Implemented left-click inventory painting
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1529 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
@@ -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);
|
||||
|
||||
Reference in New Issue
Block a user