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-rw-r--r--src/UI/SlotArea.cpp897
-rw-r--r--src/UI/SlotArea.h313
-rw-r--r--src/UI/Window.cpp886
-rw-r--r--src/UI/Window.h300
-rw-r--r--src/UI/WindowOwner.h125
5 files changed, 2521 insertions, 0 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
new file mode 100644
index 000000000..7fd7cd996
--- /dev/null
+++ b/src/UI/SlotArea.cpp
@@ -0,0 +1,897 @@
+
+// SlotArea.cpp
+
+// Implements the cSlotArea class and its descendants
+
+#include "Globals.h"
+#include "SlotArea.h"
+#include "../Entities/Player.h"
+#include "../BlockEntities/ChestEntity.h"
+#include "../BlockEntities/DropSpenserEntity.h"
+#include "../BlockEntities/FurnaceEntity.h"
+#include "../Items/ItemHandler.h"
+#include "Window.h"
+#include "../CraftingRecipes.h"
+#include "../Root.h"
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotArea:
+
+cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
+ m_NumSlots(a_NumSlots),
+ m_ParentWindow(a_ParentWindow)
+{
+}
+
+
+
+
+
+void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+{
+ /*
+ LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
+ GetNumSlots(), a_SlotNum,
+ ItemToFullString(a_ClickedItem).c_str(),
+ ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
+ );
+ */
+
+ ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
+
+ bool bAsync = false;
+ if (GetSlot(a_SlotNum, a_Player) == NULL)
+ {
+ LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
+ return;
+ }
+
+ switch (a_ClickAction)
+ {
+ case caShiftLeftClick:
+ case caShiftRightClick:
+ {
+ ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
+ return;
+ }
+
+ case caDblClick:
+ {
+ DblClicked(a_Player, a_SlotNum);
+ return;
+ }
+ }
+
+ cItem Slot(*GetSlot(a_SlotNum, a_Player));
+ if (!Slot.IsSameType(a_ClickedItem))
+ {
+ LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
+ LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
+ LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
+ bAsync = true;
+ }
+ cItem & DraggingItem = a_Player.GetDraggingItem();
+ switch (a_ClickAction)
+ {
+ case caRightClick:
+ {
+ if (DraggingItem.m_ItemType <= 0) // Empty-handed?
+ {
+ DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
+ Slot.m_ItemCount -= DraggingItem.m_ItemCount;
+ DraggingItem.m_ItemType = Slot.m_ItemType;
+ DraggingItem.m_ItemDamage = Slot.m_ItemDamage;
+
+ if (Slot.m_ItemCount <= 0)
+ {
+ Slot.Empty();
+ }
+ }
+ else if ((Slot.m_ItemType <= 0) || DraggingItem.IsEqual(Slot))
+ {
+ // Drop one item in slot
+ cItemHandler * Handler = ItemHandler(Slot.m_ItemType);
+ if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
+ {
+ Slot.m_ItemType = DraggingItem.m_ItemType;
+ Slot.m_ItemCount++;
+ Slot.m_ItemDamage = DraggingItem.m_ItemDamage;
+ DraggingItem.m_ItemCount--;
+ }
+ if (DraggingItem.m_ItemCount <= 0)
+ {
+ DraggingItem.Empty();
+ }
+ }
+ else if (!DraggingItem.IsEqual(Slot))
+ {
+ // Swap contents
+ cItem tmp(DraggingItem);
+ DraggingItem = Slot;
+ Slot = tmp;
+ }
+ break;
+ }
+
+ case caLeftClick:
+ {
+ // Left-clicked
+ if (!DraggingItem.IsEqual(Slot))
+ {
+ // Switch contents
+ cItem tmp(DraggingItem);
+ DraggingItem = Slot;
+ Slot = tmp;
+ }
+ else
+ {
+ // Same type, add items:
+ cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemType);
+ int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount;
+ if (FreeSlots < 0)
+ {
+ ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?");
+ FreeSlots = 0;
+ }
+ int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
+ Slot.m_ItemCount += (char)Filling;
+ DraggingItem.m_ItemCount -= (char)Filling;
+ if (DraggingItem.m_ItemCount <= 0)
+ {
+ DraggingItem.Empty();
+ }
+ }
+ break;
+ }
+ default:
+ {
+ LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
+ m_ParentWindow.BroadcastWholeWindow();
+ return;
+ }
+ } // switch (a_ClickAction
+
+ SetSlot(a_SlotNum, a_Player, Slot);
+ if (bAsync)
+ {
+ m_ParentWindow.BroadcastWholeWindow();
+ }
+
+}
+
+
+
+
+
+void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
+{
+ // Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
+ cItem Slot(*GetSlot(a_SlotNum, a_Player));
+ m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
+ if (Slot.IsEmpty())
+ {
+ // Empty the slot completely, the cilent doesn't like left-over ItemType with zero count
+ Slot.Empty();
+ }
