Bulk clearing of whitespace
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@@ -253,7 +253,7 @@ void cWindow::Clicked(
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break;
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}
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}
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if (a_SlotNum < 0)
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{
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// TODO: Other click actions with irrelevant slot number (FS #371)
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@@ -270,7 +270,7 @@ void cWindow::Clicked(
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}
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LocalSlotNum -= itr->GetNumSlots();
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}
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LOGWARNING("Slot number higher than available window slots: %d, max %d received from \"%s\"; ignoring.",
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a_SlotNum, GetNumSlots(), a_Player.GetName().c_str()
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);
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@@ -288,7 +288,7 @@ void cWindow::OpenedByPlayer(cPlayer & a_Player)
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m_OpenedBy.remove(&a_Player);
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// Then add player
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m_OpenedBy.push_back(&a_Player);
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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(*itr)->OnPlayerAdded(a_Player);
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@@ -326,7 +326,7 @@ bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
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} // for itr - m_SlotAreas[]
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m_OpenedBy.remove(&a_Player);
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if ((m_WindowType != wtInventory) && m_OpenedBy.empty())
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{
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Destroy();
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@@ -336,7 +336,7 @@ bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
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{
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delete this;
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}
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return true;
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}
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@@ -436,7 +436,7 @@ bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer
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return true;
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}
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}
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// a_Dragging still not full, ask slot areas before a_Area in the list:
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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@@ -480,7 +480,7 @@ void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_Relativ
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ASSERT(!"cWindow::SendSlot(): unknown a_SlotArea");
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return;
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}
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a_Player.GetClientHandle()->SendInventorySlot(
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m_WindowID, static_cast<short>(a_RelativeSlotNum + SlotBase), *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player))
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);
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@@ -512,7 +512,7 @@ cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum)
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ASSERT(!"Invalid SlotNum");
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return nullptr;
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}
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// Iterate through all the SlotAreas, find the correct one
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int LocalSlotNum = a_GlobalSlotNum;
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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@@ -524,7 +524,7 @@ cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum)
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}
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LocalSlotNum -= (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
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LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
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ASSERT(!"Invalid GetNumSlots");
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@@ -543,7 +543,7 @@ const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum
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ASSERT(!"Invalid SlotNum");
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return nullptr;
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}
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// Iterate through all the SlotAreas, find the correct one
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int LocalSlotNum = a_GlobalSlotNum;
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for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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@@ -555,7 +555,7 @@ const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum
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}
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LocalSlotNum -= (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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// We shouldn't be here - the check at the beginnning should prevent this. Log and assert
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LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum);
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ASSERT(!"Invalid GetNumSlots");
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@@ -590,20 +590,20 @@ void cWindow::OnLeftPaintEnd(cPlayer & a_Player)
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{
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// Process the entire action stored in the internal structures for inventory painting
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// distribute as many items as possible
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const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
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cItem ToDistribute(a_Player.GetDraggingItem());
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int ToEachSlot = static_cast<int>(ToDistribute.m_ItemCount) / static_cast<int>(SlotNums.size());
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int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums);
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// Remove the items distributed from the dragging item:
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a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
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if (a_Player.GetDraggingItem().m_ItemCount == 0)
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{
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a_Player.GetDraggingItem().Empty();
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}
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SendWholeWindow(*a_Player.GetClientHandle());
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// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
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@@ -622,16 +622,16 @@ void cWindow::OnRightPaintEnd(cPlayer & a_Player)
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const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots();
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cItem ToDistribute(a_Player.GetDraggingItem());
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int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums);
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// Remove the items distributed from the dragging item:
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a_Player.GetDraggingItem().m_ItemCount -= NumDistributed;
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if (a_Player.GetDraggingItem().m_ItemCount == 0)
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{
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a_Player.GetDraggingItem().Empty();
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}
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SendWholeWindow(*a_Player.GetClientHandle());
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// To fix #2345 (custom recipes don't work when inventory-painting), we send the result slot explicitly once again
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@@ -651,7 +651,7 @@ int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int
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// This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now
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return 0;
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}
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// Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.)
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int NumDistributed = 0;
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for (cSlotNums::const_iterator itr = a_SlotNums.begin(), end = a_SlotNums.end(); itr != end; ++itr)
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@@ -663,7 +663,7 @@ int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int
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LOGWARNING("%s: Bad SlotArea for slot %d", __FUNCTION__, *itr);
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continue;
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}
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// Modify the item at the slot
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cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player));
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int MaxStack = AtSlot.GetMaxStackSize();
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@@ -712,7 +712,7 @@ void cWindow::BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum)
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ASSERT(!"Invalid slot area");
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return;
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}
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// Broadcast the update packet:
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cCSLock Lock(m_CS);
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for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr)
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