// SlotArea.cpp
// Implements the cSlotArea class and its descendants
#include "Globals.h"
#include "SlotArea.h"
#include "../Entities/Player.h"
#include "../BlockEntities/BeaconEntity.h"
#include "../BlockEntities/BrewingstandEntity.h"
#include "../BlockEntities/ChestEntity.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../BlockEntities/EnderChestEntity.h"
#include "../BlockEntities/FurnaceEntity.h"
#include "../Entities/Minecart.h"
#include "../Items/ItemHandler.h"
#include "AnvilWindow.h"
#include "../CraftingRecipes.h"
#include "../Root.h"
#include "../FastRandom.h"
#include "../BlockArea.h"
#include "../EffectID.h"
#include "../ClientHandle.h"
#include "../Mobs/Horse.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) == nullptr)
{
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
return;
}
if (a_Player.IsGameModeSpectator())
{
// Block the action of the player and make sure, the inventory doesn't get out of sync
a_Player.GetClientHandle()->SendInventorySlot(-1, -1, cItem()); // Reset the dragged item
SetSlot(a_SlotNum, a_Player, *GetSlot(a_SlotNum, a_Player)); // Update the current slot
return;
}
switch (a_ClickAction)
{
case caShiftLeftClick:
case caShiftRightClick:
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
case caDblClick:
{
DblClicked(a_Player, a_SlotNum);
return;
}
case caMiddleClick:
{
MiddleClicked(a_Player, a_SlotNum);
return;
}
case caDropKey:
case caCtrlDropKey:
{
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
return;
}
case caNumber1:
case caNumber2:
case caNumber3:
case caNumber4:
case caNumber5:
case caNumber6:
case caNumber7:
case caNumber8:
case caNumber9:
{
NumberClicked(a_Player, a_SlotNum, a_ClickAction);
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 = static_cast<char>(static_cast<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
if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Slot.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:
int FreeSlots = DraggingItem.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;
}
char Filling = static_cast<char>((FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots);
Slot.m_ItemCount += Filling;
DraggingItem.m_ItemCount -= 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_SlotNum, a_Player, this, true);
if (Slot.IsEmpty())
{
// Empty the slot completely, the client 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::MiddleClicked(cPlayer & a_Player, int a_SlotNum)
{
cItem Slot(*GetSlot(a_SlotNum, a_Player));
cItem & DraggingItem = a_Player.GetDraggingItem();
if (!a_Player.IsGameModeCreative() || Slot.IsEmpty() || !DraggingItem.IsEmpty())
{
return;
}
DraggingItem = Slot;
DraggingItem.m_ItemCount = DraggingItem.GetMaxStackSize();
}
void cSlotArea::DropClicked(cPlayer & a_Player, int a_SlotNum, bool a_DropStack)
{
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (Slot.IsEmpty())
{
return;
}
cItem ItemToDrop = Slot.CopyOne();
if (a_DropStack)
{
ItemToDrop.m_ItemCount = Slot.m_ItemCount;
}
Slot.m_ItemCount -= ItemToDrop.m_ItemCount;
if (Slot.m_ItemCount <= 0)
{
Slot.Empty();
}
SetSlot(a_SlotNum, a_Player, Slot);
a_Player.TossPickup(ItemToDrop);
}
void cSlotArea::NumberClicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction)
{
if ((a_ClickAction < caNumber1) || (a_ClickAction > caNumber9))
{
return;
}
int HotbarSlot = static_cast<int>(a_ClickAction - caNumber1);
cItem ItemInHotbar(a_Player.GetInventory().GetHotbarSlot(HotbarSlot));
cItem ItemInSlot(*GetSlot(a_SlotNum, a_Player));
// The items are equal. Do nothing.
if (ItemInHotbar.IsEqual(ItemInSlot))
{
return;
}
a_Player.GetInventory().SetHotbarSlot(HotbarSlot, ItemInSlot);
SetSlot(a_SlotNum, a_Player, ItemInHotbar);
}
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_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{
for (int i = 0; i < m_NumSlots; i++)
{
int SlotNum = (a_BackFill) ? (m_NumSlots - 1 - i) : i;
const cItem * Slot = GetSlot(SlotNum, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{
// Different items
continue;
}
char NumFit = Slot->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0)
{
// Full stack already
continue;
}
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(SlotNum, 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)
{
if (a_ClickAction == caMiddleClick)
{
MiddleClicked(a_Player, a_SlotNum);
return;
}
// Override for craft result slot
if (a_SlotNum == 0)
{
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
{
ShiftClickedResult(a_Player);
}
else if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
{
DropClickedResult(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::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
// Update the recipe after setting the slot, if the slot is not the result slot:
Super::SetSlot(a_SlotNum, a_Player, a_Item);
if (a_SlotNum != 0)
{
UpdateRecipe(a_Player);
}
}
void cSlotAreaCrafting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{
UNUSED(a_ItemStack);
UNUSED(a_Player);
UNUSED(a_ShouldApply);
UNUSED(a_KeepEmptySlots);
UNUSED(a_BackFill);
}
void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
{
cItem & DraggingItem = a_Player.GetDraggingItem();
// Get the current recipe:
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
const cItem & Result = Recipe.GetResult();
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
// If possible, craft:
if (DraggingItem.IsEmpty())
{
DraggingItem = Result;