+ SetSlot(a_SlotNum, a_Player, Slot);
+
+ // Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
+ m_ParentWindow.BroadcastWholeWindow();
+}
+
+
+
+
+
+void cSlotArea::DblClicked(cPlayer & a_Player, int a_SlotNum)
+{
+ cItem & Dragging = a_Player.GetDraggingItem();
+ if (Dragging.IsEmpty())
+ {
+ // Move the item in the dblclicked slot into hand:
+ Dragging = *GetSlot(a_SlotNum, a_Player);
+ cItem EmptyItem;
+ SetSlot(a_SlotNum, a_Player, EmptyItem);
+ }
+ if (Dragging.IsEmpty())
+ {
+ LOGD("%s DblClicked with an empty hand over empty slot, ignoring", a_Player.GetName().c_str());
+ return;
+ }
+
+ // Add as many items from the surrounding area into hand as possible:
+ // First skip full stacks, then if there's still space, process full stacks as well:
+ if (!m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, false))
+ {
+ m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, true);
+ }
+
+ m_ParentWindow.BroadcastWholeWindow(); // We need to broadcast, in case the window was a chest opened by multiple players
+}
+
+
+
+
+
+void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
+{
+ for (int i = 0; i < m_NumSlots; i++)
+ {
+ const cItem * Slot = GetSlot(i, a_Player);
+ if (!Slot->IsStackableWith(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
+ {
+ // Different items
+ continue;
+ }
+ int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
+ if (NumFit <= 0)
+ {
+ // Full stack already
+ continue;
+ }
+ if (NumFit > a_ItemStack.m_ItemCount)
+ {
+ NumFit = a_ItemStack.m_ItemCount;
+ }
+ if (a_Apply)
+ {
+ cItem NewSlot(a_ItemStack);
+ NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
+ SetSlot(i, a_Player, NewSlot);
+ }
+ a_ItemStack.m_ItemCount -= NumFit;
+ if (a_ItemStack.IsEmpty())
+ {
+ return;
+ }
+ } // for i - Slots
+}
+
+
+
+
+
+bool cSlotArea::CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks)
+{
+ int NumSlots = GetNumSlots();
+ for (int i = 0; i < NumSlots; i++)
+ {
+ const cItem & SlotItem = *GetSlot(i, a_Player);
+ if (!SlotItem.IsStackableWith(a_Dragging))
+ {
+ continue;
+ }
+ int ToMove = a_Dragging.GetMaxStackSize() - a_Dragging.m_ItemCount;
+ if (ToMove > SlotItem.m_ItemCount)
+ {
+ ToMove = SlotItem.m_ItemCount;
+ }
+ a_Dragging.m_ItemCount += ToMove;
+ cItem NewSlot(SlotItem);
+ NewSlot.m_ItemCount -= ToMove;
+ SetSlot(i, a_Player, NewSlot);
+ if (!NewSlot.IsEmpty())
+ {
+ // There are leftovers in the slot, so a_Dragging must be full
+ return true;
+ }
+ } // for i - Slots[]
+ // a_Dragging may be full if there were exactly the number of items needed to fill it
+ return a_Dragging.IsFullStack();
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaChest:
+
+cSlotAreaChest::cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow) :
+ cSlotArea(27, a_ParentWindow),
+ m_Chest(a_Chest)
+{
+}
+
+
+
+
+
+const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
+{
+ // a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly:
+ return &(m_Chest->GetSlot(a_SlotNum));
+}
+
+
+
+
+
+void cSlotAreaChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+{
+ m_Chest->SetSlot(a_SlotNum, a_Item);
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaDoubleChest:
+
+cSlotAreaDoubleChest::cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow) :
+ cSlotArea(54, a_ParentWindow),
+ m_TopChest(a_TopChest),
+ m_BottomChest(a_BottomChest)
+{
+}
+
+
+
+
+
+const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player) const
+{
+ // a_SlotNum ranges from 0 to 53, use that to index the correct chest's inventory:
+ if (a_SlotNum < 27)
+ {
+ return &(m_TopChest->GetSlot(a_SlotNum));
+ }
+ else
+ {
+ return &(m_BottomChest->GetSlot(a_SlotNum - 27));
+ }
+}
+
+
+
+
+
+void cSlotAreaDoubleChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+{
+ if (a_SlotNum < 27)
+ {
+ m_TopChest->SetSlot(a_SlotNum, a_Item);
+ }
+ else
+ {
+ m_BottomChest->SetSlot(a_SlotNum - 27, a_Item);
+ }
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaCrafting:
+
+cSlotAreaCrafting::cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow) :
+ cSlotAreaTemporary(1 + a_GridSize * a_GridSize, a_ParentWindow),
+ m_GridSize(a_GridSize)
+{
+ ASSERT((a_GridSize == 2) || (a_GridSize == 3));
+}
+
+
+
+
+
+void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+{
+ // Override for craft result slot
+ if (a_SlotNum == 0)
+ {
