// 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(static_cast(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((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(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; } char 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(m_MaximumCost)); m_MaximumCost = 0; static_cast(m_ParentWindow).SetRepairedItemName("", nullptr); const Vector3i BlockPos = static_cast(m_ParentWindow).GetBlockPos(); BLOCKTYPE Block; NIBBLETYPE BlockMeta; if ( a_Player.GetWorld()->GetBlockTypeMeta(BlockPos, Block, BlockMeta) && !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(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(Target.m_ItemDamage), static_cast(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 -= static_cast(DamageDiff); NeedExp += std::max(1, DamageDiff / 100) + static_cast(Target.m_Enchantments.Count()); DamageDiff = std::min(static_cast(Output.m_ItemDamage), static_cast(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(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(&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(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.wiki/w/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 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()); // 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(OptionLevels[i])); // Get the first enchantment ID, which must exist: ASSERT(EnchantedItem.m_Enchantments.begin() != EnchantedItem.m_Enchantments.end()); const auto EnchantmentID = static_cast(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(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 == 1) { cItem & DraggingItem = a_Player.GetDraggingItem(); cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe(); // Do not allow non-fuels to be placed in the fuel slot: if (!DraggingItem.IsEmpty() && !FurnaceRecipes->IsFuel(DraggingItem) && (a_ClickAction != caShiftLeftClick) && (a_ClickAction != caShiftRightClick)) { return; } } else 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(static_cast(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(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(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(itr->second.size())) { LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!"); return; } itr->second[static_cast(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(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(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; } }