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
HandleCraftItem(Result, a_Player);
}
else if (DraggingItem.IsEqual(Result))
{
if (DraggingItem.m_ItemCount + Result.m_ItemCount <= Result.GetMaxStackSize())
{
DraggingItem.m_ItemCount += Result.m_ItemCount;
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
HandleCraftItem(Result, a_Player);
}
}
// 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;
}
a_Player.AddKnownItem(Result);
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
for (;;)
{
// Try distributing the result. If it fails, bail out:
cItem ResultCopy(Result);
m_ParentWindow.DistributeStack(ResultCopy, 0, 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, 0, 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);
// Broadcast the window, we sometimes move items to different locations than Vanilla, causing needless desyncs:
m_ParentWindow.BroadcastWholeWindow();
// Added achievements processing
HandleCraftItem(Result, a_Player);
// If the recipe has changed, bail out:
if (!Recipe.GetResult().IsEqual(Result))
{
return;
}
}
}
void cSlotAreaCrafting::DropClickedResult(cPlayer & a_Player)
{
// Get the current recipe:
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
const cItem & Result = Recipe.GetResult();
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
a_Player.TossPickup(Result);
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
HandleCraftItem(Result, a_Player);
UpdateRecipe(a_Player);
}
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());
}
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.emplace_back(a_Player.GetUniqueID(), Recipe);
return m_Recipes.back().second;
}
void cSlotAreaCrafting::HandleCraftItem(const cItem & a_Result, cPlayer & a_Player)
{
switch (a_Result.m_ItemType)
{
case E_BLOCK_WORKBENCH: a_Player.AwardAchievement(CustomStatistic::AchBuildWorkBench); break;
case E_BLOCK_FURNACE: a_Player.AwardAchievement(CustomStatistic::AchBuildFurnace); break;
case E_BLOCK_CAKE: a_Player.AwardAchievement(CustomStatistic::AchBakeCake); break;
case E_BLOCK_ENCHANTMENT_TABLE: a_Player.AwardAchievement(CustomStatistic::AchEnchantments); break;
case E_BLOCK_BOOKCASE: a_Player.AwardAchievement(CustomStatistic::AchBookcase); break;
case E_ITEM_WOODEN_PICKAXE: a_Player.AwardAchievement(CustomStatistic::AchBuildPickaxe); break;
case E_ITEM_WOODEN_SWORD: a_Player.AwardAchievement(CustomStatistic::AchBuildSword); break;
case E_ITEM_STONE_PICKAXE: a_Player.AwardAchievement(CustomStatistic::AchBuildBetterPickaxe); break;
case E_ITEM_WOODEN_HOE: a_Player.AwardAchievement(CustomStatistic::AchBuildHoe); break;
case E_ITEM_BREAD: a_Player.AwardAchievement(CustomStatistic::AchMakeBread); break;
default: break;
}
}
void cSlotAreaCrafting::LoadRecipe(cPlayer & a_Player, UInt32 a_RecipeId)
{
if (a_RecipeId == 0)
{
return;
}
auto Recipe = cRoot::Get()->GetCraftingRecipes()->GetRecipeById(a_RecipeId);
int NumItems = 0;
ClearCraftingGrid(a_Player);
for (auto itrS = Recipe->m_Ingredients.begin(); itrS != Recipe->m_Ingredients.end(); ++itrS)
{
cItem * FoundItem = a_Player.GetInventory().FindItem(itrS->m_Item);
if (FoundItem == nullptr)
{
ClearCraftingGrid(a_Player);
break;
}
cItem Item = FoundItem->CopyOne();
++NumItems;
int pos = 1 + itrS->x + m_GridSize * itrS->y;
// Assuming there are ether shaped or unshaped recipes, no mixed ones
if ((itrS->x == -1) && (itrS->y == -1))
{
pos = NumItems;
}
// Handle x wildcard
else if (itrS->x == -1)
{
for (int i = 0; i < m_GridSize; i++)
{
pos = 1 + i + m_GridSize * itrS->y;
auto itemCheck = GetSlot(pos, a_Player);
if (itemCheck->IsEmpty())
{
break;
}
}
}
SetSlot(pos, a_Player, Item);
a_Player.GetInventory().RemoveItem(Item);
}
}
void cSlotAreaCrafting::ClearCraftingGrid(cPlayer & a_Player)
{
for (int pos = 1; pos <= m_GridSize * m_GridSize; pos++)
{
auto Item = GetSlot(pos, a_Player);
if (Item->m_ItemCount > 0)
{
a_Player.GetInventory().AddItem(*Item);
SetSlot(pos, a_Player, cItem());
}
}
}
////////////////////////////////////////////////////////////////////////////////
// cSlotAreaAnvil:
cSlotAreaAnvil::cSlotAreaAnvil(cWindow & a_ParentWindow) :
cSlotAreaTemporary(3, a_ParentWindow),
m_MaximumCost(0),
m_StackSizeToBeUsedInRepair(0)
{
}
void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
if (a_SlotNum != 2)
{
Super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
UpdateResult(a_Player);
return;
}
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == nullptr)
{
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
return;
}
switch (a_ClickAction)
{
case caDblClick:
{
return;
}
case caShiftLeftClick:
case caShiftRightClick:
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
case caMiddleClick:
{
MiddleClicked(a_Player, a_SlotNum);
return;
}
case caDropKey:
case caCtrlDropKey:
{
if (CanTakeResultItem(a_Player))
{
DropClicked(a_Player, a_SlotNum, true);
OnTakeResult(a_Player);
}
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();
if (Slot.IsEmpty())
{
return;
}
if (!DraggingItem.IsEmpty())
{
if (!(DraggingItem.IsEqual(Slot) && ((DraggingItem.m_ItemCount + Slot.m_ItemCount) <= Slot.GetMaxStackSize())))
{
return;
}
}
if (!CanTakeResultItem(a_Player))
{
return;
}
cItem NewItem = cItem(Slot);
NewItem.m_ItemCount += DraggingItem.m_ItemCount;
Slot.Empty();
DraggingItem.Empty();
SetSlot(a_SlotNum, a_Player, Slot);
DraggingItem = NewItem;
OnTakeResult(a_Player);
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
}
