#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Window.h"
#include "WindowOwner.h"
#include "SlotArea.h"
#include "../Item.h"
#include "../ClientHandle.h"
#include "../Player.h"
#include "../Pickup.h"
#include "../Inventory.h"
#include "../Items/ItemHandler.h"
#include "../BlockEntities/ChestEntity.h"
char cWindow::m_WindowIDCounter = 1;
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)
{
m_WindowID = 0;
}
}
cWindow::~cWindow()
{
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
delete *itr;
}
m_SlotAreas.clear();
}
int cWindow::GetNumSlots(void) const
{
int res = 0;
for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
res += (*itr)->GetNumSlots();
} // for itr - m_SlotAreas[]
return res;
}
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);
}
bool cWindow::IsSlotInPlayerMainInventory(int a_SlotNum) const
{
// Returns true if the specified slot is in the Player Main Inventory slotarea
// The player main inventory is always 27 slots, 9 slots from the end of the inventory
return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots() - 9));
}
bool cWindow::IsSlotInPlayerHotbar(int a_SlotNum) const
{
// Returns true if the specified slot is in the Player Hotbar slotarea
// The hotbar is always the last 9 slots
return ((a_SlotNum >= GetNumSlots() - 9) && (a_SlotNum < GetNumSlots()));
}
bool cWindow::IsSlotInPlayerInventory(int a_SlotNum) const
{
// Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor.
// The player combined inventory is always the last 36 slots
return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots()));
}
void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const
{
a_Slots.clear();
a_Slots.reserve(GetNumSlots());
for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
int NumSlots = (*itr)->GetNumSlots();
for (int i = 0; i < NumSlots; i++)
{
const cItem * Item = (*itr)->GetSlot(i, a_Player);
if (Item == NULL)
{
a_Slots.push_back(cItem());
}
else
{
a_Slots.push_back(*Item);
}
}
} // for itr - m_SlotAreas[]
}
void cWindow::Clicked(
cPlayer & a_Player,
int a_WindowID, short a_SlotNum, eClickAction a_ClickAction,
const cItem & a_ClickedItem
)
{
if (a_WindowID != m_WindowID)
{
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;
}
switch (a_ClickAction)
{
case caRightClickOutside:
{
// Toss one of the dragged items:
a_Player.TossItem(true);
return;
}
case caLeftClickOutside:
{
// Toss all dragged items:
a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
return;
}
case caLeftClickOutsideHoldNothing:
case caRightClickOutsideHoldNothing:
{
// 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)
{
// TODO: Other click actions with irrelevant slot number (FS #371)
return;
}
int LocalSlotNum = a_SlotNum;
int idx = 0;
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
if (LocalSlotNum < (*itr)->GetNumSlots())
{
(*itr)->Clicked(a_Player, LocalSlotNum, a_ClickAction, a_ClickedItem);
return;
}
LocalSlotNum -= (*itr)->GetNumSlots();
idx++;
}
LOGWARNING("Slot number higher than available window slots: %d, max %d received from \"%s\"; ignoring.",
a_SlotNum, GetNumSlots(), a_Player.GetName().c_str()
);
}
void cWindow::OpenedByPlayer(cPlayer & a_Player)
{
{
cCSLock Lock(m_CS);
// If player is already in OpenedBy remove player first
m_OpenedBy.remove(&a_Player);
// Then add player
m_OpenedBy.push_back(&a_Player);
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
(*itr)->OnPlayerAdded(a_Player);
} // for itr - m_SlotAreas[]
}
a_Player.GetClientHandle()->SendWindowOpen(m_WindowID, m_WindowType, m_WindowTitle, GetNumSlots() - c_NumInventorySlots);
}
void cWindow::ClosedByPlayer(cPlayer & a_Player)
{
// Checks whether the player is still holding an item
if (a_Player.IsDraggingItem())
{
LOGD("Player holds item! Dropping it...");
a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
}
cClientHandle * ClientHandle = a_Player.GetClientHandle();
if (ClientHandle != NULL)
{
ClientHandle->SendWindowClose(*this);
}
{
cCSLock Lock(m_CS);
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
(*itr)->OnPlayerRemoved(a_Player);
} // for itr - m_SlotAreas[]
m_OpenedBy.remove(&a_Player);
if ((m_WindowType != Inventory) && m_OpenedBy.empty())
{
Destroy();
}
}
if (m_IsDestroyed)
{
delete this;
}
}
void cWindow::OwnerDestroyed()
{
m_Owner = NULL;
// Close window for each player. Note that the last one needs special handling
while (m_OpenedBy.size() > 1)
{
(*m_OpenedBy.begin() )->CloseWindow();
}
(*m_OpenedBy.begin() )->CloseWindow();
}
bool cWindow::ForEachPlayer(cItemCallback<cPlayer> & a_Callback)
{
cCSLock Lock(m_CS);
for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
{
if (a_Callback.Item(*itr))
{
return false;
}
} // for itr - m_OpenedBy[]
return true;
}
bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
{
cCSLock Lock(m_CS);
for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
{
if (a_Callback.Item((*itr)->GetClientHandle()))
{
return false;
}
} // for itr - m_OpenedBy[]
return true;
}
void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply)
{
// Ask each slot area to take as much of the stack as it can.