+ if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
+ {
+ ShiftClickedResult(a_Player);
+ }
+ else
+ {
+ ClickedResult(a_Player);
+ }
+ return;
+ }
+ super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
+ UpdateRecipe(a_Player);
+}
+
+
+
+
+
+void cSlotAreaCrafting::DblClicked(cPlayer & a_Player, int a_SlotNum)
+{
+ if (a_SlotNum == 0)
+ {
+ // Dbl-clicking the crafting result slot shouldn't collect items to hand
+ return;
+ }
+ super::DblClicked(a_Player, a_SlotNum);
+}
+
+
+
+
+
+void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
+{
+ // Toss all items on the crafting grid:
+ TossItems(a_Player, 1, m_NumSlots);
+
+ // Remove the current recipe from the player -> recipe map:
+ for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
+ {
+ if (itr->first == a_Player.GetUniqueID())
+ {
+ // Remove the player from the recipe map:
+ m_Recipes.erase(itr);
+ return;
+ }
+ } // for itr - m_Recipes[]
+ // Player not found - that is acceptable
+}
+
+
+
+
+
+void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
+{
+ const cItem * ResultSlot = GetSlot(0, a_Player);
+ cItem & DraggingItem = a_Player.GetDraggingItem();
+
+ // Get the current recipe:
+ cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
+
+ cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
+ cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
+
+ // If possible, craft:
+ if (DraggingItem.IsEmpty())
+ {
+ DraggingItem = Recipe.GetResult();
+ Recipe.ConsumeIngredients(Grid);
+ Grid.CopyToItems(PlayerSlots);
+ }
+ else if (DraggingItem.IsEqual(Recipe.GetResult()))
+ {
+ cItemHandler * Handler = ItemHandler(Recipe.GetResult().m_ItemType);
+ if (DraggingItem.m_ItemCount + Recipe.GetResult().m_ItemCount <= Handler->GetMaxStackSize())
+ {
+ DraggingItem.m_ItemCount += Recipe.GetResult().m_ItemCount;
+ Recipe.ConsumeIngredients(Grid);
+ Grid.CopyToItems(PlayerSlots);
+ }
+ }
+
+ // Get the new recipe and update the result slot:
+ UpdateRecipe(a_Player);
+
+ // We're done. Send all changes to the client and bail out:
+ m_ParentWindow.BroadcastWholeWindow();
+}
+
+
+
+
+
+void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
+{
+ cItem Result(*GetSlot(0, a_Player));
+ if (Result.IsEmpty())
+ {
+ return;
+ }
+ cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
+ do
+ {
+ // Try distributing the result. If it fails, bail out:
+ cItem ResultCopy(Result);
+ m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, false);
+ if (!ResultCopy.IsEmpty())
+ {
+ // Couldn't distribute all of it. Bail out
+ return;
+ }
+
+ // Distribute the result, this time for real:
+ ResultCopy = Result;
+ m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, true);
+
+ // Remove the ingredients from the crafting grid and update the recipe:
+ cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
+ cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
+ Recipe.ConsumeIngredients(Grid);
+ Grid.CopyToItems(PlayerSlots);
+ UpdateRecipe(a_Player);
+ if (!Recipe.GetResult().IsEqual(Result))
+ {
+ // The recipe has changed, bail out
+ return;
+ }
+ } while (true);
+}
+
+
+
+
+
+void cSlotAreaCrafting::UpdateRecipe(cPlayer & a_Player)
+{
+ cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
+ cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
+ cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
+ SetSlot(0, a_Player, Recipe.GetResult());
+ m_ParentWindow.SendSlot(a_Player, this, 0);
+}
+
+
+
+
+
+cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
+{
+ for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
+ {
+ if (itr->first == a_Player.GetUniqueID())
+ {
+ return itr->second;
+ }
+ } // for itr - m_Recipes[]
+
+ // Not found. Add a new one:
+ cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
+ cCraftingRecipe Recipe(Grid);
+ cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
+ m_Recipes.push_back(std::make_pair(a_Player.GetUniqueID(), Recipe));
+ return m_Recipes.back().second;
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaFurnace:
+
+cSlotAreaFurnace::cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow) :
+ cSlotArea(3, a_ParentWindow),
+ m_Furnace(a_Furnace)
+{
+ m_Furnace->GetContents().AddListener(*this);
+}
+
+
+
+
+
+cSlotAreaFurnace::~cSlotAreaFurnace()
+{
+ m_Furnace->GetContents().RemoveListener(*this);
+}
+
+
+
+
+