void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
{
if (a_SlotNum != 2)
{
Super::ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
UpdateResult(a_Player);
return;
}
// 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));
if (Slot.IsEmpty() || !CanTakeResultItem(a_Player))
{
return;
}
m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
if (Slot.IsEmpty())
{
Slot.Empty();
OnTakeResult(a_Player);
}
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 cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{
for (int i = 0; i < 2; i++)
{
int SlotNum = (a_BackFill) ? (2 - 1 - i) : i;
const cItem * Slot = GetSlot(SlotNum, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{
// Different items
continue;
}
char NumFit = Slot->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0)
{
// Full stack already
continue;
}
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(SlotNum, a_Player, NewSlot);
}
a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty())
{
UpdateResult(a_Player);
return;
}
} // for i - Slots
UpdateResult(a_Player);
}
void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
{
if (!a_Player.IsGameModeCreative())
{
a_Player.DeltaExperience(-cPlayer::XpForLevel(m_MaximumCost));
}
SetSlot(0, a_Player, cItem());
if (m_StackSizeToBeUsedInRepair > 0)
{
const cItem * Item = GetSlot(1, a_Player);
if (!Item->IsEmpty() && (Item->m_ItemCount > m_StackSizeToBeUsedInRepair))
{
cItem NewSecondItem(*Item);
NewSecondItem.m_ItemCount -= m_StackSizeToBeUsedInRepair;
m_StackSizeToBeUsedInRepair = 0;
SetSlot(1, a_Player, NewSecondItem);
}
else
{
SetSlot(1, a_Player, cItem());
}
}
else
{
SetSlot(1, a_Player, cItem());
}
m_ParentWindow.SetProperty(0, static_cast<short>(m_MaximumCost));
m_MaximumCost = 0;
static_cast<cAnvilWindow &>(m_ParentWindow).SetRepairedItemName("", nullptr);
const Vector3i BlockPos = static_cast<cAnvilWindow &>(m_ParentWindow).GetBlockPos();
BLOCKTYPE Block;
NIBBLETYPE BlockMeta;
a_Player.GetWorld()->GetBlockTypeMeta(BlockPos, Block, BlockMeta);
if (!a_Player.IsGameModeCreative() && (Block == E_BLOCK_ANVIL) && GetRandomProvider().RandBool(0.12))
{
NIBBLETYPE Orientation = BlockMeta & 0x3;
NIBBLETYPE AnvilDamage = BlockMeta >> 2;
++AnvilDamage;
if (AnvilDamage > 2)
{
// Anvil will break
a_Player.GetWorld()->SetBlock(BlockPos, E_BLOCK_AIR, 0);
a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_ANVIL_BREAK, BlockPos, 0);
a_Player.CloseWindow(false);
}
else
{
a_Player.GetWorld()->SetBlockMeta(BlockPos, static_cast<NIBBLETYPE>(Orientation | (AnvilDamage << 2)));
a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_ANVIL_USE, BlockPos, 0);
}
}
else
{
a_Player.GetWorld()->BroadcastSoundParticleEffect(EffectID::SFX_RANDOM_ANVIL_USE, BlockPos, 0);
}
}
bool cSlotAreaAnvil::CanTakeResultItem(cPlayer & a_Player)
{
return (
(
a_Player.IsGameModeCreative() || // Is the player in gamemode?
(a_Player.GetXpLevel() >= m_MaximumCost) // or the player have enough exp?
) &&
(!GetSlot(2, a_Player)->IsEmpty()) && // Is a item in the result slot?
(m_MaximumCost > 0) // When no maximum cost is set, the item isn't set from the UpdateResult() method and can't be a valid enchanting result.
);
}
void cSlotAreaAnvil::OnPlayerRemoved(cPlayer & a_Player)
{
TossItems(a_Player, 0, 2);
Super::OnPlayerRemoved(a_Player);
}
void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
{
const cItem Target(*GetSlot(0, a_Player));
const cItem Sacrifice(*GetSlot(1, a_Player));
// Output initialised as copy of target.
cItem Output(Target);
if (Target.IsEmpty())
{
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0);
m_MaximumCost = 0;
return;
}
m_MaximumCost = 0;
m_StackSizeToBeUsedInRepair = 0;
int RepairCost = Target.m_RepairCost;
int NeedExp = 0;
if (!Sacrifice.IsEmpty())
{
RepairCost += Sacrifice.m_RepairCost;
// Can we repair with sacrifce material?
if (Target.IsDamageable() && Target.GetHandler().CanRepairWithRawMaterial(Sacrifice.m_ItemType))
{
// Tool and armor repair with special item (iron / gold / diamond / ...)
int DamageDiff = std::min(static_cast<int>(Target.m_ItemDamage), static_cast<int>(Target.GetMaxDamage()) / 4);
if (DamageDiff <= 0)
{
// No enchantment
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0);
m_MaximumCost = 0;
return;
}
char NumItemsConsumed = 0;
// Repair until out of materials, or fully repaired:
while ((DamageDiff > 0) && (NumItemsConsumed < Sacrifice.m_ItemCount))
{
Output.m_ItemDamage -= DamageDiff;
NeedExp += std::max(1, DamageDiff / 100) + static_cast<int>(Target.m_Enchantments.Count());
DamageDiff = std::min(static_cast<int>(Output.m_ItemDamage), static_cast<int>(Target.GetMaxDamage()) / 4);
++NumItemsConsumed;
}
m_StackSizeToBeUsedInRepair = NumItemsConsumed;
}
else // Combining tools / armour
{
const bool IsEnchantBook = (Sacrifice.m_ItemType == E_ITEM_ENCHANTED_BOOK);
// No result if we can't combine the items
if (!IsEnchantBook && (!Target.IsSameType(Sacrifice) || !Target.IsDamageable()))
{
// No enchantment
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0);
m_MaximumCost = 0;
return;
}
// Can we repair with sacrifice tool / armour?
if (Target.IsDamageable() && !IsEnchantBook && (Target.m_ItemDamage!=0))
{
// Durability = MaxDamage - m_ItemDamage = how far from broken
const short TargetDurability = Target.GetMaxDamage() - Target.m_ItemDamage;
const short SacrificeDurability = Sacrifice.GetMaxDamage() - Sacrifice.m_ItemDamage;
// How much durability to repair by.
