Refactored windows.
As described on the forum: http://forum.mc-server.org/showthread.php?tid=561 For now, only basic clicking works; shift-click not implemented yet. git-svn-id: http://mc-server.googlecode.com/svn/trunk@867 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
569
source/UI/SlotArea.cpp
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569
source/UI/SlotArea.cpp
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// SlotArea.cpp
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// Implements the cSlotArea class and its descendants
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#include "Globals.h"
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#include "SlotArea.h"
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#include "../cPlayer.h"
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#include "../cChestEntity.h"
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#include "../cFurnaceEntity.h"
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#include "../Items/Item.h"
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#include "cWindow.h"
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#include "../CraftingRecipes.h"
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#include "../cRoot.h"
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotArea:
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cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
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m_NumSlots(a_NumSlots),
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m_ParentWindow(a_ParentWindow)
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{
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LOGD("Created a new cSlotArea with %d slots", a_NumSlots);
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}
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void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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{
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LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
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GetNumSlots(), a_SlotNum,
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ItemToFullString(a_ClickedItem).c_str(),
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ItemToFullString(*GetSlot(a_SlotNum, a_Player)).c_str()
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);
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ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
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bool bAsync = false;
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if (GetSlot(a_SlotNum, a_Player) == NULL)
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{
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LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
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return;
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsEqual(a_ClickedItem))
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{
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LOGD("*** Window lost sync ***");
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LOGD("My Type: %i Their Type: %i", Slot.m_ItemID, a_ClickedItem.m_ItemID);
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LOGD("My Count: %i Their Count: %i", Slot.m_ItemCount, a_ClickedItem.m_ItemCount);
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LOGD("My Dmg: %i Their Dmg: %i", Slot.m_ItemHealth, a_ClickedItem.m_ItemHealth);
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bAsync = true;
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}
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cItem & DraggingItem = a_Player.GetDraggingItem();
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if (a_IsRightClick)
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{
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// Right clicked
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if (DraggingItem.m_ItemID <= 0) // Empty-handed?
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{
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DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
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Slot.m_ItemCount -= DraggingItem.m_ItemCount;
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DraggingItem.m_ItemID = Slot.m_ItemID;
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DraggingItem.m_ItemHealth = Slot.m_ItemHealth;
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if (Slot.m_ItemCount <= 0)
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{
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Slot.Empty();
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}
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}
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else if ((Slot.m_ItemID <= 0) || DraggingItem.IsEqual(Slot))
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{
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// Drop one item in slot
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cItemHandler * Handler = ItemHandler(Slot.m_ItemID);
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if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
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{
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Slot.m_ItemID = DraggingItem.m_ItemID;
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Slot.m_ItemCount++;
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Slot.m_ItemHealth = DraggingItem.m_ItemHealth;
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DraggingItem.m_ItemCount--;
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}
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if (DraggingItem.m_ItemCount <= 0)
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{
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DraggingItem.Empty();
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}
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}
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else if (!DraggingItem.IsEqual(Slot))
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{
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// Swap contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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}
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else
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{
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// Left-clicked
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if (!DraggingItem.IsEqual(Slot))
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{
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// Switch contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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else
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{
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// Same type, add items:
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cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemID);
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int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount;
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if (FreeSlots < 0)
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{
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ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?");
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FreeSlots = 0;
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}
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int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
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Slot.m_ItemCount += (char)Filling;
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DraggingItem.m_ItemCount -= (char)Filling;
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if (DraggingItem.m_ItemCount <= 0)
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{
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DraggingItem.Empty();
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}
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}
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}
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if (bAsync)
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{
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m_ParentWindow.BroadcastWholeWindow();
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaArmor:
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cSlotAreaArmor::cSlotAreaArmor(cWindow & a_ParentWindow) :
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cSlotArea(4, a_ParentWindow)
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{
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}
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const cItem * cSlotAreaArmor::GetSlot(int a_SlotNum, cPlayer & a_Player)
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{
