = (*itr)->GetSlot(i, a_Player);
			if (Item == nullptr)
			{
				a_Slots.push_back(cItem());
			}
			else
			{
				a_Slots.push_back(*Item);
			}
		}
	}  // for itr - m_SlotAreas[]
}





void cWindow::Clicked(
	cPlayer & a_Player,
	int a_WindowID, short a_SlotNum, eClickAction a_ClickAction,
	const cItem & a_ClickedItem
)
{
	cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
	if (a_WindowID != m_WindowID)
	{
		LOGWARNING("%s: Wrong window ID (exp %d, got %d) received from \"%s\"; ignoring click.", __FUNCTION__, m_WindowID, a_WindowID, a_Player.GetName().c_str());
		return;
	}

	switch (a_ClickAction)
	{
		case caLeftClickOutside:
		case caRightClickOutside:
		{
			if (PlgMgr->CallHookPlayerTossingItem(a_Player))
			{
				// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
				return;
			}
			if (a_Player.IsGameModeCreative())
			{
				a_Player.TossPickup(a_ClickedItem);
			}

			if (a_ClickAction == caLeftClickOutside)
			{
				// Toss all dragged items:
				a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
			}
			else
			{
				// Toss one of the dragged items:
				a_Player.TossHeldItem();
			}
			return;
		}
		case caLeftClickOutsideHoldNothing:
		case caRightClickOutsideHoldNothing:
		{
			// Nothing needed
			return;
		}
		case caLeftPaintBegin:     OnPaintBegin   (a_Player);            return;
		case caRightPaintBegin:    OnPaintBegin   (a_Player);            return;
		case caLeftPaintProgress:  OnPaintProgress(a_Player, a_SlotNum); return;
		case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return;
		case caLeftPaintEnd:       OnLeftPaintEnd (a_Player);            return;
		case caRightPaintEnd:      OnRightPaintEnd(a_Player);            return;
		default:
		{
			break;
		}
	}
	
	if (a_SlotNum < 0)
	{
		// TODO: Other click actions with irrelevant slot number (FS #371)
		return;
	}

	int LocalSlotNum = a_SlotNum;
	int idx = 0;
	for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		if (LocalSlotNum < (*itr)->GetNumSlots())
		{
			(*itr)->Clicked(a_Player, LocalSlotNum, a_ClickAction, a_ClickedItem);
			return;
		}
		LocalSlotNum -= (*itr)->GetNumSlots();
		idx++;
	}
	
	LOGWARNING("Slot number higher than available window slots: %d, max %d received from \"%s\"; ignoring.",
		a_SlotNum, GetNumSlots(), a_Player.GetName().c_str()
	);
}





void cWindow::OpenedByPlayer(cPlayer & a_Player)
{
	{
		cCSLock Lock(m_CS);
		// If player is already in OpenedBy remove player first
		m_OpenedBy.remove(&a_Player);
		// Then add player
		m_OpenedBy.push_back(&a_Player);
		
		for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
		{
			(*itr)->OnPlayerAdded(a_Player);
		}  // for itr - m_SlotAreas[]
	}

	a_Player.GetClientHandle()->SendWindowOpen(*this);
}





bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
{
	// Checks whether the player is still holding an item
	if (!a_Player.GetDraggingItem().IsEmpty())
	{
		LOGD("Player holds item! Dropping it...");
		a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
	}

	cClientHandle * ClientHandle = a_Player.GetClientHandle();
	if (ClientHandle != nullptr)
	{
		ClientHandle->SendWindowClose(*this);
	}

	{
		cCSLock Lock(m_CS);

		for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
		{
			(*itr)->OnPlayerRemoved(a_Player);
		}  // for itr - m_SlotAreas[]

		m_OpenedBy.remove(&a_Player);
		
		if ((m_WindowType != wtInventory) && m_OpenedBy.empty())
		{
			Destroy();
		}
	}
	if (m_IsDestroyed)
	{
		delete this;
	}
	
	return true;
}





void cWindow::OwnerDestroyed()
{
	m_Owner = nullptr;
	// Close window for each player. Note that the last one needs special handling
	while (m_OpenedBy.size() > 1)
	{
		(*m_OpenedBy.begin())->CloseWindow();
	}
	(*m_OpenedBy.begin())->CloseWindow();
}