const short RepairDurability = SacrificeDurability + Target.GetMaxDamage() * 12 / 100;
// Don't give item a negative damage:
short NewItemDamage = std::max<short>(Target.GetMaxDamage() - (TargetDurability + RepairDurability), 0);
if (NewItemDamage < Target.m_ItemDamage)
{
Output.m_ItemDamage = NewItemDamage;
NeedExp += std::max(1, RepairDurability / 100);
}
}
// Add the enchantments from the sacrifice to the target
int EnchantmentCost = Output.AddEnchantmentsFromItem(Sacrifice);
NeedExp += EnchantmentCost;
}
}
int NameChangeExp = 0;
const AString & RepairedItemName = static_cast<cAnvilWindow*>(&m_ParentWindow)->GetRepairedItemName();
if (RepairedItemName.empty())
{
// Remove custom name
if (!Target.m_CustomName.empty())
{
NameChangeExp = (Target.IsDamageable()) ? 7 : (Target.m_ItemCount * 5);
NeedExp += NameChangeExp;
Output.m_CustomName = "";
}
}
else if (RepairedItemName != Target.m_CustomName)
{
// Change custom name
NameChangeExp = (Target.IsDamageable()) ? 7 : (Target.m_ItemCount * 5);
NeedExp += NameChangeExp;
if (!Target.m_CustomName.empty())
{
RepairCost += NameChangeExp / 2;
}
Output.m_CustomName = RepairedItemName;
}
m_MaximumCost = RepairCost + NeedExp;
if (NeedExp < 0)
{
Output.Empty();
}
if ((NameChangeExp == NeedExp) && (NameChangeExp > 0) && (m_MaximumCost >= 40))
{
m_MaximumCost = 39;
}
if ((m_MaximumCost >= 40) && !a_Player.IsGameModeCreative())
{
Output.Empty();
}
if (!Output.IsEmpty())
{
RepairCost = std::max(Target.m_RepairCost, Sacrifice.m_RepairCost);
if (!Output.m_CustomName.empty())
{
RepairCost -= 9;
}
RepairCost = std::max(RepairCost, 0);
RepairCost += 2;
Output.m_RepairCost = RepairCost;
}
// If after everything, output will be the same then no point enchanting:
if (Target.IsEqual(Output))
{
Output.Empty();
m_MaximumCost = 0;
}
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, static_cast<Int16>(m_MaximumCost));
}
////////////////////////////////////////////////////////////////////////////////
// cSlotAreaBeacon:
cSlotAreaBeacon::cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow) :
cSlotArea(1, a_ParentWindow),
m_Beacon(a_Beacon)
{
m_Beacon->GetContents().AddListener(*this);
}
cSlotAreaBeacon::~cSlotAreaBeacon()
{
m_Beacon->GetContents().RemoveListener(*this);
}
bool cSlotAreaBeacon::IsPlaceableItem(short a_ItemType)
{
switch (a_ItemType)
{
case E_ITEM_EMERALD:
case E_ITEM_DIAMOND:
case E_ITEM_GOLD:
case E_ITEM_IRON:
{
return true;
}
default:
{
return false;
}
}
}
void cSlotAreaBeacon::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == nullptr)
{
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
return;
}
switch (a_ClickAction)
{
case caShiftLeftClick:
case caShiftRightClick:
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
case caMiddleClick:
{
MiddleClicked(a_Player, a_SlotNum);
return;
}
case caDropKey:
case caCtrlDropKey:
{
DropClicked(a_Player, a_SlotNum, false);
return;
}
case caNumber1:
case caNumber2:
case caNumber3:
case caNumber4:
case caNumber5:
case caNumber6:
case caNumber7:
case caNumber8:
case caNumber9:
{
NumberClicked(a_Player, a_SlotNum, a_ClickAction);
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();
if (DraggingItem.IsEmpty())
{
DraggingItem = Slot;
Slot.Empty();
}
else if (Slot.IsEmpty())
{
if (!IsPlaceableItem(DraggingItem.m_ItemType))
{
return;
}
Slot = DraggingItem.CopyOne();
DraggingItem.m_ItemCount -= 1;
if (DraggingItem.m_ItemCount <= 0)
{
DraggingItem.Empty();
}
}
else if (DraggingItem.m_ItemCount == 1)
{
if (!IsPlaceableItem(DraggingItem.m_ItemCount))
{
return;
}
// Switch contents
cItem tmp(DraggingItem);
DraggingItem = Slot;
Slot = tmp;
}
SetSlot(a_SlotNum, a_Player, Slot);
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
}
void cSlotAreaBeacon::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{
const cItem * Slot = GetSlot(0, a_Player);
if (!Slot->IsEmpty() || !IsPlaceableItem(a_ItemStack.m_ItemType) || (a_ItemStack.m_ItemCount != 1))
{
return;
}
if (a_ShouldApply)
{
SetSlot(0, a_Player, a_ItemStack.CopyOne());
}
a_ItemStack.Empty();
}
const cItem * cSlotAreaBeacon::GetSlot(int a_SlotNum, cPlayer & a_Player) const
{
UNUSED(a_Player);
return &(m_Beacon->GetSlot(a_SlotNum));
}
void cSlotAreaBeacon::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
UNUSED(a_Player);
m_Beacon->SetSlot(a_SlotNum, a_Item);
}
void cSlotAreaBeacon::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
UNUSED(a_SlotNum);
// Something has changed in the window, broadcast the entire window to all clients
ASSERT(a_ItemGrid == &(m_Beacon->GetContents()));
m_ParentWindow.BroadcastWholeWindow();
}
////////////////////////////////////////////////////////////////////////////////
// cSlotAreaEnchanting:
cSlotAreaEnchanting::cSlotAreaEnchanting(cWindow & a_ParentWindow, Vector3i a_BlockPos) :
cSlotAreaTemporary(2, a_ParentWindow),
m_BlockPos(a_BlockPos)
{
}
void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == nullptr)
{
LOGWARNING("GetSlot(%d) returned nullptr! 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;
}
case caMiddleClick:
{
MiddleClicked(a_Player, a_SlotNum);
return;
}
case caDropKey:
case caCtrlDropKey:
{
DropClicked(a_Player, a_SlotNum, false);
return;
}
case caNumber1:
case caNumber2:
case caNumber3:
case caNumber4:
case caNumber5:
case caNumber6:
case caNumber7:
case caNumber8:
case caNumber9:
{
NumberClicked(a_Player, a_SlotNum, a_ClickAction);
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();
if (a_SlotNum == 1)
{
// Lapis slot can have a full stack handle it normally, also check for empty hand
if ((DraggingItem.IsEmpty()) || ((DraggingItem.m_ItemType == E_ITEM_DYE) && (DraggingItem.m_ItemDamage == E_META_DYE_BLUE)))
{
return cSlotArea::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
}
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
return;
}
// Slot 0 is where the item to enhance goes.