+void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+{
+ super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
+
+ if (m_Furnace == NULL)
+ {
+ LOGERROR("cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
+ ASSERT(!"cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
+ return;
+ }
+}
+
+
+
+
+
+const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player) const
+{
+ // a_SlotNum ranges from 0 to 2, query the items from the underlying furnace:
+ return &(m_Furnace->GetSlot(a_SlotNum));
+}
+
+
+
+
+
+void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+{
+ m_Furnace->SetSlot(a_SlotNum, a_Item);
+}
+
+
+
+
+
+void cSlotAreaFurnace::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
+{
+ // Something has changed in the window, broadcast the entire window to all clients
+ ASSERT(a_ItemGrid == &(m_Furnace->GetContents()));
+
+ m_ParentWindow.BroadcastWholeWindow();
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaInventoryBase:
+
+cSlotAreaInventoryBase::cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow) :
+ cSlotArea(a_NumSlots, a_ParentWindow),
+ m_SlotOffset(a_SlotOffset)
+{
+}
+
+
+
+
+
+void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+{
+ if (a_Player.IsGameModeCreative() && (m_ParentWindow.GetWindowType() == cWindow::wtInventory))
+ {
+ // Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
+ SetSlot(a_SlotNum, a_Player, a_ClickedItem);
+ return;
+ }
+
+ // Survival inventory and all other windows' inventory has the same handling as normal slot areas
+ super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
+ return;
+}
+
+
+
+
+
+const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player) const
+{
+ // a_SlotNum ranges from 0 to 35, map that to the player's inventory slots according to the internal offset
+ return &a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset);
+}
+
+
+
+
+
+void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+{
+ a_Player.GetInventory().SetSlot(a_SlotNum + m_SlotOffset, a_Item);
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaArmor:
+
+void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
+{
+ if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty())
+ {
+ if (a_ShouldApply)
+ {
+ SetSlot(0, a_Player, a_ItemStack.CopyOne());
+ }
+ a_ItemStack.m_ItemCount -= 1;
+ }
+ else if (ItemCategory::IsChestPlate(a_ItemStack.m_ItemType) && GetSlot(1, a_Player)->IsEmpty())
+ {
+ if (a_ShouldApply)
+ {
+ SetSlot(1, a_Player, a_ItemStack.CopyOne());
+ }
+ a_ItemStack.m_ItemCount -= 1;
+ }
+ else if (ItemCategory::IsLeggings(a_ItemStack.m_ItemType) && GetSlot(2, a_Player)->IsEmpty())
+ {
+ if (a_ShouldApply)
+ {
+ SetSlot(2, a_Player, a_ItemStack.CopyOne());
+ }
+ a_ItemStack.m_ItemCount -= 1;
+ }
+ else if (ItemCategory::IsBoots(a_ItemStack.m_ItemType) && GetSlot(3, a_Player)->IsEmpty())
+ {
+ if (a_ShouldApply)
+ {
+ SetSlot(3, a_Player, a_ItemStack.CopyOne());
+ }
+ a_ItemStack.m_ItemCount -= 1;
+ }
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaItemGrid:
+
+cSlotAreaItemGrid::cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow) :
+ super(a_ItemGrid.GetNumSlots(), a_ParentWindow),
+ m_ItemGrid(a_ItemGrid)
+{
+ m_ItemGrid.AddListener(*this);
+}
+
+
+
+
+
+cSlotAreaItemGrid::~cSlotAreaItemGrid()
+{
+ m_ItemGrid.RemoveListener(*this);
+}
+
+
+
+
+
+const cItem * cSlotAreaItemGrid::GetSlot(int a_SlotNum, cPlayer & a_Player) const
+{
+ return &m_ItemGrid.GetSlot(a_SlotNum);
+}
+
+
+
+
+
+void cSlotAreaItemGrid::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+{
+ m_ItemGrid.SetSlot(a_SlotNum, a_Item);
+}
+
+
+
+
+
+void cSlotAreaItemGrid::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
+{
+ ASSERT(a_ItemGrid == &m_ItemGrid);
+ m_ParentWindow.BroadcastSlot(this, a_SlotNum);
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaTemporary:
+
+cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow) :
+ cSlotArea(a_NumSlots, a_ParentWindow)
+{
+}
+
+
+
+
+
+const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player) const
+{
+ cItemMap::const_iterator itr = m_Items.find(a_Player.GetUniqueID());
+ if (itr == m_Items.end())
+ {
+ LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
+ ASSERT(!"cSlotAreaTemporary: player not found!");
+
+ // Player not found, this should not happen, ever! Return NULL, but things may break by this.
