Source files cleanup: UI files renamed
git-svn-id: http://mc-server.googlecode.com/svn/trunk@878 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
448
source/UI/Window.cpp
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448
source/UI/Window.cpp
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Window.h"
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#include "../cItem.h"
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#include "../cClientHandle.h"
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#include "../cPlayer.h"
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#include "../cPickup.h"
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#include "../cInventory.h"
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#include "WindowOwner.h"
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#include "../items/Item.h"
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#include "SlotArea.h"
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#include "../cChestEntity.h"
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char cWindow::m_WindowIDCounter = 1;
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cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle)
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: m_WindowID(1 + (m_WindowIDCounter++ % 127))
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, m_WindowType(a_WindowType)
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, m_WindowTitle(a_WindowTitle)
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, m_Owner(NULL)
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, m_IsDestroyed(false)
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{
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if (a_WindowType == Inventory)
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{
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m_WindowID = 0;
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}
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}
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cWindow::~cWindow()
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{
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}
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int cWindow::GetNumSlots(void) const
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{
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int res = 0;
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for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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res += (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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return res;
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}
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void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const
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{
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a_Slots.clear();
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a_Slots.reserve(GetNumSlots());
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for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
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{
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int NumSlots = (*itr)->GetNumSlots();
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for (int i = 0; i < NumSlots; i++)
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{
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const cItem * Item = (*itr)->GetSlot(i, a_Player);
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if (Item == NULL)
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{
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a_Slots.push_back(cItem());
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}
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else
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{
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a_Slots.push_back(*Item);
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}
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}
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} // for itr - m_SlotAreas[]
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}
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void cWindow::Clicked(
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cPlayer & a_Player,
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int a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
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const cItem & a_ClickedItem
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)
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{
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if (a_WindowID != m_WindowID)
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{
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LOG("WRONG WINDOW ID! (exp %d, got %d) received from \"%s\"", m_WindowID, a_WindowID, a_Player.GetName().c_str());
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return;
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}
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if (a_SlotNum == -999) // Outside window click
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{
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if (a_IsRightClick)
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{
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a_Player.TossItem(true);
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}
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else
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{
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a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
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}
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return;
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}
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int LocalSlotNum = a_SlotNum;
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int idx = 0;
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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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if (LocalSlotNum < (*itr)->GetNumSlots())
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{
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(*itr)->Clicked(a_Player, LocalSlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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return;
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}
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LocalSlotNum -= (*itr)->GetNumSlots();
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idx++;
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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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}
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void cWindow::OpenedByPlayer(cPlayer & a_Player)
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{
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{
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cCSLock Lock(m_CS);
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// If player is already in OpenedBy remove player first
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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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} // for itr - m_SlotAreas[]
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}
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// TODO: Notify all areas that a new player has opened the window
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a_Player.GetClientHandle()->SendWindowOpen(m_WindowID, m_WindowType, m_WindowTitle, GetNumSlots() - c_NumInventorySlots);
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}
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void cWindow::ClosedByPlayer(cPlayer & a_Player)
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{
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ASSERT(m_WindowType != Inventory); // Inventory windows must not be closed (the client would repeat the close packet, looping forever)
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// Checks whether the player is still holding an item
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if (a_Player.IsDraggingItem())
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{
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LOGD("Player holds item! Dropping it...");
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a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount);
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}
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cClientHandle * ClientHandle = a_Player.GetClientHandle();
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if (ClientHandle != NULL)
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{
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ClientHandle->SendWindowClose(m_WindowID);
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}
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{
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cCSLock Lock(m_CS);
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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)->OnPlayerRemoved(a_Player);
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} // for itr - m_SlotAreas[]
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m_OpenedBy.remove(&a_Player);
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if (m_OpenedBy.empty())
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{
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Destroy();
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}
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}
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if (m_IsDestroyed)
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{
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delete this;
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}
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}
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void cWindow::OwnerDestroyed()
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{
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m_Owner = NULL;
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// Close window for each player. Note that the last one needs special handling
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while (m_OpenedBy.size() > 1)
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{
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(*m_OpenedBy.begin() )->CloseWindow((char)GetWindowType());
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}
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(*m_OpenedBy.begin() )->CloseWindow((char)GetWindowType());
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}
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bool cWindow::ForEachPlayer(cItemCallback<cPlayer> & a_Callback)
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{
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cCSLock Lock(m_CS);
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for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
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{
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if (a_Callback.Item(*itr))
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{
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return false;
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}
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} // for itr - m_OpenedBy[]
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return true;
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}
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bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
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{
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cCSLock Lock(m_CS);
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for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr)
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{
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if (a_Callback.Item((*itr)->GetClientHandle()))
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{
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return false;
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}
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} // for itr - m_OpenedBy[]
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return true;
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}
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void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply)
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{
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// Ask each slot area to take as much of the stack as it can.