if (DraggingItem.IsEmpty())
{
// DraggingItem is empty -> Switch draggingitem and slot
if (!Slot.IsEmpty())
{
std::swap(DraggingItem, Slot);
}
}
else if (Slot.IsEmpty())
{
// DraggingItem isn't empty and slot is empty -> Set one dragging item in the slot
Slot = DraggingItem.CopyOne();
DraggingItem.m_ItemCount -= 1;
if (DraggingItem.m_ItemCount <= 0)
{
DraggingItem.Empty();
}
}
else if ((DraggingItem.m_ItemCount == 1) && !DraggingItem.IsEqual(Slot))
{
// DraggingItem and slot aren't empty -> Switch items
std::swap(DraggingItem, Slot);
}
SetSlot(a_SlotNum, a_Player, Slot);
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
}
void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots, bool a_BackFill)
{
if ((a_ItemStack.m_ItemType == E_ITEM_DYE) && (a_ItemStack.m_ItemDamage == E_META_DYE_BLUE))
{
// It's lapis, put it in the lapis spot.
const cItem * Slot = GetSlot(1, a_Player);
char NumFit = Slot->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0)
{
// Full stack already
return;
}
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
if (a_Apply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(1, a_Player, NewSlot);
}
a_ItemStack.m_ItemCount -= NumFit;
// Return so we don't put overflow into the enchantment slot
return;
}
const cItem * Slot = GetSlot(0, a_Player);
if (!Slot->IsEmpty())
{
return;
}
if (a_Apply)
{
SetSlot(0, a_Player, a_ItemStack.CopyOne());
}
a_ItemStack.m_ItemCount -= 1;
if (a_ItemStack.m_ItemCount <= 0)
{
a_ItemStack.Empty();
}
}
void cSlotAreaEnchanting::OnPlayerAdded(cPlayer & a_Player)
{
Super::OnPlayerAdded(a_Player);
UpdateResult(a_Player);
}
void cSlotAreaEnchanting::OnPlayerRemoved(cPlayer & a_Player)
{
// Toss the item in the enchanting slot, as well as lapis
TossItems(a_Player, 0, m_NumSlots);
Super::OnPlayerRemoved(a_Player);
}
void cSlotAreaEnchanting::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
Super::SetSlot(a_SlotNum, a_Player, a_Item);
UpdateResult(a_Player);
}
void cSlotAreaEnchanting::UpdateResult(cPlayer & a_Player)
{
cItem Item = *GetSlot(0, a_Player);
if (!cItem::IsEnchantable(Item.m_ItemType) || !Item.m_Enchantments.IsEmpty())
{
return;
}
// Pseudocode found at: https://minecraft.gamepedia.com/Enchanting_mechanics
const auto Bookshelves = std::min(GetBookshelvesCount(*a_Player.GetWorld()), 15U);
// A PRNG initialised using the player's enchantment seed.
auto Random = a_Player.GetEnchantmentRandomProvider();
// Calculate the levels for the offered enchantment options:
const auto Base = (Random.RandInt(1U, 8U) + (Bookshelves / 2) + Random.RandInt(0U, Bookshelves));
const std::array<unsigned, 3> OptionLevels
{
std::max(Base / 3, 1U),
(Base * 2) / 3 + 1,
std::max(Base, Bookshelves * 2)
};
// Properties set according to: https://wiki.vg/Protocol#Window_Property
// Fake a "seed" for the client to draw Standard Galactic Alphabet glyphs:
m_ParentWindow.SetProperty(3, Random.RandInt<short>());
// Calculate an enchanting possibility for each option (top, middle and bottom) and send details to window:
for (size_t i = 0; i != OptionLevels.size(); i++)
{
// A copy of the item.
cItem EnchantedItem = Item.CopyOne();
// Enchant based on the number of levels:
EnchantedItem.EnchantByXPLevels(OptionLevels[i], Random);
LOGD("Generated enchanted item %d with enchantments: %s", i, EnchantedItem.m_Enchantments.ToString());
// Send the level requirement for the enchantment option:
m_ParentWindow.SetProperty(i, static_cast<short>(OptionLevels[i]));
// Get the first enchantment ID, which must exist:
ASSERT(EnchantedItem.m_Enchantments.begin() != EnchantedItem.m_Enchantments.end());
const auto EnchantmentID = static_cast<short>(EnchantedItem.m_Enchantments.begin()->first);
// Send the enchantment ID of the first enchantment on our item:
m_ParentWindow.SetProperty(4 + i, EnchantmentID);
const auto EnchantmentLevel = static_cast<short>(EnchantedItem.m_Enchantments.GetLevel(EnchantmentID));
ASSERT(EnchantmentLevel > 0);
// Send the level for the first enchantment on our item:
m_ParentWindow.SetProperty(7 + i, EnchantmentLevel);
// Store the item we've enchanted as an option to be retrieved later:
m_EnchantedItemOptions[i] = std::move(EnchantedItem);
}
}
unsigned cSlotAreaEnchanting::GetBookshelvesCount(cWorld & a_World)
{
cBlockArea Area;
Area.Read(a_World, m_BlockPos - Vector3i(2, 0, 2), m_BlockPos + Vector3i(2, 1, 2));
static const struct
{
int m_BookX, m_BookY, m_BookZ; // Coords to check for bookcases
int m_AirX, m_AirY, m_AirZ; // Coords to check for air; if not air, the bookcase won't be counted
} CheckCoords[] =
{
{ 0, 0, 0, 1, 0, 1 }, // Bookcase at {0, 0, 0}, air at {1, 0, 1}
{ 0, 0, 1, 1, 0, 1 }, // Bookcase at {0, 0, 1}, air at {1, 0, 1}
{ 0, 0, 2, 1, 0, 2 }, // Bookcase at {0, 0, 2}, air at {1, 0, 2}
{ 0, 0, 3, 1, 0, 3 }, // Bookcase at {0, 0, 3}, air at {1, 0, 3}
{ 0, 0, 4, 1, 0, 3 }, // Bookcase at {0, 0, 4}, air at {1, 0, 3}
{ 1, 0, 4, 1, 0, 3 }, // Bookcase at {1, 0, 4}, air at {1, 0, 3}
{ 2, 0, 4, 2, 0, 3 }, // Bookcase at {2, 0, 4}, air at {2, 0, 3}
{ 3, 0, 4, 3, 0, 3 }, // Bookcase at {3, 0, 4}, air at {3, 0, 3}
{ 4, 0, 4, 3, 0, 3 }, // Bookcase at {4, 0, 4}, air at {3, 0, 3}
{ 4, 0, 3, 3, 0, 3 }, // Bookcase at {4, 0, 3}, air at {3, 0, 3}
{ 4, 0, 2, 3, 0, 2 }, // Bookcase at {4, 0, 2}, air at {3, 0, 2}
{ 4, 0, 1, 3, 0, 1 }, // Bookcase at {4, 0, 1}, air at {3, 0, 1}
{ 4, 0, 0, 3, 0, 1 }, // Bookcase at {4, 0, 0}, air at {3, 0, 1}
{ 3, 0, 0, 3, 0, 1 }, // Bookcase at {3, 0, 0}, air at {3, 0, 1}
{ 2, 0, 0, 2, 0, 1 }, // Bookcase at {2, 0, 0}, air at {2, 0, 1}