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// a_SlotNum ranges from 0 to 3, map that to the armor slots in player's inventory, 5 to 8:
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return a_Player.GetInventory().GetSlot(a_SlotNum + 5);
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}
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void cSlotAreaArmor::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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*(a_Player.GetInventory().GetSlot(a_SlotNum + 5)) = a_Item;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaChest:
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cSlotAreaChest::cSlotAreaChest(cChestEntity *a_Chest, cWindow &a_ParentWindow) :
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cSlotArea(27, a_ParentWindow),
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m_Chest(a_Chest)
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{
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}
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const cItem * cSlotAreaChest::GetSlot(int a_SlotNum, cPlayer & a_Player)
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{
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// a_SlotNum ranges from 0 to 26, use that to index the chest entity's inventory directly:
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return m_Chest->GetSlot(a_SlotNum);
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}
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void cSlotAreaChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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m_Chest->SetSlot(a_SlotNum, a_Item);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaCrafting:
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cSlotAreaCrafting::cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow) :
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cSlotAreaTemporary(1 + a_GridSize * a_GridSize, a_ParentWindow),
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m_GridSize(a_GridSize)
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{
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ASSERT((a_GridSize == 2) || (a_GridSize == 3));
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}
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void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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{
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// Override for craft result slot
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if (a_SlotNum == 0)
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{
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ClickedResult(a_Player, a_IsShiftPressed);
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return;
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}
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super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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UpdateRecipe(a_Player);
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}
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void cSlotAreaCrafting::OnPlayerRemoved(cPlayer & a_Player)
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{
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// Toss all items on the crafting grid:
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TossItems(a_Player, 1, m_NumSlots);
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// Remove the current recipe from the player -> recipe map:
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for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
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{
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if (itr->first == a_Player.GetUniqueID())
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{
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// Remove the player from the recipe map:
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m_Recipes.erase(itr);
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return;
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}
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} // for itr - m_Recipes[]
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// Player not found - that is acceptable
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}
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void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player, bool a_IsShiftPressed)
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{
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const cItem * ResultSlot = GetSlot(0, a_Player);
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LOGD("Clicked in craft result slot, item there: %d:%d (%d times)",
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ResultSlot->m_ItemID, ResultSlot->m_ItemHealth, ResultSlot->m_ItemCount
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);
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cItem & DraggingItem = a_Player.GetDraggingItem();
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// Get the current recipe:
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cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
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cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
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cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
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// If possible, craft:
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if (DraggingItem.IsEmpty())
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{
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DraggingItem = Recipe.GetResult();
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Recipe.ConsumeIngredients(Grid);
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Grid.CopyToItems(PlayerSlots);
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}
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else if (DraggingItem.IsEqual(Recipe.GetResult()))
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{
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cItemHandler * Handler = ItemHandler(Recipe.GetResult().m_ItemID);
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if (DraggingItem.m_ItemCount + Recipe.GetResult().m_ItemCount <= Handler->GetMaxStackSize())
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{
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DraggingItem.m_ItemCount += Recipe.GetResult().m_ItemCount;
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Recipe.ConsumeIngredients(Grid);
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Grid.CopyToItems(PlayerSlots);
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}
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}
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// Get the new recipe and update the result slot:
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UpdateRecipe(a_Player);
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// We're done. Send all changes to the client and bail out:
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m_ParentWindow.BroadcastWholeWindow();
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}
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void cSlotAreaCrafting::UpdateRecipe(cPlayer & a_Player)
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{
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cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
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cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
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cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
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}
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cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
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{
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for (cRecipeMap::iterator itr = m_Recipes.begin(), end = m_Recipes.end(); itr != end; ++itr)
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{
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if (itr->first == a_Player.GetUniqueID())
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{
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return itr->second;
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}
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} // for itr - m_Recipes[]
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// Not found. Add a new one:
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cCraftingGrid Grid(GetPlayerSlots(a_Player) + 1, m_GridSize, m_GridSize);
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cCraftingRecipe Recipe(Grid);
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cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