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// First ask only slots that already have the same kind of item
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// Then ask any remaining slots
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for (int Pass = 0; Pass < 2; ++Pass)
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{
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// First distribute into the hotbar:
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if (a_ExcludeArea != m_SlotAreas.back())
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{
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m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
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if (a_ItemStack.IsEmpty())
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{
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// Distributed it all
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return;
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}
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}
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// The distribute to all other areas:
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for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end() - 1; itr != end; ++itr)
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{
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if (*itr == a_ExcludeArea)
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{
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continue;
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}
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(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
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if (a_ItemStack.IsEmpty())
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{
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// Distributed it all
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return;
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}
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} // for itr - m_SlotAreas[]
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} // for Pass - repeat twice
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}
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void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum)
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{
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int SlotBase = 0;
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bool Found = false;
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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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if (*itr == a_SlotArea)
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{
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Found = true;
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break;
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}
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SlotBase += (*itr)->GetNumSlots();
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} // for itr - m_SlotAreas[]
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if (!Found)
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{
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LOGERROR("cWindow::SendSlot(): unknown a_SlotArea");
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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, a_RelativeSlotNum + SlotBase, *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player))
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);
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}
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void cWindow::Destroy(void)
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{
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if (m_Owner != NULL)
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{
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m_Owner->CloseWindow();
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m_Owner = NULL;
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}
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m_IsDestroyed = true;
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}
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void cWindow::SendWholeWindow(cClientHandle & a_Client)
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{
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a_Client.SendWholeInventory(*this);
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}
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void cWindow::BroadcastWholeWindow(void)
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{
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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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{
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SendWholeWindow(*(*itr)->GetClientHandle());
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} // for itr - m_OpenedBy[]
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}
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void cWindow::BroadcastInventoryProgress(short a_Progressbar, short a_Value)
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{
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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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{
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(*itr)->GetClientHandle()->SendInventoryProgress(m_WindowID, a_Progressbar, a_Value);
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} // for itr - m_OpenedBy[]
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cInventoryWindow:
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cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
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cWindow(cWindow::Inventory, "MCS-Inventory"),
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m_Player(a_Player)
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{
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m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
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m_SlotAreas.push_back(new cSlotAreaArmor(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCraftingWindow:
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cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
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cWindow(cWindow::Workbench, "MCS-Workbench")
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{
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m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cChestWindow:
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cChestWindow::cChestWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cChestEntity * a_Chest) :
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cWindow(cWindow::Chest, "MCS-Chest"),
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m_World(a_Chest->GetWorld()),
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m_BlockX(a_BlockX),
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m_BlockY(a_BlockY),
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m_BlockZ(a_BlockZ)
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{
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m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this));
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// TODO: Double chests
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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// Send out the chest-open packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST);
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}
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cChestWindow::~cChestWindow()
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{
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// Send out the chest-close packet:
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m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_CHEST);
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cFurnaceWindow:
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cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
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cWindow(cWindow::Furnace, "MCS-Furnace")
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{
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m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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Reference in New Issue
Block a user