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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-20 15:25:54 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-20 15:25:54 +0200 |
commit | bc466f07a454271d4845a7e8c7f0822541c5afbd (patch) | |
tree | c8455a2af322bbd847b6b4ea74256b78aa834c4c /source/UI/cWindow.cpp | |
parent | ProtoProxy: moar packets! (can now sustain parsing while connected to vanilla server, most of the times) (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | source/UI/cWindow.cpp | 385 |
1 files changed, 385 insertions, 0 deletions
diff --git a/source/UI/cWindow.cpp b/source/UI/cWindow.cpp new file mode 100644 index 000000000..475670425 --- /dev/null +++ b/source/UI/cWindow.cpp @@ -0,0 +1,385 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "cWindow.h" +#include "../cItem.h" +#include "../cClientHandle.h" +#include "../cPlayer.h" +#include "../cPickup.h" +#include "../cInventory.h" +#include "cWindowOwner.h" +#include "../items/Item.h" +#include "SlotArea.h" +#include "../cChestEntity.h" + + + + + +char cWindow::m_WindowIDCounter = 1; + + + + + +cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle) + : m_WindowID(1 + (m_WindowIDCounter++ % 127)) + , m_WindowType(a_WindowType) + , m_WindowTitle(a_WindowTitle) + , m_Owner(NULL) + , m_IsDestroyed(false) +{ + if (a_WindowType == Inventory) + { + m_WindowID = 0; + } + LOGD("Created a window at %p, type = %d, ID = %i, title = \"%s\".", + this, m_WindowType, m_WindowID, m_WindowTitle.c_str() + ); +} + + + + + +cWindow::~cWindow() +{ + LOGD("Deleted a window at %p", this); +} + + + + + +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; +} + + + + + +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, bool a_IsRightClick, bool a_IsShiftPressed, + const cItem & a_ClickedItem +) +{ + LOGD("cWindow::Clicked(): ID %d (exp %d), SlotNum %d", a_WindowID, m_WindowID, a_SlotNum); + + if (a_WindowID != m_WindowID) + { + LOG("WRONG WINDOW ID! (exp %d, got %d) received from \"%s\"", m_WindowID, a_WindowID, a_Player.GetName().c_str()); + return; + } + + if (a_SlotNum == -999) // Outside window click + { + if (a_IsRightClick) + { + a_Player.TossItem(true); + } + else + { + a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount); + } + 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()) + { + LOGD("SlotArea #%d (%d slots) handling the click", idx, (*itr)->GetNumSlots()); + (*itr)->Clicked(a_Player, LocalSlotNum, a_IsRightClick, a_IsShiftPressed, 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[] + } + + // TODO: Notify all areas that a new player has opened the window + + a_Player.GetClientHandle()->SendWindowOpen(m_WindowID, m_WindowType, m_WindowTitle, GetNumSlots() - c_NumInventorySlots); +} + + + + + +void cWindow::ClosedByPlayer(cPlayer & a_Player) +{ + ASSERT(m_WindowType != Inventory); // Inventory windows must not be closed (the client would repeat the close packet, looping forever) + + // 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(m_WindowID); + } + + { + 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_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((char)GetWindowType()); + } + (*m_OpenedBy.begin() )->CloseWindow((char)GetWindowType()); +} + + + + + +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::Destroy() +{ + LOGD("Destroying window %p (type %d)", this, m_WindowType); + if (m_Owner != NULL) + { + m_Owner->CloseWindow(); + m_Owner = NULL; + } + m_IsDestroyed = true; +} + + + + + +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)); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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)); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cChestWindow: + +cChestWindow::cChestWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cChestEntity * a_Chest) : + cWindow(cWindow::Chest, "MCS-Chest"), + m_World(a_Chest->GetWorld()), + m_BlockX(a_BlockX), + m_BlockY(a_BlockY), + m_BlockZ(a_BlockZ) +{ + m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this)); + + // TODO: Double chests + + m_SlotAreas.push_back(new cSlotAreaInventory(*this)); + + // 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); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// 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)); +} + + + + |