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#include "cWindow.h"
#include "cItem.h"
#include "cMCLogger.h"
#include "cClientHandle.h"
#include "cPlayer.h"
#include "cInventory.h"
#include "cWindowOwner.h"
#include "packets/cPacket_WindowClick.h"
#include "packets/cPacket_WholeInventory.h"
#include "packets/cPacket_WindowOpen.h"
#include "packets/cPacket_WindowClose.h"
#include <list>
cWindow::cWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible )
: m_WindowID( 0 )
, m_WindowType( 0 )
, m_Owner( a_Owner )
, m_bInventoryVisible( a_bInventoryVisible )
, m_NumSlots( 0 )
, m_Slots( 0 )
, m_DraggingItem( 0 )
{
if( !m_bInventoryVisible ) m_DraggingItem = new cItem();
}
cWindow::~cWindow()
{
if( !m_bInventoryVisible && m_DraggingItem )
{
delete m_DraggingItem;
m_DraggingItem = 0;
}
}
cItem* cWindow::GetSlot( int a_Slot )
{
if(a_Slot > -1 && a_Slot < m_NumSlots)
{
return (m_Slots + a_Slot);
}
return 0;
}
cItem* cWindow::GetDraggingItem( cPlayer * a_Player /* = 0 */ )
{
if( m_bInventoryVisible && a_Player )
{
cWindow* Window = a_Player->GetInventory().GetWindow();
if( Window )
{
return Window->GetDraggingItem();
}
}
return m_DraggingItem;
}
void cWindow::Clicked( cPacket_WindowClick* a_ClickPacket, cPlayer & a_Player )
{
//LOG("cWindow click");
if( a_ClickPacket->m_WindowID != m_WindowID )
{
LOG("WRONG WINDOW ID!");
return;
}
if( m_bInventoryVisible )
{
cWindow* Window = a_Player.GetInventory().GetWindow();
if( Window )
{
m_DraggingItem = Window->GetDraggingItem();
}
}
bool bAsync = false;
if( a_ClickPacket->m_SlotNum == -999 ) // Outside window click
{
if( a_ClickPacket->m_RightMouse )
a_Player.TossItem( true );
else
a_Player.TossItem( true, m_DraggingItem->m_ItemCount );
}
else if( GetSlot( a_ClickPacket->m_SlotNum ) != 0 )
{
cItem* Item = GetSlot( a_ClickPacket->m_SlotNum );
if( a_ClickPacket->m_ItemID != Item->m_ItemID
|| a_ClickPacket->m_ItemCount != Item->m_ItemCount
|| a_ClickPacket->m_ItemUses != Item->m_ItemHealth )
{
if( !((a_ClickPacket->m_ItemID == -1 || a_ClickPacket->m_ItemID == 0) && (Item->m_ItemID == -1 || Item->m_ItemID == 0 )) )
{
LOG("My ID: %i Their ID: %i", Item->m_ItemID, a_ClickPacket->m_ItemID );
LOG("My Count: %i Their Count: %i", Item->m_ItemCount, a_ClickPacket->m_ItemCount );
LOG("My Uses: %i Their Uses: %i", Item->m_ItemHealth, a_ClickPacket->m_ItemUses );
bAsync = true;
}
}
}
if( m_DraggingItem && a_ClickPacket->m_SlotNum > -1 && a_ClickPacket->m_SlotNum < m_NumSlots )
{
if( a_ClickPacket->m_RightMouse == 0 )
{
if( !m_DraggingItem->Equals( m_Slots[a_ClickPacket->m_SlotNum] ) )
{
cItem tmp( *m_DraggingItem );
*m_DraggingItem = m_Slots[a_ClickPacket->m_SlotNum];
m_Slots[a_ClickPacket->m_SlotNum] = tmp; // Switch contents
}
else
{
int FreeSlots = 64 - m_Slots[a_ClickPacket->m_SlotNum].m_ItemCount;
int Filling = (FreeSlots > m_DraggingItem->m_ItemCount) ? m_DraggingItem->m_ItemCount : FreeSlots;
m_Slots[a_ClickPacket->m_SlotNum].m_ItemCount += (char)Filling;
m_DraggingItem->m_ItemCount -= (char)Filling;
if( m_DraggingItem->m_ItemCount <= 0 )
m_DraggingItem->Empty();
}
}
else // Right clicked
{
if( m_DraggingItem->m_ItemID <= 0 ) // Empty?