+ return NULL;
+ }
+
+ if (a_SlotNum >= (int)(itr->second.size()))
+ {
+ LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
+ ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
+ return NULL;
+ }
+
+ return &(itr->second[a_SlotNum]);
+}
+
+
+
+
+
+void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
+{
+ cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
+ if (itr == m_Items.end())
+ {
+ // Player not found
+ LOGWARNING("cSlotAreaTemporary: player not found!");
+ return;
+ }
+
+ if (a_SlotNum >= (int)(itr->second.size()))
+ {
+ LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
+ return;
+ }
+
+ itr->second[a_SlotNum] = a_Item;
+}
+
+
+
+
+
+void cSlotAreaTemporary::OnPlayerAdded(cPlayer & a_Player)
+{
+ ASSERT(m_Items.find(a_Player.GetUniqueID()) == m_Items.end()); // The player shouldn't be in the itemmap, otherwise we probably have a leak
+ m_Items[a_Player.GetUniqueID()].resize(m_NumSlots); // Make the vector the specified size of empty items
+}
+
+
+
+
+
+void cSlotAreaTemporary::OnPlayerRemoved(cPlayer & a_Player)
+{
+ cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
+ ASSERT(itr != m_Items.end()); // The player should be in the list, otherwise a call to OnPlayerAdded() was mismatched
+ m_Items.erase(itr);
+}
+
+
+
+
+
+void cSlotAreaTemporary::TossItems(cPlayer & a_Player, int a_Begin, int a_End)
+{
+ cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
+ if (itr == m_Items.end())
+ {
+ LOGWARNING("Player tossing items (%s) not found in the item map", a_Player.GetName().c_str());
+ return;
+ }
+
+ cItems Drops;
+ for (int i = a_Begin; i < a_End; i++)
+ {
+ cItem & Item = itr->second[i];
+ if (!Item.IsEmpty())
+ {
+ Drops.push_back(Item);
+ }
+ Item.Empty();
+ } // for i - itr->second[]
+
+ double vX = 0, vY = 0, vZ = 0;
+ EulerToVector(-a_Player.GetRotation(), a_Player.GetPitch(), vZ, vX, vY);
+ vY = -vY * 2 + 1.f;
+ a_Player.GetWorld()->SpawnItemPickups(Drops, a_Player.GetPosX(), a_Player.GetPosY() + 1.6f, a_Player.GetPosZ(), vX * 3, vY * 3, vZ * 3, true); // 'true' because player created
+}
+
+
+
+
+
+cItem * cSlotAreaTemporary::GetPlayerSlots(cPlayer & a_Player)
+{
+ cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
+ if (itr == m_Items.end())
+ {
+ return NULL;
+ }
+ return &(itr->second[0]);
+}
+
+
+
+
diff --git a/src/UI/SlotArea.h b/src/UI/SlotArea.h
new file mode 100644
index 000000000..b1944d901
--- /dev/null
+++ b/src/UI/SlotArea.h
@@ -0,0 +1,313 @@
+
+// SlotArea.h
+
+// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window
+
+
+
+
+#pragma once
+
+#include "../Inventory.h"
+
+
+
+class cWindow;
+class cPlayer;
+class cChestEntity;
+class cDropSpenserEntity;
+class cFurnaceEntity;
+class cCraftingRecipe;
+
+
+
+
+
+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 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;
+} ;
+
+
+
+
+
+/// 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 overrides:
+ 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 overrides:
+ 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 overrides:
+ 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;
+
+ // 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);
+
+ /// 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);
+} ;
+
+
+
+
+
+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 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 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 overrides:
+ virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
+} ;
+
+
+
+
diff --git a/src/UI/Window.cpp b/src/UI/Window.cpp
new file mode 100644
index 000000000..f5c62692f
--- /dev/null
+++ b/src/UI/Window.cpp
@@ -0,0 +1,886 @@
+#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 "../Entities/Player.h"
+#include "../Entities/Pickup.h"
+#include "../Inventory.h"
+#include "../Items/ItemHandler.h"
+#include "../BlockEntities/ChestEntity.h"
+#include "../BlockEntities/DropSpenserEntity.h"
+#include "../BlockEntities/HopperEntity.h"
+
+
+
+
+
+char cWindow::m_WindowIDCounter = 1;
+
+
+
+
+
+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 == wtInventory)
+ {
+ 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(*this);
+}
+
+
+
+
+
+bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
+{
+ // 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 != wtInventory) && m_OpenedBy.empty())
+ {
+ Destroy();
+ }
+ }
+ if (m_IsDestroyed)
+ {
+ delete this;
+ }
+
+ return true;
+}
+
+
+
+
+
+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
+}
+
+
+
+
+
+bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks)
+{
+ // First ask the slot areas from a_Area till the end of list:
+ bool ShouldCollect = false;
+ for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
+ {
+ if (&a_Area == *itr)
+ {
+ ShouldCollect = true;
+ }
+ if (!ShouldCollect)
+ {
+ continue;
+ }
+ if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
+ {
+ // a_Dragging is full
+ return true;
+ }
+ }
+
+ // a_Dragging still not full, ask slot areas before a_Area in the list:
+ for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
+ {
+ if (*itr == &a_Area)
+ {
+ // All areas processed
+ return false;
+ }
+ if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
+ {
+ // a_Dragging is full
+ return true;
+ }
+ }
+ // Shouldn't reach here
+ // a_Area is expected to be part of m_SlotAreas[], so the "return false" in the loop above should have returned already
+ ASSERT(!"This branch should not be reached");
+ return false;
+}
+
+
+
+
+
+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 = AtSlot.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 if (AtSlot.IsStackableWith(a_Item))
+ {
+ // 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::BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum)
+{
+ // Translate local slot num into global slot num:
+ int SlotNum = 0;
+ bool HasFound = false;
+ for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
+ {
+ if (a_Area == *itr)
+ {
+ SlotNum += a_LocalSlotNum;
+ HasFound = true;
+ break;
+ }
+ SlotNum += (*itr)->GetNumSlots();
+ } // for itr - m_SlotAreas[]
+ if (!HasFound)
+ {
+ LOGWARNING("%s: Invalid slot area parameter", __FUNCTION__);
+ ASSERT(!"Invalid slot area");
+ return;
+ }
+
+ // Broadcast the update packet:
+ cCSLock Lock(m_CS);
+ for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
+ {
+ (*itr)->GetClientHandle()->SendInventorySlot(m_WindowID, SlotNum, *a_Area->GetSlot(a_LocalSlotNum, **itr));
+ } // for itr - m_OpenedBy[]
+}
+
+
+
+
+
+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::BroadcastProgress(int a_Progressbar, int a_Value)
+{
+ cCSLock Lock(m_CS);
+ for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
+ {
+ (*itr)->GetClientHandle()->SendWindowProperty(*this, a_Progressbar, a_Value);
+ } // for itr - m_OpenedBy[]
+}
+
+
+
+
+
+void cWindow::SetProperty(int a_Property, int a_Value)
+{
+ cCSLock Lock(m_CS);
+ for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
+ {
+ (*itr)->GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
+ } // for itr - m_OpenedBy[]
+}
+
+
+
+
+
+void cWindow::SetProperty(int a_Property, int a_Value, cPlayer & a_Player)
+{
+ a_Player.GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cInventoryWindow:
+
+cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
+ cWindow(wtInventory, "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(wtWorkbench, "Crafting Table")
+{
+ 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(wtChest, "Chest"),
+ 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(wtChest, "Double Chest"),
+ 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(wtDropSpenser, "Dropspenser")
+{
+ m_ShouldDistributeToHotbarFirst = false;
+ m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
+ m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cHopperWindow:
+
+cHopperWindow::cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) :
+ super(wtHopper, "Hopper")
+{
+ m_ShouldDistributeToHotbarFirst = false;
+ m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *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(wtFurnace, "Furnace")
+{
+ m_ShouldDistributeToHotbarFirst = false;
+ m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
+ m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
+}
+
+
+
+
diff --git a/src/UI/Window.h b/src/UI/Window.h
new file mode 100644
index 000000000..c44b900d7
--- /dev/null
+++ b/src/UI/Window.h
@@ -0,0 +1,300 @@
+
+// Window.h
+
+// Interfaces to the cWindow class representing a UI window for a specific block
+
+
+
+
+
+#pragma once
+
+#include "../ItemGrid.h"
+
+
+
+
+
+class cPlayer;
+class cWindowOwner;
+class cClientHandle;
+class cChestEntity;
+class cDropSpenserEntity;
+class cFurnaceEntity;
+class cHopperEntity;
+class cSlotArea;
+class cWorld;
+
+typedef std::list<cPlayer *> cPlayerList;
+typedef std::vector<cSlotArea *> cSlotAreas;
+
+
+
+
+
+// tolua_begin
+
+/**
+Represents a UI window.
+
+Each window has a list of players that are currently using it
+When there's no player using a window, it is destroyed.
+A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
+the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks.
+The window acts only as a top-level container for those areas, redirecting the click events to the correct areas.