{ 1, 0, 0, 1, 0, 1 }, // Bookcase at {1, 0, 0}, air at {1, 0, 1}
{ 0, 1, 0, 1, 1, 1 }, // Bookcase at {0, 1, 0}, air at {1, 1, 1}
{ 0, 1, 1, 1, 1, 1 }, // Bookcase at {0, 1, 1}, air at {1, 1, 1}
{ 0, 1, 2, 1, 1, 2 }, // Bookcase at {0, 1, 2}, air at {1, 1, 2}
{ 0, 1, 3, 1, 1, 3 }, // Bookcase at {0, 1, 3}, air at {1, 1, 3}
{ 0, 1, 4, 1, 1, 3 }, // Bookcase at {0, 1, 4}, air at {1, 1, 3}
{ 1, 1, 4, 1, 1, 3 }, // Bookcase at {1, 1, 4}, air at {1, 1, 3}
{ 2, 1, 4, 2, 1, 3 }, // Bookcase at {2, 1, 4}, air at {2, 1, 3}
{ 3, 1, 4, 3, 1, 3 }, // Bookcase at {3, 1, 4}, air at {3, 1, 3}
{ 4, 1, 4, 3, 1, 3 }, // Bookcase at {4, 1, 4}, air at {3, 1, 3}
{ 4, 1, 3, 3, 1, 3 }, // Bookcase at {4, 1, 3}, air at {3, 1, 3}
{ 4, 1, 2, 3, 1, 2 }, // Bookcase at {4, 1, 2}, air at {3, 1, 2}
{ 4, 1, 1, 3, 1, 1 }, // Bookcase at {4, 1, 1}, air at {3, 1, 1}
{ 4, 1, 0, 3, 1, 1 }, // Bookcase at {4, 1, 0}, air at {3, 1, 1}
{ 3, 1, 0, 3, 1, 1 }, // Bookcase at {3, 1, 0}, air at {3, 1, 1}
{ 2, 1, 0, 2, 1, 1 }, // Bookcase at {2, 1, 0}, air at {2, 1, 1}
{ 1, 1, 0, 1, 1, 1 }, // Bookcase at {1, 1, 0}, air at {1, 1, 1}
};
unsigned Bookshelves = 0;
for (size_t i = 0; i < ARRAYCOUNT(CheckCoords); i++)
{
if (
(Area.GetRelBlockType(CheckCoords[i].m_AirX, CheckCoords[i].m_AirY, CheckCoords[i].m_AirZ) == E_BLOCK_AIR) && // There's air in the checkspot
(Area.GetRelBlockType(CheckCoords[i].m_BookX, CheckCoords[i].m_BookY, CheckCoords[i].m_BookZ) == E_BLOCK_BOOKCASE) // There's bookcase in the wanted place
)
{
Bookshelves++;
}
} // for i - CheckCoords
return Bookshelves;
}
cItem cSlotAreaEnchanting::SelectEnchantedOption(size_t a_EnchantOption)
{
ASSERT(a_EnchantOption < m_EnchantedItemOptions.size());
return std::move(m_EnchantedItemOptions[a_EnchantOption]);
}
////////////////////////////////////////////////////////////////////////////////
// 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
{
return &(a_Player.GetEnderChestContents().GetSlot(a_SlotNum));
}
void cSlotAreaEnderChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
a_Player.GetEnderChestContents().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)
{
if (m_Furnace == nullptr)
{
LOGERROR("cSlotAreaFurnace::Clicked(): m_Furnace == nullptr");
ASSERT(!"cSlotAreaFurnace::Clicked(): m_Furnace == nullptr");
return;
}
if (a_SlotNum == 2)
{
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == nullptr)
{
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", 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;
}
switch (a_ClickAction)
{
case caShiftLeftClick:
case caShiftRightClick:
{
HandleSmeltItem(Slot, a_Player);
ShiftClicked(a_Player, a_SlotNum, Slot);
return;
}
case caMiddleClick:
{
MiddleClicked(a_Player, a_SlotNum);
return;
}
case caDropKey:
case caCtrlDropKey:
{
DropClicked(a_Player, a_SlotNum, (a_SlotNum == caCtrlDropKey));
Slot.m_ItemCount = Slot.m_ItemCount - GetSlot(a_SlotNum, a_Player)->m_ItemCount;
HandleSmeltItem(Slot, a_Player);
return;
}
default:
{
break;
}
}
cItem & DraggingItem = a_Player.GetDraggingItem();
if (!DraggingItem.IsEmpty())
{
if (a_ClickAction == caDblClick)
{
return;
}
if (!DraggingItem.IsEqual(Slot))
{
return;
}
if ((DraggingItem.m_ItemCount + Slot.m_ItemCount) > Slot.GetMaxStackSize())
{
return;
}
DraggingItem.m_ItemCount += Slot.m_ItemCount;
HandleSmeltItem(Slot, a_Player);
Slot.Empty();
}
else
{
switch (a_ClickAction)
{
case caDblClick:
{
DblClicked(a_Player, a_SlotNum);
return;
}
case caLeftClick:
{
DraggingItem = Slot;
HandleSmeltItem(Slot, a_Player);
Slot.Empty();
break;
}
case caRightClick:
{
DraggingItem = Slot.CopyOne();
DraggingItem.m_ItemCount = static_cast<char>(static_cast<float>(Slot.m_ItemCount) / 2.f + 0.5f);
Slot.m_ItemCount -= DraggingItem.m_ItemCount;
if (Slot.m_ItemCount <= 0)
{
Slot.Empty();
}
HandleSmeltItem(DraggingItem, a_Player);
break;
}
default:
{
ASSERT(!"Unhandled click type!");
}
}
}
SetSlot(a_SlotNum, a_Player, Slot);
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
return;
}
Super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
}
void cSlotAreaFurnace::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{
int SlotNum;
cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe();
if (FurnaceRecipes->GetRecipeFrom(a_ItemStack) != nullptr)
{
SlotNum = 0;
}
else if (FurnaceRecipes->IsFuel(a_ItemStack))
{
SlotNum = 1;
}
else
{
return;
}
const cItem * Slot = GetSlot(SlotNum, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{
// Different items
return;
}
char NumFit = Slot->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0)
{
// Full stack already
return;
}
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(SlotNum, a_Player, NewSlot);
}
a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty())
{
return;
}
}
const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player) const
{
UNUSED(a_Player);
// 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)
{
UNUSED(a_SlotNum);
// Something has changed in the window, broadcast the entire window to all clients
ASSERT(a_ItemGrid == &(m_Furnace->GetContents()));
m_ParentWindow.BroadcastWholeWindow();
}
void cSlotAreaFurnace::HandleSmeltItem(const cItem & a_Result, cPlayer & a_Player)
{
int Reward = m_Furnace->GetAndResetReward();
if (Reward > 0)
{
a_Player.GetWorld()->SpawnSplitExperienceOrbs(a_Player.GetPosX(), a_Player.GetPosY(), a_Player.GetPosZ(), Reward);
}
/** TODO 2014-05-12 xdot: Figure out when to call this method. */
switch (a_Result.m_ItemType)
{
case E_ITEM_IRON: a_Player.AwardAchievement(CustomStatistic::AchAcquireIron); break;
