// 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/EnderChestEntity.h"
#include "../BlockEntities/FurnaceEntity.h"
#include "../Items/ItemHandler.h"
#include "Window.h"
#include "../CraftingRecipes.h"
#include "../Root.h"
#include "../FastRandom.h"
#include "../BlockArea.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;
}
default:
{
break;
}
}
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 = Slot.CopyOne(); // Obtain copy of slot to preserve lore, enchantments, etc.
DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
Slot.m_ItemCount -= DraggingItem.m_ItemCount;
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()))
{
char OldSlotCount = Slot.m_ItemCount;
Slot = DraggingItem.CopyOne(); // See above
OldSlotCount++;
Slot.m_ItemCount = OldSlotCount;
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::OnPlayerAdded(cPlayer & a_Player)
{
UNUSED(a_Player);
}
void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
{
UNUSED(a_Player);
}
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->IsEqual(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.IsEqual(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::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
UNUSED(a_ItemStack);
UNUSED(a_Player);
UNUSED(a_ShouldApply);
UNUSED(a_KeepEmptySlots);
}
void cSlotAreaCrafting::ClickedResult(cPlayer & 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;
for (;;)
{
// 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;
}
}
}
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;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaEnchanting:
cSlotAreaEnchanting::cSlotAreaEnchanting(int a_NumSlots, cWindow & a_ParentWindow) :
cSlotAreaTemporary(a_NumSlots, a_ParentWindow)
{
}
void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
LOGWARN("Clicked");
// Check if Slot is in the Enchantment Table
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);
}
void cSlotAreaEnchanting::OnPlayerRemoved(cPlayer & a_Player)
{
// Toss the item in the enchanting slot
TossItems(a_Player, 0, 0);
// Player not found - that is acceptable
}
void cSlotAreaEnchanting::ClickedResult(cPlayer & a_Player)
{
LOGWARN("Click!");
if (a_Player.GetDraggingItem().IsEmpty())
{
LOGWARN("EMPTY");
m_ParentWindow.SetProperty(0, 0);
m_ParentWindow.SetProperty(1, 0);
m_ParentWindow.SetProperty(2, 0);
}
else if (a_Player.GetDraggingItem().IsEnchantable)
{
int bookshelves = 15; // TODO: Check Bookshelves
cFastRandom Random;
int base = (Random.GenerateRandomInteger(1, 8) + floor(bookshelves / 2) + Random.GenerateRandomInteger(0, bookshelves));
int topSlot = std::max(base / 3, 1);
int middleSlot = (base * 2) / 3 + 1;
int bottomSlot = std::max(base, bookshelves * 2);
LOGWARN("Enchantable");
m_ParentWindow.SetProperty(0, topSlot);
m_ParentWindow.SetProperty(1, middleSlot);
m_ParentWindow.SetProperty(2, bottomSlot);
}
else
{
LOGWARN("Not Enchantable");
m_ParentWindow.SetProperty(0, 0);
m_ParentWindow.SetProperty(1, 0);
m_ParentWindow.SetProperty(2, 0);
}
}
void cSlotAreaEnchanting::ShiftClickedResult(cPlayer & a_Player)
{
LOGWARN("Shift Click!");
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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:
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.GetYaw(), 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]);
}