// SlotArea.h
// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window
#pragma once
#include "../Inventory.h"
#include "Window.h"
class cWindow;
class cPlayer;
class cBeaconEntity;
class cChestEntity;
class cDropSpenserEntity;
class cEnderChestEntity;
class cFurnaceEntity;
class cCraftingRecipe;
class cEnchantingWindow;
class cWorld;
class cSlotArea
{
public:
cSlotArea(int a_NumSlots, cWindow & a_ParentWindow);
virtual ~cSlotArea() {} // force a virtual destructor in all subclasses
int GetNumSlots(void) const { return m_NumSlots; }
/// Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem.
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 0;
/// Called to set an item in the specified slot for the specified player
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0;
/// Called when a player clicks in the window. Parameters taken from the click packet.
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem);
/// Called from Clicked when the action is a shiftclick (left or right)
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
/// Called from Clicked when the action is a caDblClick
virtual void DblClicked(cPlayer & a_Player, int a_SlotNum);
/** Called from Clicked when the action is a middleclick */
virtual void MiddleClicked(cPlayer & a_Player, int a_SlotNum);
/** Called from Clicked when the action is a drop click. */
virtual void DropClicked(cPlayer & a_Player, int a_SlotNum, bool a_DropStack);
/** Called from Clicked when the action is a number click. */
virtual void NumberClicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction);
/// Called when a new player opens the same parent window. The window already tracks the player. CS-locked.
virtual void OnPlayerAdded(cPlayer & a_Player);
/// Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked.
virtual void OnPlayerRemoved(cPlayer & a_Player);
/** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change.
The default implementation searches each slot for available space and distributes the stack there.
if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled
*/
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots);
/// Called on DblClicking to collect all stackable items into hand.
/// The items are accumulated in a_Dragging and removed from the slots immediately.
/// If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
/// Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill.
virtual bool CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks);
protected:
int m_NumSlots;
cWindow & m_ParentWindow;
} ;
/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts
class cSlotAreaInventoryBase :
public cSlotArea
{
typedef cSlotArea super;
public:
cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow);
// Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) /*override*/;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
protected:
int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory
} ;
/// Handles the main inventory of each player, excluding the armor and hotbar
class cSlotAreaInventory :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
public:
cSlotAreaInventory(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(cInventory::invInventoryCount, cInventory::invInventoryOffset, a_ParentWindow)
{
}
} ;
/// Handles the hotbar of each player
class cSlotAreaHotBar :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
public:
cSlotAreaHotBar(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow)
{
}
} ;
/// Handles the armor area of the player's inventory
class cSlotAreaArmor :
public cSlotAreaInventoryBase
{
public:
cSlotAreaArmor(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(cInventory::invArmorCount, cInventory::invArmorOffset, a_ParentWindow)
{
}
/** Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.) */
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) /*override*/;
/** Called when a player clicks in the window. Parameters taken from the click packet. */
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) /*override*/;
static bool CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item);
} ;
/// Handles any slot area that is representing a cItemGrid; same items for all the players
class cSlotAreaItemGrid :
public cSlotArea,
public cItemGrid::cListener
{
typedef cSlotArea super;
public:
cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow);
virtual ~cSlotAreaItemGrid();
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
protected:
cItemGrid & m_ItemGrid;
// cItemGrid::cListener /*override*/s:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) /*override*/;
} ;
/** A cSlotArea with items layout that is private to each player and is temporary, such as
a crafting grid or an enchantment table.
This common ancestor stores the items in a per-player map. It also implements tossing items from the map.
*/
class cSlotAreaTemporary :
public cSlotArea
{
typedef cSlotArea super;
public:
cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow);
// cSlotArea /*override*/s:
virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
virtual void OnPlayerAdded (cPlayer & a_Player) /*override*/;
virtual void OnPlayerRemoved(cPlayer & a_Player) /*override*/;
/// Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End)
void TossItems(cPlayer & a_Player, int a_Begin, int a_End);
protected:
typedef std::map<int, std::vector<cItem> > cItemMap; // Maps EntityID -> items
cItemMap m_Items;
/// Returns the pointer to the slot array for the player specified.