case E_ITEM_COOKED_FISH: a_Player.AwardAchievement(CustomStatistic::AchCookFish); break;
default: break;
}
}
////////////////////////////////////////////////////////////////////////////////
// cSlotAreaBrewingstand:
cSlotAreaBrewingstand::cSlotAreaBrewingstand(cBrewingstandEntity * a_Brewingstand, cWindow & a_ParentWindow) :
cSlotArea(5, a_ParentWindow),
m_Brewingstand(a_Brewingstand)
{
m_Brewingstand->GetContents().AddListener(*this);
}
cSlotAreaBrewingstand::~cSlotAreaBrewingstand()
{
m_Brewingstand->GetContents().RemoveListener(*this);
}
void cSlotAreaBrewingstand::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
if (m_Brewingstand == nullptr)
{
LOGERROR("cSlotAreaBrewingstand::Clicked(): m_Brewingstand == nullptr");
ASSERT(!"cSlotAreaBrewingstand::Clicked(): m_Brewingstand == nullptr");
return;
}
if (GetSlot(a_SlotNum, a_Player) == nullptr)
{
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
return;
}
cItem Slot(*GetSlot(a_SlotNum, a_Player));
cItem & DraggingItem = a_Player.GetDraggingItem();
cBrewingRecipes * BR = cRoot::Get()->GetBrewingRecipes();
if ((a_SlotNum >= 0) && (a_SlotNum <= 2))
{
// Bottle slots
switch (a_ClickAction)
{
case caLeftClick:
case caRightClick:
{
if (BR->IsBottle(Slot))
{
HandleBrewedItem(a_Player, Slot);
}
if (!DraggingItem.IsEmpty() && !BR->IsBottle(DraggingItem))
{
// Deny placing a invalid item into the bottle slot
return;
}
break;
}
case caShiftLeftClick:
case caShiftRightClick:
{
if (BR->IsBottle(Slot))
{
HandleBrewedItem(a_Player, Slot);
}
Super::ShiftClicked(a_Player, a_SlotNum, Slot);
break;
}
default:
{
if (!DraggingItem.IsEmpty() && !BR->IsBottle(DraggingItem))
{
// Deny placing a invalid item into the bottle slot
return;
}
break;
}
}
}
if ((a_SlotNum == 3) && !DraggingItem.IsEmpty())
{
// Ingredient slot
switch (a_ClickAction)
{
case caShiftLeftClick:
case caShiftRightClick:
{
Super::ShiftClicked(a_Player, a_SlotNum, Slot);
break;
}
default:
{
if (!BR->IsIngredient(DraggingItem))
{
// Deny placing a invalid item into the ingredient slot
return;
}
break;
}
}
}
if ((a_SlotNum == 4) && !DraggingItem.IsEmpty())
{
// Fuel slot
switch (a_ClickAction)
{
case caShiftLeftClick:
case caShiftRightClick:
{
Super::ShiftClicked(a_Player, a_SlotNum, Slot);
break;
}
default:
{
if (!BR->IsFuel(DraggingItem))
{
// Deny placing a invalid item into the fuel slot
return;
}
break;
}
}
}
Super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
}
void cSlotAreaBrewingstand::HandleBrewedItem(cPlayer & a_Player, const cItem & a_ClickedItem)
{
// Award an achievement if the item is not a water bottle (is a real brewed potion)
if (a_ClickedItem.m_ItemDamage > 0)
{
a_Player.AwardAchievement(CustomStatistic::AchPotion);
}
}
void cSlotAreaBrewingstand::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{
int SlotNum = -1;
cBrewingRecipes * BR = cRoot::Get()->GetBrewingRecipes();
if (BR->IsBottle(a_ItemStack))
{
for (int i = 0;i < 3;i++)
{
if (GetSlot(i, a_Player)->IsEmpty())
{
SlotNum = i;
break;
}
}
if (SlotNum == -1)
{
// All slots are full
return;
}
}
else if (BR->IsIngredient(a_ItemStack))
{
SlotNum = 3;
}
else
{
return;
}
const cItem * Slot = GetSlot(SlotNum, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{
// Different items
return;
}
char NumFit = Slot->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0)
{
// Full stack already
return;
}
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(SlotNum, a_Player, NewSlot);
}
a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty())
{
return;
}
}
const cItem * cSlotAreaBrewingstand::GetSlot(int a_SlotNum, cPlayer & a_Player) const
{
UNUSED(a_Player);
// a_SlotNum ranges from 0 to 3, query the items from the underlying brewing stand:
return &(m_Brewingstand->GetSlot(a_SlotNum));
}
void cSlotAreaBrewingstand::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
UNUSED(a_Player);
m_Brewingstand->SetSlot(a_SlotNum, a_Item);
}
void cSlotAreaBrewingstand::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
UNUSED(a_SlotNum);
// Something has changed in the window, broadcast the entire window to all clients
ASSERT(a_ItemGrid == &(m_Brewingstand->GetContents()));
m_ParentWindow.BroadcastWholeWindow();
}
////////////////////////////////////////////////////////////////////////////////
// cSlotAreaMinecartWithChest:
cSlotAreaMinecartWithChest::cSlotAreaMinecartWithChest(cMinecartWithChest * a_Chest, cWindow & a_ParentWindow) :
cSlotArea(27, a_ParentWindow),
m_Chest(a_Chest)
{
}
const cItem * cSlotAreaMinecartWithChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
{
// a_SlotNum ranges from 0 to 26, use that to index the minecart chest entity's inventory directly:
UNUSED(a_Player);
return &(m_Chest->GetSlot(a_SlotNum));
}
void cSlotAreaMinecartWithChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
UNUSED(a_Player);
m_Chest->SetSlot(a_SlotNum, a_Item);
}
////////////////////////////////////////////////////////////////////////////////
// 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))
{
if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
{
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
return;
}
// 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);
}
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, bool a_BackFill)
{
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;
}
}
void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
// When the player is in creative mode, the client sends the new item as a_ClickedItem, not the current item in the slot.
