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-rw-r--r--source/UI/Window.cpp209
1 files changed, 201 insertions, 8 deletions
diff --git a/source/UI/Window.cpp b/source/UI/Window.cpp
index c2ce4127e..57a565a05 100644
--- a/source/UI/Window.cpp
+++ b/source/UI/Window.cpp
@@ -22,13 +22,13 @@ 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)
- , m_ShouldDistributeToHotbarFirst(true)
+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)
{
@@ -67,6 +67,40 @@ int cWindow::GetNumSlots(void) const
+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);
+}
+
+
+
+
+
void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const
{
a_Slots.clear();
@@ -102,7 +136,7 @@ void cWindow::Clicked(
{
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());
+ 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;
}
@@ -126,6 +160,12 @@ void cWindow::Clicked(
// 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)
@@ -353,6 +393,159 @@ void cWindow::Destroy(void)
+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());
+
+ if ((size_t)(ToDistribute.m_ItemCount) < SlotNums.size())
+ {
+ LOGWARNING("%s: Distributing less items (%d) than slots (%u)", __FUNCTION__, (int)ToDistribute.m_ItemCount, SlotNums.size());
+ // This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now
+ }
+
+ // Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.)
+ int NumDistributed = 0;
+ int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size();
+ for (cSlotNums::const_iterator itr = SlotNums.begin(), end = 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(ToDistribute);
+ ToStore.m_ItemCount = std::min(ToEachSlot, (int)MaxStack);
+ Area->SetSlot(LocalSlotNum, a_Player, ToStore);
+ NumDistributed += ToStore.m_ItemCount;
+ }
+ else
+ {
+ int CanStore = std::min(ToEachSlot, (int)MaxStack - AtSlot.m_ItemCount);
+ AtSlot.m_ItemCount += CanStore;
+ Area->SetSlot(LocalSlotNum, a_Player, AtSlot);
+ NumDistributed += CanStore;
+ }
+ } // for itr - 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
+}
+
+
+
+
+
void cWindow::SendWholeWindow(cClientHandle & a_Client)
{
a_Client.SendWholeInventory(*this);