cItem * GetPlayerSlots(cPlayer & a_Player);
} ;
class cSlotAreaCrafting :
public cSlotAreaTemporary
{
typedef cSlotAreaTemporary super;
public:
/// a_GridSize is allowed to be only 2 or 3
cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow);
// cSlotAreaTemporary /*override*/s:
virtual void Clicked (cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) /*override*/;
virtual void DblClicked (cPlayer & a_Player, int a_SlotNum);
virtual void OnPlayerRemoved(cPlayer & a_Player) /*override*/;
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
// Distributing items into this area is completely disabled
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) /*override*/;
protected:
/// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params
typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap;
int m_GridSize;
cRecipeMap m_Recipes;
/// Handles a click in the result slot. Crafts using the current recipe, if possible
void ClickedResult(cPlayer & a_Player);
/// Handles a shift-click in the result slot. Crafts using the current recipe until it changes or no more space for result.
void ShiftClickedResult(cPlayer & a_Player);
/** Handles a drop-click in the result slot. */
void DropClickedResult(cPlayer & a_Player);
/// Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player
void UpdateRecipe(cPlayer & a_Player);
/// Retrieves the recipe for the specified player from the map, or creates one if not found
cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player);
/// Called after an item has been crafted to handle statistics e.t.c.
void HandleCraftItem(const cItem & a_Result, cPlayer & a_Player);
} ;
class cSlotAreaAnvil :
public cSlotAreaTemporary
{
typedef cSlotAreaTemporary super;
public:
cSlotAreaAnvil(cAnvilWindow & a_ParentWindow);
// cSlotArea /*override*/s:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) /*override*/;
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) /*override*/;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) /*override*/;
// cSlotAreaTemporary /*override*/s:
virtual void OnPlayerRemoved(cPlayer & a_Player) /*override*/;
/** Can the player take the item from the slot? */
bool CanTakeResultItem(cPlayer & a_Player);
/** This function will call, when the player take the item from the slot. */
void OnTakeResult(cPlayer & a_Player);
/** Handles a click in the item slot. */
void UpdateResult(cPlayer & a_Player);
protected:
/** The maximum cost of repairing/renaming in the anvil. */
int m_MaximumCost;
/** The stack size of the second item where was used for repair */
char m_StackSizeToBeUsedInRepair;
} ;
class cSlotAreaBeacon :
public cSlotArea,
public cItemGrid::cListener
{
typedef cSlotArea super;
public:
cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow);
virtual ~cSlotAreaBeacon();
bool IsPlaceableItem(short a_ItemType);
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) /*override*/;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) /*override*/;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
protected:
cBeaconEntity * m_Beacon;
// cItemGrid::cListener /*override*/s:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) /*override*/;
} ;
class cSlotAreaEnchanting :
public cSlotAreaTemporary
{
typedef cSlotAreaTemporary super;
public:
cSlotAreaEnchanting(cEnchantingWindow & a_ParentWindow);
// cSlotArea /*override*/s:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) /*override*/;
virtual void DblClicked(cPlayer & a_Player, int a_SlotNum) /*override*/;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) /*override*/;
// cSlotAreaTemporary /*override*/s:
virtual void OnPlayerRemoved(cPlayer & a_Player) /*override*/;
/* Get the count of bookshelves who stand in the near of the enchanting table */
int GetBookshelvesCount(cWorld * a_World);
protected:
/** Handles a click in the item slot. */
void UpdateResult(cPlayer & a_Player);
};
class cSlotAreaChest :
public cSlotArea
{
public:
cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
protected:
cChestEntity * m_Chest;
} ;
class cSlotAreaDoubleChest :
public cSlotArea
{
public:
cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
protected:
cChestEntity * m_TopChest;
cChestEntity * m_BottomChest;
} ;
class cSlotAreaEnderChest :
public cSlotArea
{
public:
cSlotAreaEnderChest(cEnderChestEntity * a_EnderChest, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
protected:
cEnderChestEntity * m_EnderChest;
};
class cSlotAreaFurnace :
public cSlotArea,
public cItemGrid::cListener
{
typedef cSlotArea super;
public:
cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow);
virtual ~cSlotAreaFurnace();
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) /*override*/;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) /*override*/;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const /*override*/;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) /*override*/;
protected:
cFurnaceEntity * m_Furnace;
// cItemGrid::cListener /*override*/s:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) /*override*/;
/// Called after an item has been smelted to handle statistics e.t.c.
void HandleSmeltItem(const cItem & a_Result, cPlayer & a_Player);
} ;