if (a_Player.IsGameModeCreative() && (m_ParentWindow.GetWindowType() == cWindow::wtInventory))
{
if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
{
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
return;
}
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
return;
}
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == nullptr)
{
LOGWARNING("GetSlot(%d) returned nullptr! Ignoring click", a_SlotNum);
return;
}
switch (a_ClickAction)
{
case caDblClick:
{
// Armors haven't a dbl click
return;
}
case caShiftLeftClick:
case caShiftRightClick:
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
case caMiddleClick:
{
MiddleClicked(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();
if ((a_ClickAction != caRightClick) && (a_ClickAction != caLeftClick))
{
LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
m_ParentWindow.BroadcastWholeWindow();
return;
}
if (DraggingItem.IsEmpty() || CanPlaceArmorInSlot(a_SlotNum, DraggingItem))
{
// Swap contents
cItem tmp(DraggingItem);
DraggingItem = Slot;
Slot = tmp;
}
SetSlot(a_SlotNum, a_Player, Slot);
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
}
bool cSlotAreaArmor::CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item)
{
switch (a_SlotNum)
{
case 0: return (ItemCategory::IsHelmet(a_Item.m_ItemType) || (a_Item.m_ItemType == E_BLOCK_PUMPKIN));
case 1: return ItemCategory::IsChestPlate(a_Item.m_ItemType);
case 2: return ItemCategory::IsLeggings(a_Item.m_ItemType);
case 3: return ItemCategory::IsBoots(a_Item.m_ItemType);
default: return false;
}
}
////////////////////////////////////////////////////////////////////////////////
// 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 nullptr, but things may break by this.
return nullptr;
}
if (a_SlotNum >= static_cast<int>(itr->second.size()))
{
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
return nullptr;
}
return &(itr->second[static_cast<size_t>(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 >= static_cast<int>(itr->second.size()))
{
LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
return;
}
itr->second[static_cast<size_t>(a_SlotNum)] = a_Item;
m_ParentWindow.SendSlot(a_Player, this, a_SlotNum);
}
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(static_cast<size_t>(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[static_cast<size_t>(i)];
if (!Item.IsEmpty())
{
Drops.push_back(Item);
}
Item.Empty();
} // for i - itr->second[]
a_Player.TossItems(Drops);
}
cItem * cSlotAreaTemporary::GetPlayerSlots(cPlayer & a_Player)
{
cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
if (itr == m_Items.end())
{
return nullptr;
}
return itr->second.data();
}
////////////////////////////////////////////////////////////////////////////////
// cSlotAreaHorse:
cSlotAreaHorse::cSlotAreaHorse(cHorse & a_Horse, cWindow & a_ParentWindow) :
cSlotArea(2, a_ParentWindow),
m_Horse(a_Horse)
{
}
void cSlotAreaHorse::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
cItem & DraggingItem = a_Player.GetDraggingItem();
switch (a_ClickAction)
{
case caLeftClick:
case caRightClick:
case caDblClick:
{
// Check for invalid item types
if (DraggingItem.IsEmpty())
{
break;
}
switch (a_SlotNum)
{
case SaddleSlot:
{
if (DraggingItem.m_ItemType != E_ITEM_SADDLE)
{
return;
}
break;
}
case ArmorSlot:
{
if (!ItemCategory::IsHorseArmor(DraggingItem.m_ItemType))
{
return;
}
break;
}
default: break;
}
}
default: break;
}
cSlotArea::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
}
const cItem * cSlotAreaHorse::GetSlot(int a_SlotNum, cPlayer & a_Player) const
{
static const cItem InvalidItem;
switch (a_SlotNum)
{
case SaddleSlot: return &m_Horse.GetHorseSaddle();
case ArmorSlot: return &m_Horse.GetHorseArmorItem();
default:
{
LOGWARN("cSlotAreaHorse::GetSlot: Invalid slot number %d", a_SlotNum);
return &InvalidItem;
}
}
}
void cSlotAreaHorse::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
switch (a_SlotNum)
{
case SaddleSlot: m_Horse.SetHorseSaddle(a_Item); break;
case ArmorSlot: m_Horse.SetHorseArmor(a_Item); break;
default:
{
LOGWARN("cSlotAreaHorse::SetSlot: Invalid slot number %d", a_SlotNum);
}
}
}
void cSlotAreaHorse::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{
if (ItemCategory::IsHorseArmor(a_ItemStack.m_ItemType) && m_Horse.GetHorseArmorItem().IsEmpty())
{
if (a_ShouldApply)
{
m_Horse.SetHorseArmor(a_ItemStack.CopyOne());
}
--a_ItemStack.m_ItemCount;
}
else if ((a_ItemStack.m_ItemType == E_ITEM_SADDLE) && !m_Horse.IsSaddled())
{
if (a_ShouldApply)
{
m_Horse.SetHorseSaddle(a_ItemStack.CopyOne());
}
--a_ItemStack.m_ItemCount;
}
}