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m_Recipes.push_back(std::make_pair(a_Player.GetUniqueID(), Recipe));
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return m_Recipes.back().second;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaFurnace:
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cSlotAreaFurnace::cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow) :
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cSlotArea(3, a_ParentWindow),
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m_Furnace(a_Furnace)
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{
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}
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void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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{
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cItem Fuel = *GetSlot(0, a_Player);
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super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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if (m_Furnace == NULL)
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{
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LOGERROR("cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
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ASSERT(!"cSlotAreaFurnace::Clicked(): m_Furnace == NULL");
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return;
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}
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if (Fuel.m_ItemID != GetSlot(0, a_Player)->m_ItemID)
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{
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m_Furnace->ResetCookTimer();
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}
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if (m_Furnace->StartCooking())
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{
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m_ParentWindow.SendWholeWindow(*(a_Player.GetClientHandle()));
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}
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}
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const cItem * cSlotAreaFurnace::GetSlot(int a_SlotNum, cPlayer & a_Player)
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{
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// a_SlotNum ranges from 0 to 2, query the items from the underlying furnace:
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return m_Furnace->GetSlot(a_SlotNum);
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}
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void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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m_Furnace->SetSlot(a_SlotNum, a_Item);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaInventory:
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cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
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cSlotArea(27 + 9, a_ParentWindow) // 27 internal slots, 9 hotbar slots
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{
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}
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void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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{
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if ((a_Player.GetGameMode() == eGameMode_Creative) && (m_ParentWindow.GetWindowType() == cWindow::Inventory))
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{
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// Creative inventory must treat a_ClickedItem as a DraggedItem instead, replacing the inventory slot with it
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SetSlot(a_SlotNum, a_Player, a_ClickedItem);
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return;
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}
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// Survival inventory and all other windows' inventory has the same handling as normal slot areas
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super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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return;
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}
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const cItem * cSlotAreaInventory::GetSlot(int a_SlotNum, cPlayer & a_Player)
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{
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// a_SlotNum ranges from 0 to 35, map that to the player's inventory slots 9 to 44
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return a_Player.GetInventory().GetSlot(a_SlotNum + 9);
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}
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void cSlotAreaInventory::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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*(a_Player.GetInventory().GetSlot(a_SlotNum + 9)) = a_Item;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaTemporary:
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cSlotAreaTemporary::cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow) :
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cSlotArea(a_NumSlots, a_ParentWindow)
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{
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}
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const cItem * cSlotAreaTemporary::GetSlot(int a_SlotNum, cPlayer & a_Player)
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{
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cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
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if (itr == m_Items.end())
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{
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LOGERROR("cSlotAreaTemporary: player \"%s\" not found for slot %d!", a_Player.GetName().c_str(), a_SlotNum);
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ASSERT(!"cSlotAreaTemporary: player not found!");
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// Player not found, this should not happen, ever! Return NULL, but things may break by this.
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return NULL;
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}
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if (a_SlotNum >= (int)(itr->second.size()))
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{
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LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
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ASSERT(!"cSlotAreaTemporary: asking for more slots than actually stored!");
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return NULL;
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}
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LOGD("cSlotAreaTemporary: getting slot %d as %s", a_SlotNum, ItemToFullString(itr->second[a_SlotNum]).c_str());
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return &(itr->second[a_SlotNum]);
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}
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void cSlotAreaTemporary::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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LOGD("cSlotAreaTemporary: setting slot %d to %s", a_SlotNum, ItemToFullString(a_Item).c_str());
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cItemMap::iterator itr = m_Items.find(a_Player.GetUniqueID());
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if (itr == m_Items.end())
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{
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// Player not found
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LOGWARNING("cSlotAreaTemporary: player not found!");
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return;
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}
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if (a_SlotNum >= (int)(itr->second.size()))
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{
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LOGERROR("cSlotAreaTemporary: asking for more slots than actually stored!");
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return;
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}
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itr->second[a_SlotNum] = a_Item;
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}
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void cSlotAreaTemporary::OnPlayerAdded(cPlayer & a_Player)
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{
|
||||
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[]
|
||||
|
||||
float 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 * 2, vY * 2, vZ * 2);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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]);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user