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// 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 cEnderChestEntity;
class cFurnaceEntity;
class cHopperEntity;
class cMinecartWithChest;
class cBeaconEntity;
class cSlotArea;
class cSlotAreaAnvil;
class cWorld;
typedef std::list<cPlayer *> cPlayerList;
typedef std::vector<cSlotArea *> 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,
wtDropper = 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
const AString GetWindowTypeName(void) const; // 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 nullptr 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);
// 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(short a_Property, short a_Value);
/// Sends the UpdateWindowPropert(0x69) packet to the specified player
virtual void SetProperty(short a_Property, short 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<cPlayer> & 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<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) */
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0;
/** Called from DistributeStack() to distribute the stack into a_AreasInOrder; Modifies a_ItemStack as it is distributed!
If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */
void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
/** 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;
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 nullptr
*/
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 nullptr.
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
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