{
m_DraggingItem->m_ItemCount = (char)(((float)m_Slots[a_ClickPacket->m_SlotNum].m_ItemCount)/2.f + 0.5f);
m_Slots[a_ClickPacket->m_SlotNum].m_ItemCount -= m_DraggingItem->m_ItemCount;
m_DraggingItem->m_ItemID = m_Slots[a_ClickPacket->m_SlotNum].m_ItemID;
m_DraggingItem->m_ItemHealth = m_Slots[a_ClickPacket->m_SlotNum].m_ItemHealth;
if( m_Slots[a_ClickPacket->m_SlotNum].m_ItemCount <= 0 )
{
m_Slots[a_ClickPacket->m_SlotNum].Empty();
}
}
else if( m_Slots[a_ClickPacket->m_SlotNum].m_ItemID <= 0 || m_DraggingItem->Equals( m_Slots[a_ClickPacket->m_SlotNum] ) )
{ // Drop one item in slot
if( m_DraggingItem->m_ItemCount > 0 && m_Slots[a_ClickPacket->m_SlotNum].m_ItemCount < 64 )
{
m_Slots[a_ClickPacket->m_SlotNum].m_ItemID = m_DraggingItem->m_ItemID;
m_Slots[a_ClickPacket->m_SlotNum].m_ItemCount++;
m_Slots[a_ClickPacket->m_SlotNum].m_ItemHealth = m_DraggingItem->m_ItemHealth;
m_DraggingItem->m_ItemCount--;
}
if( m_DraggingItem->m_ItemCount <= 0 )
{
m_DraggingItem->Empty();
}
}
else if( !m_DraggingItem->Equals( m_Slots[a_ClickPacket->m_SlotNum]) ) // Swap contents
{
cItem tmp( *m_DraggingItem );
*m_DraggingItem = m_Slots[a_ClickPacket->m_SlotNum];
m_Slots[a_ClickPacket->m_SlotNum] = tmp; // Switch contents
}
}
if( bAsync )
{
LOG("Window is not synchonous with client. Sending whole window. ID: %i", m_WindowID);
for( std::list< cPlayer* >::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr )
{
SendWholeWindow( (*itr)->GetClientHandle() );
}
if( m_bInventoryVisible || m_OpenedBy.size() == 0 )
{
a_Player.GetInventory().SendWholeInventory( a_Player.GetClientHandle() );
}
}
}
else if( m_bInventoryVisible ) // Click in player inventory
{
a_ClickPacket->m_WindowID = 0;
a_ClickPacket->m_SlotNum -= (short)(m_NumSlots - 9);
cWindow* Window = a_Player.GetInventory().GetWindow();
if( Window )
{
Window->Clicked( a_ClickPacket, a_Player );
}
}
if( m_DraggingItem ) LOG("Dragging: %i", m_DraggingItem->m_ItemCount );
}
void cWindow::Open( cPlayer & a_Player )
{
// If player is already in OpenedBy remove player first
m_OpenedBy.remove( &a_Player );
// Then add player
m_OpenedBy.push_back( &a_Player );
cPacket_WindowOpen WindowOpen;
WindowOpen.m_WindowID = (char)m_WindowID;
WindowOpen.m_InventoryType = (char)m_WindowType;
WindowOpen.m_WindowTitle = m_WindowTitle;
WindowOpen.m_NumSlots = (char)m_NumSlots;
a_Player.GetClientHandle()->Send( WindowOpen );
}
void cWindow::Close( cPlayer & a_Player )
{
cPacket_WindowClose WindowClose;
WindowClose.m_Close = (char)m_WindowID;
cClientHandle* ClientHandle = a_Player.GetClientHandle();
if( ClientHandle ) ClientHandle->Send( WindowClose );
m_OpenedBy.remove( &a_Player );
if( m_OpenedBy.size() == 0 )
{
Destroy();
}
}
void cWindow::OwnerDestroyed()
{
m_Owner = 0;
while( m_OpenedBy.size() > 1 )
{
(*m_OpenedBy.begin() )->CloseWindow();
}
(*m_OpenedBy.begin() )->CloseWindow();
}
void cWindow::Destroy()
{
LOG("DESTROY WINDOW");
if( m_Owner )
{
m_Owner->CloseWindow();
m_Owner = 0;
}
delete this;
}
void cWindow::SendWholeWindow( cClientHandle* a_Client )
{
cPacket_WholeInventory Inventory( this );
a_Client->Send( Inventory );
}
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