// First ask only slots that already have the same kind of item
// Then ask any remaining slots
for (int Pass = 0; Pass < 2; ++Pass)
{
if (m_ShouldDistributeToHotbarFirst)
{
// First distribute into the hotbar:
if (a_ExcludeArea != m_SlotAreas.back())
{
m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
if (a_ItemStack.IsEmpty())
{
// Distributed it all
return;
}
}
}
// The distribute to all other areas:
cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end();
for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr)
{
if (*itr == a_ExcludeArea)
{
continue;
}
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
if (a_ItemStack.IsEmpty())
{
// Distributed it all
return;
}
} // for itr - m_SlotAreas[]
} // for Pass - repeat twice
}
void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum)
{
int SlotBase = 0;
bool Found = false;
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
if (*itr == a_SlotArea)
{
Found = true;
break;
}
SlotBase += (*itr)->GetNumSlots();
} // for itr - m_SlotAreas[]
if (!Found)
{
LOGERROR("cWindow::SendSlot(): unknown a_SlotArea");
ASSERT(!"cWindow::SendSlot(): unknown a_SlotArea");
return;
}
a_Player.GetClientHandle()->SendInventorySlot(
m_WindowID, a_RelativeSlotNum + SlotBase, *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player))
);
}
void cWindow::Destroy(void)
{
if (m_Owner != NULL)
{
m_Owner->CloseWindow();
m_Owner = NULL;
}
m_IsDestroyed = true;
}
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());
int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size();
int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, 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
const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
cItem ToDistribute(a_Player.GetDraggingItem());
int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, 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());
}
int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums)
{
if ((size_t)(a_Item.m_ItemCount) < a_SlotNums.size())
{
LOGWARNING("%s: Distributing less items (%d) than slots (%u)", __FUNCTION__, (int)a_Item.m_ItemCount, a_SlotNums.size());
// This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now
return 0;
}
// Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.)
int NumDistributed = 0;
for (cSlotNums::const_iterator itr = a_SlotNums.begin(), end = a_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(a_Item);
ToStore.m_ItemCount = std::min(a_NumToEachSlot, (int)MaxStack);
Area->SetSlot(LocalSlotNum, a_Player, ToStore);
NumDistributed += ToStore.m_ItemCount;
}
else
{
// Occupied, add and cap at MaxStack:
int CanStore = std::min(a_NumToEachSlot, (int)MaxStack - AtSlot.m_ItemCount);
AtSlot.m_ItemCount += CanStore;
Area->SetSlot(LocalSlotNum, a_Player, AtSlot);
NumDistributed += CanStore;
}
} // for itr - SlotNums[]
return NumDistributed;
}
void cWindow::SendWholeWindow(cClientHandle & a_Client)
{
a_Client.SendWholeInventory(*this);
}
void cWindow::BroadcastWholeWindow(void)
{
cCSLock Lock(m_CS);
for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
{
SendWholeWindow(*(*itr)->GetClientHandle());
} // for itr - m_OpenedBy[]
}
void cWindow::BroadcastInventoryProgress(short a_Progressbar, short a_Value)
{
cCSLock Lock(m_CS);
for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
{
(*itr)->GetClientHandle()->SendInventoryProgress(m_WindowID, a_Progressbar, a_Value);
} // for itr - m_OpenedBy[]
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cInventoryWindow:
cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
cWindow(cWindow::Inventory, "MCS-Inventory"),
m_Player(a_Player)
{
m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
m_SlotAreas.push_back(new cSlotAreaArmor(*this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCraftingWindow:
cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
cWindow(cWindow::Workbench, "MCS-Workbench")
{
m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cChestWindow:
cChestWindow::cChestWindow(cChestEntity * a_Chest) :
cWindow(cWindow::Chest, "MCS-SingleChest"),
m_World(a_Chest->GetWorld()),
m_BlockX(a_Chest->GetPosX()),
m_BlockY(a_Chest->GetPosY()),
m_BlockZ(a_Chest->GetPosZ())
{
m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
// Play the opening sound:
m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
// Send out the chest-open packet:
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST);
}
cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest) :
cWindow(cWindow::Chest, "MCS-DoubleChest"),
m_World(a_PrimaryChest->GetWorld()),
m_BlockX(a_PrimaryChest->GetPosX()),
m_BlockY(a_PrimaryChest->GetPosY()),
m_BlockZ(a_PrimaryChest->GetPosZ())
{
m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
m_ShouldDistributeToHotbarFirst = false;
// Play the opening sound:
m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
// Send out the chest-open packet:
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST);
}
cChestWindow::~cChestWindow()
{
// Send out the chest-close packet:
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_CHEST);
m_World->BroadcastSoundEffect("random.chestclosed", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cDropSpenserWindow:
cDropSpenserWindow::cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
cWindow(cWindow::DropSpenser, "MCS-DropSpenser")
{
m_SlotAreas.push_back(new cSlotAreaDropSpenser(a_DropSpenser, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cFurnaceWindow:
cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
cWindow(cWindow::Furnace, "MCS-Furnace")
{
m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}