bool cWindow::ForEachPlayer(cItemCallback<cPlayer> & a_Callback)
{
	cCSLock Lock(m_CS);
	for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
	{
		if (a_Callback.Item(*itr))
		{
			return false;
		}
	}  // for itr - m_OpenedBy[]
	return true;
}





bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
{
	cCSLock Lock(m_CS);
	for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
	{
		if (a_Callback.Item((*itr)->GetClientHandle()))
		{
			return false;
		}
	}  // for itr - m_OpenedBy[]
	return true;
}





void cWindow::DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
{
	/* 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 (size_t Pass = 0; Pass < 2; Pass++)
	{
		for (auto SlotArea : a_AreasInOrder)
		{
			SlotArea->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0), a_BackFill);
			if (a_ItemStack.IsEmpty())
			{
				// Distributed it all
				return;
			}
		}
	}
}





bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks)
{
	// First ask the slot areas from a_Area till the end of list:
	bool ShouldCollect = false;
	for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		if (&a_Area == *itr)
		{
			ShouldCollect = true;
		}
		if (!ShouldCollect)
		{
			continue;
		}
		if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
		{
			// a_Dragging is full
			return true;
		}
	}
	
	// a_Dragging still not full, ask slot areas before a_Area in the list:
	for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		if (*itr == &a_Area)
		{
			// All areas processed
			return false;
		}
		if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
		{
			// a_Dragging is full
			return true;
		}
	}
	// Shouldn't reach here
	// a_Area is expected to be part of m_SlotAreas[], so the "return false" in the loop above should have returned already
	ASSERT(!"This branch should not be reached");
	return false;
}





void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum)
{
	int SlotBase = 0;
	bool Found = false;
	for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		if (*itr == a_SlotArea)
		{
			Found = true;
			break;
		}
		SlotBase += (*itr)->GetNumSlots();
	}  // for itr - m_SlotAreas[]
	if (!Found)
	{
		LOGERROR("cWindow::SendSlot(): unknown a_SlotArea");
		ASSERT(!"cWindow::SendSlot(): unknown a_SlotArea");
		return;
	}
	
	a_Player.GetClientHandle()->SendInventorySlot(
		m_WindowID, a_RelativeSlotNum + SlotBase, *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player))
	);
}





void cWindow::Destroy(void)
{
	if (m_Owner != nullptr)
	{
		m_Owner->CloseWindow();
		m_Owner = nullptr;
	}
	m_IsDestroyed = true;
}





cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum)
{
	if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots()))
	{
		LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1);
		ASSERT(!"Invalid SlotNum");
		return nullptr;
	}
	
	// Iterate through all the SlotAreas, find the correct one
	int LocalSlotNum = a_GlobalSlotNum;
	for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		if (LocalSlotNum < (*itr)->GetNumSlots())
		{
			a_LocalSlotNum = LocalSlotNum;
			return *itr;
		}
		LocalSlotNum -= (*itr)->GetNumSlots();
	}  // for itr - m_SlotAreas[]
	
	// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
	LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
	ASSERT(!"Invalid GetNumSlots");
	return nullptr;
}





const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const
{
	if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots()))
	{
		LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1);
		ASSERT(!"Invalid SlotNum");
		return nullptr;
	}
	
	// Iterate through all the SlotAreas, find the correct one
	int LocalSlotNum = a_GlobalSlotNum;
	for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		if (LocalSlotNum < (*itr)->GetNumSlots())
		{
			a_LocalSlotNum = LocalSlotNum;
			return *itr;
		}
		LocalSlotNum -= (*itr)->GetNumSlots();
	}  // for itr - m_SlotAreas[]
	
	// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
	LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
	ASSERT(!"Invalid GetNumSlots");
	return nullptr;
}





void cWindow::OnPaintBegin(cPlayer & a_Player)
{
	// Prepares the internal structures for inventory painting from the specified player
	a_Player.ClearInventoryPaintSlots();
}





void cWindow::OnPaintProgress(cPlayer & a_Player, int a_SlotNum)
{
	// Add the slot to the internal structures for inventory painting by the specified player
	a_Player.AddInventoryPaintSlot(a_SlotNum);
}





void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
{
	// Process the entire action stored in the internal structures for inventory painting
	// distribute as many items as possible
	
	const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
	cItem ToDistribute(a_Player.GetDraggingItem());
	int ToEachSlot = (int)ToDistribute.m_ItemCount / (int)SlotNums.size();
	
	int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums);
	