+Inventory painting, introduced in 1.5, is handled by the window, too
+*/
+class cWindow
+{
+public:
+ enum WindowType
+ {
+ wtInventory = -1, // This value is never actually sent to a client
+ wtChest = 0,
+ wtWorkbench = 1,
+ wtFurnace = 2,
+ wtDropSpenser = 3, // Dropper or Dispenser
+ wtEnchantment = 4,
+ wtBrewery = 5,
+ wtNPCTrade = 6,
+ wtBeacon = 7,
+ wtAnvil = 8,
+ wtHopper = 9,
+ // Unknown: 10
+ wtAnimalChest = 11,
+ };
+
+ // tolua_end
+
+ static const int c_NumInventorySlots = 36;
+
+ cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
+ virtual ~cWindow();
+
+ char GetWindowID(void) const { return m_WindowID; } // tolua_export
+ int GetWindowType(void) const { return m_WindowType; } // tolua_export
+
+ cWindowOwner * GetOwner(void) { return m_Owner; }
+ void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; }
+
+ /// Returns the total number of slots
+ int GetNumSlots(void) const;
+
+ /// Returns the number of slots, excluding the player's inventory (used for network protocols)
+ int GetNumNonInventorySlots(void) const { return GetNumSlots() - c_NumInventorySlots; }
+
+ // tolua_begin
+
+ /// Returns the item at the specified slot for the specified player. Returns NULL if invalid SlotNum requested
+ const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const;
+
+ /// Sets the item to the specified slot for the specified player
+ void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item);
+
+ /// Returns true if the specified slot is in the Player Main Inventory slotarea
+ bool IsSlotInPlayerMainInventory(int a_SlotNum) const;
+
+ /// Returns true if the specified slot is in the Player Hotbar slotarea
+ bool IsSlotInPlayerHotbar(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.
+ bool IsSlotInPlayerInventory(int a_SlotNum) const;
+
+ // tolua_end
+
+ /// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player
+ void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
+
+ /// Handles a click event from a player
+ void Clicked(
+ cPlayer & a_Player, int a_WindowID,
+ short a_SlotNum, eClickAction a_ClickAction,
+ const cItem & a_ClickedItem
+ );
+
+ void OpenedByPlayer(cPlayer & a_Player);
+
+ /// Called when a player closes this window; notifies all slot areas. Returns true if close accepted
+ virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse);
+
+ /// Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area
+ void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum);
+
+ /// Sends the contents of the whole window to the specified client
+ void SendWholeWindow(cClientHandle & a_Client);
+
+ /// Sends the contents of the whole window to all clients of this window.
+ void BroadcastWholeWindow(void);
+
+ /// Sends the progressbar to all clients of this window (same as SetProperty)
+ void BroadcastProgress(int a_Progressbar, int a_Value);
+
+ // tolua_begin
+
+ const AString & GetWindowTitle() const { return m_WindowTitle; }
+ void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
+
+ /// Sends the UpdateWindowProperty (0x69) packet to all clients of the window
+ void SetProperty(int a_Property, int a_Value);
+
+ /// Sends the UpdateWindowPropert(0x69) packet to the specified player
+ void SetProperty(int a_Property, int a_Value, cPlayer & a_Player);
+
+ // tolua_end
+
+ void OwnerDestroyed(void);
+
+ /// Calls the callback safely for each player that has this window open; returns true if all players have been enumerated
+ bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback);
+
+ /// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated
+ bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
+
+ /** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed!
+ 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)
+ */
+ void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply);
+
+ /// Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
+ /// The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
+ /// If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
+ /// Returns true if full stack has been collected, false if there's space remaining to fill.
+ bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks);
+
+ /// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea
+ void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum);
+
+protected:
+ cSlotAreas m_SlotAreas;
+
+ char m_WindowID;
+ int m_WindowType;
+ AString m_WindowTitle;
+
+ cCriticalSection m_CS;
+ cPlayerList m_OpenedBy;
+
+ bool m_IsDestroyed;
+ bool m_ShouldDistributeToHotbarFirst; ///< If set (default), shift+click tries to distribute to hotbar first, then other areas. False for doublechests
+
+ cWindowOwner * m_Owner;
+
+ static char m_WindowIDCounter;
+
+ /// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying
+ virtual void Destroy(void);
+
+ /** Returns the correct slot area for the specified window-global SlotNum
+ Also returns the area-local SlotNum corresponding to the GlobalSlotNum
+ If the global SlotNum is out of range, returns NULL
+ */
+ cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum);
+
+ /** Returns the correct slot area for the specified window-global SlotNum
+ Also returns the area-local SlotNum corresponding to the GlobalSlotNum
+ If the global SlotNum is out of range, returns NULL.
+ Const version.
