diff options
Diffstat (limited to 'source/UI/Window.cpp')
-rw-r--r-- | source/UI/Window.cpp | 209 |
1 files changed, 201 insertions, 8 deletions
diff --git a/source/UI/Window.cpp b/source/UI/Window.cpp index c2ce4127e..57a565a05 100644 --- a/source/UI/Window.cpp +++ b/source/UI/Window.cpp @@ -22,13 +22,13 @@ char cWindow::m_WindowIDCounter = 1; -cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle) - : m_WindowID(1 + (m_WindowIDCounter++ % 127)) - , m_WindowType(a_WindowType) - , m_WindowTitle(a_WindowTitle) - , m_Owner(NULL) - , m_IsDestroyed(false) - , m_ShouldDistributeToHotbarFirst(true) +cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle) : + m_WindowID((++m_WindowIDCounter) % 127), + m_WindowType(a_WindowType), + m_WindowTitle(a_WindowTitle), + m_Owner(NULL), + m_IsDestroyed(false), + m_ShouldDistributeToHotbarFirst(true) { if (a_WindowType == Inventory) { @@ -67,6 +67,40 @@ int cWindow::GetNumSlots(void) const +const cItem * cWindow::GetSlot(cPlayer & a_Player, int a_SlotNum) const +{ + // Return the item at the specified slot for the specified player + int LocalSlotNum = 0; + const cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum); + if (Area == NULL) + { + LOGWARNING("%s: requesting item from an invalid SlotArea (SlotNum %d), returning NULL.", __FUNCTION__, a_SlotNum); + return NULL; + } + return Area->GetSlot(LocalSlotNum, a_Player); +} + + + + + +void cWindow::SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item) +{ + // Set the item to the specified slot for the specified player + int LocalSlotNum = 0; + cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum); + if (Area == NULL) + { + LOGWARNING("%s: requesting write to an invalid SlotArea (SlotNum %d), ignoring.", __FUNCTION__, a_SlotNum); + return; + } + Area->SetSlot(LocalSlotNum, a_Player, a_Item); +} + + + + + void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const { a_Slots.clear(); @@ -102,7 +136,7 @@ void cWindow::Clicked( { if (a_WindowID != m_WindowID) { - LOG("WRONG WINDOW ID! (exp %d, got %d) received from \"%s\"", m_WindowID, a_WindowID, a_Player.GetName().c_str()); + LOGWARNING("%s: Wrong window ID (exp %d, got %d) received from \"%s\"; ignoring click.", __FUNCTION__, m_WindowID, a_WindowID, a_Player.GetName().c_str()); return; } @@ -126,6 +160,12 @@ void cWindow::Clicked( // Nothing needed return; } + case caLeftPaintBegin: OnPaintBegin (a_Player); return; + case caRightPaintBegin: OnPaintBegin (a_Player); return; + case caLeftPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return; + case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return; + case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return; + case caRightPaintEnd: OnRightPaintEnd(a_Player); return; } if (a_SlotNum < 0) @@ -353,6 +393,159 @@ void cWindow::Destroy(void) +cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) +{ + if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots())) + { + LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1); + ASSERT(!"Invalid SlotNum"); + return NULL; + } + + // Iterate through all the SlotAreas, find the correct one + int LocalSlotNum = a_GlobalSlotNum; + for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) + { + if (LocalSlotNum < (*itr)->GetNumSlots()) + { + a_LocalSlotNum = LocalSlotNum; + return *itr; + } + LocalSlotNum -= (*itr)->GetNumSlots(); + } // for itr - m_SlotAreas[] + + // We shouldn't be here - the check at the beginnning should prevent this. Log and assert + LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum); + ASSERT(!"Invalid GetNumSlots"); + return NULL; +} + + + + + +const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const +{ + if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots())) + { + LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1); + ASSERT(!"Invalid SlotNum"); + return NULL; + } + + // Iterate through all the SlotAreas, find the correct one + int LocalSlotNum = a_GlobalSlotNum; + for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) + { + if (LocalSlotNum < (*itr)->GetNumSlots()) + { + a_LocalSlotNum = LocalSlotNum; + return *itr; + } + LocalSlotNum -= (*itr)->GetNumSlots(); + } // for itr - m_SlotAreas[] + + // We shouldn't be here - the check at the beginnning should prevent this. Log and assert + LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum); + ASSERT(!"Invalid GetNumSlots"); + return NULL; +} + + + + + +void cWindow::OnPaintBegin(cPlayer & a_Player) +{ + // Prepares the internal structures for inventory painting from the specified player + a_Player.ClearInventoryPaintSlots(); +} + + + + + +void cWindow::OnPaintProgress(cPlayer & a_Player, int a_SlotNum) +{ + // Add the slot to the internal structures for inventory painting by the specified player + a_Player.AddInventoryPaintSlot(a_SlotNum); +} + + + + + +void cWindow::OnLeftPaintEnd(cPlayer & a_Player) +{ + // Process the entire action stored in the internal structures for inventory painting + // distribute as many items as possible + + const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots(); + cItem ToDistribute(a_Player.GetDraggingItem()); + + if ((size_t)(ToDistribute.m_ItemCount) < SlotNums.size()) + { + LOGWARNING("%s: Distributing less items (%d) than slots (%u)", __FUNCTION__, (int)ToDistribute.m_ItemCount, SlotNums.size()); + // This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now + } + + // Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.) + int NumDistributed = 0; + int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size(); + for (cSlotNums::const_iterator itr = SlotNums.begin(), end = SlotNums.end(); itr != end; ++itr) + { + int LocalSlotNum = 0; + cSlotArea * Area = GetSlotArea(*itr, LocalSlotNum); + if (Area == NULL) + { + LOGWARNING("%s: Bad SlotArea for slot %d", __FUNCTION__, *itr); + continue; + } + + // Modify the item at the slot + cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player)); + int MaxStack = ItemHandler(AtSlot.m_ItemType)->GetMaxStackSize(); + if (AtSlot.IsEmpty()) + { + // Empty, just move all of it there: + cItem ToStore(ToDistribute); + ToStore.m_ItemCount = std::min(ToEachSlot, (int)MaxStack); + Area->SetSlot(LocalSlotNum, a_Player, ToStore); + NumDistributed += ToStore.m_ItemCount; + } + else + { + int CanStore = std::min(ToEachSlot, (int)MaxStack - AtSlot.m_ItemCount); + AtSlot.m_ItemCount += CanStore; + Area->SetSlot(LocalSlotNum, a_Player, AtSlot); + NumDistributed += CanStore; + } + } // for itr - SlotNums[] + + // Remove the items distributed from the dragging item: + a_Player.GetDraggingItem().m_ItemCount -= NumDistributed; + if (a_Player.GetDraggingItem().m_ItemCount == 0) + { + a_Player.GetDraggingItem().Empty(); + } + + SendWholeWindow(*a_Player.GetClientHandle()); +} + + + + + +void cWindow::OnRightPaintEnd(cPlayer & a_Player) +{ + // Process the entire action stored in the internal structures for inventory painting + // distribute one item into each slot +} + + + + + void cWindow::SendWholeWindow(cClientHandle & a_Client) { a_Client.SendWholeInventory(*this); |