	// Remove the items distributed from the dragging item:
	a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
	if (a_Player.GetDraggingItem().m_ItemCount == 0)
	{
		a_Player.GetDraggingItem().Empty();
	}
	
	SendWholeWindow(*a_Player.GetClientHandle());
}





void cWindow::OnRightPaintEnd(cPlayer & a_Player)
{
	// Process the entire action stored in the internal structures for inventory painting
	// distribute one item into each slot

	const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
	cItem ToDistribute(a_Player.GetDraggingItem());
	
	int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums);
	
	// Remove the items distributed from the dragging item:
	a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
	if (a_Player.GetDraggingItem().m_ItemCount == 0)
	{
		a_Player.GetDraggingItem().Empty();
	}
	
	SendWholeWindow(*a_Player.GetClientHandle());
}





int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums)
{
	if ((size_t)(a_Item.m_ItemCount) < a_SlotNums.size())
	{
		LOGWARNING("%s: Distributing less items (%d) than slots (" SIZE_T_FMT  ")", __FUNCTION__, (int)a_Item.m_ItemCount, a_SlotNums.size());
		// This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now
		return 0;
	}
	
	// Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.)
	int NumDistributed = 0;
	for (cSlotNums::const_iterator itr = a_SlotNums.begin(), end = a_SlotNums.end(); itr != end; ++itr)
	{
		int LocalSlotNum = 0;
		cSlotArea * Area = GetSlotArea(*itr, LocalSlotNum);
		if (Area == nullptr)
		{
			LOGWARNING("%s: Bad SlotArea for slot %d", __FUNCTION__, *itr);
			continue;
		}
		
		// Modify the item at the slot
		cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player));
		int MaxStack = AtSlot.GetMaxStackSize();
		if (AtSlot.IsEmpty())
		{
			// Empty, just move all of it there:
			cItem ToStore(a_Item);
			ToStore.m_ItemCount = std::min(a_NumToEachSlot, (int)MaxStack);
			Area->SetSlot(LocalSlotNum, a_Player, ToStore);
			NumDistributed += ToStore.m_ItemCount;
		}
		else if (AtSlot.IsEqual(a_Item))
		{
			// Occupied, add and cap at MaxStack:
			int CanStore = std::min(a_NumToEachSlot, (int)MaxStack - AtSlot.m_ItemCount);
			AtSlot.m_ItemCount += CanStore;
			Area->SetSlot(LocalSlotNum, a_Player, AtSlot);
			NumDistributed += CanStore;
		}
	}  // for itr - SlotNums[]
	return NumDistributed;
}





void cWindow::BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum)
{
	// Translate local slot num into global slot num:
	int SlotNum = 0;
	bool HasFound = false;
	for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
	{
		if (a_Area == *itr)
		{
			SlotNum += a_LocalSlotNum;
			HasFound = true;
			break;
		}
		SlotNum += (*itr)->GetNumSlots();
	}  // for itr - m_SlotAreas[]
	if (!HasFound)
	{
		LOGWARNING("%s: Invalid slot area parameter", __FUNCTION__);
		ASSERT(!"Invalid slot area");
		return;
	}
	
	// Broadcast the update packet:
	cCSLock Lock(m_CS);
	for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
	{
		(*itr)->GetClientHandle()->SendInventorySlot(m_WindowID, SlotNum, *a_Area->GetSlot(a_LocalSlotNum, **itr));
	}  // for itr - m_OpenedBy[]
}





void cWindow::SendWholeWindow(cClientHandle & a_Client)
{
	a_Client.SendWholeInventory(*this);
}





void cWindow::BroadcastWholeWindow(void)
{
	cCSLock Lock(m_CS);
	for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
	{
		SendWholeWindow(*(*itr)->GetClientHandle());
	}  // for itr - m_OpenedBy[]
}





void cWindow::SetProperty(short a_Property, short a_Value)
{
	cCSLock Lock(m_CS);
	for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
	{
		(*itr)->GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
	}  // for itr - m_OpenedBy[]
}





void cWindow::SetProperty(short a_Property, short a_Value, cPlayer & a_Player)
{
	a_Player.GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
}