+ */
+ const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
+
+ /// Prepares the internal structures for inventory painting from the specified player
+ void OnPaintBegin(cPlayer & a_Player);
+
+ /// Adds the slot to the internal structures for inventory painting by the specified player
+ void OnPaintProgress(cPlayer & a_Player, int a_SlotNum);
+
+ /// Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible
+ void OnLeftPaintEnd(cPlayer & a_Player);
+
+ /// Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot
+ void OnRightPaintEnd(cPlayer & a_Player);
+
+ /// Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed
+ int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums);
+} ; // tolua_export
+
+
+
+
+
+class cCraftingWindow :
+ public cWindow
+{
+ typedef cWindow super;
+public:
+ cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
+} ;
+
+
+
+
+
+class cFurnaceWindow :
+ public cWindow
+{
+ typedef cWindow super;
+public:
+ cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace);
+} ;
+
+
+
+
+
+class cDropSpenserWindow :
+ public cWindow
+{
+ typedef cWindow super;
+public:
+ cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_Dispenser);
+} ;
+
+
+
+
+
+class cHopperWindow :
+ public cWindow
+{
+ typedef cWindow super;
+public:
+ cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper);
+} ;
+
+
+
+
+
+class cChestWindow :
+ public cWindow
+{
+public:
+ cChestWindow(cChestEntity * a_Chest);
+ cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest);
+ ~cChestWindow();
+
+protected:
+ cWorld * m_World;
+ int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
+} ;
+
+
+
+
+
+class cInventoryWindow :
+ public cWindow
+{
+public:
+ cInventoryWindow(cPlayer & a_Player);
+
+protected:
+ cPlayer & m_Player;
+
+} ;
+
+
+
+
+
diff --git a/src/UI/WindowOwner.h b/src/UI/WindowOwner.h
new file mode 100644
index 000000000..d41abf66d
--- /dev/null
+++ b/src/UI/WindowOwner.h
@@ -0,0 +1,125 @@
+
+#pragma once
+
+#include "../BlockEntities/BlockEntity.h"
+#include "../Entities/Entity.h"
+#include "Window.h"
+
+/*
+Being a descendant of cWindowOwner means that the class can own one window. That window can be
+queried, opened by other players, closed by players and finally destroyed.
+Also, a cWindowOwner can be queried for the block coords where the window is displayed. That will be used
+for entities / players in motion to close their windows when they get too far away from the window "source".
+*/
+
+
+
+
+
+// class cWindow;
+
+
+
+
+
+/**
+Base class for the window owning
+*/
+class cWindowOwner
+{
+public:
+ cWindowOwner() :
+ m_Window(NULL)
+ {
+ }
+
+ void CloseWindow(void)
+ {
+ m_Window = NULL;
+ }
+
+ void OpenWindow(cWindow * a_Window)
+ {
+ m_Window = a_Window;
+ m_Window->SetOwner(this);
+ }
+
+ cWindow * GetWindow(void) const
+ {
+ return m_Window;
+ }
+
+ /// Returns the block position at which the element owning the window is
+ virtual void GetBlockPos(int & a_BlockX, int & a_BlockY, int & a_BlockZ) = 0;
+
+private:
+ cWindow * m_Window;
+} ;
+
+
+
+
+
+/**
+Window owner that is associated with a block entity (chest, furnace, ...)
+*/
+class cBlockEntityWindowOwner :
+ public cWindowOwner
+{
+public:
+ cBlockEntityWindowOwner(void) :
+ m_BlockEntity(NULL)
+ {
+ }
+
+ void SetBlockEntity(cBlockEntity * a_BlockEntity)
+ {
+ m_BlockEntity = a_BlockEntity;
+ }
+
+ virtual void GetBlockPos(int & a_BlockX, int & a_BlockY, int & a_BlockZ) override
+ {
+ a_BlockX = m_BlockEntity->GetPosX();
+ a_BlockY = m_BlockEntity->GetPosY();
+ a_BlockZ = m_BlockEntity->GetPosZ();
+ }
+
+private:
+ cBlockEntity * m_BlockEntity;
+} ;
+
+
+
+
+
+/**
+Window owner that is associated with an entity (chest minecart)
+*/
+class cEntityWindowOwner :
+ public cWindowOwner
+{
+public:
+ cEntityWindowOwner(void) :
+ m_Entity(NULL)
+ {
+ }
+
+ void SetEntity(cEntity * a_Entity)
+ {
+ m_Entity = a_Entity;
+ }
+
+ virtual void GetBlockPos(int & a_BlockX, int & a_BlockY, int & a_BlockZ) override
+ {
+ a_BlockX = (int)floor(m_Entity->GetPosX() + 0.5);
+ a_BlockY = (int)floor(m_Entity->GetPosY() + 0.5);
+ a_BlockZ = (int)floor(m_Entity->GetPosZ() + 0.5);
+ }
+
+private:
+ cEntity * m_Entity;
+} ;
+
+
+
+