#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/BeaconEntity.h"
#include "../BlockEntities/ChestEntity.h"
#include "../BlockEntities/DropSpenserEntity.h"
#include "../BlockEntities/EnderChestEntity.h"
#include "../BlockEntities/HopperEntity.h"
#include "../Entities/Minecart.h"
#include "../Root.h"
#include "../Bindings/PluginManager.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_IsDestroyed(false),
m_Owner(nullptr)
{
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();
}
const AString cWindow::GetWindowTypeName(void) const
{
switch (m_WindowType)
{
case wtChest: return "minecraft:chest";
case wtWorkbench: return "minecraft:crafting_table";
case wtFurnace: return "minecraft:furnace";
case wtDropSpenser: return "minecraft:dispenser";
case wtEnchantment: return "minecraft:enchanting_table";
case wtBrewery: return "minecraft:brewing_stand";
case wtNPCTrade: return "minecraft:villager";
case wtBeacon: return "minecraft:beacon";
case wtAnvil: return "minecraft:anvil";
case wtHopper: return "minecraft:hopper";
case wtDropper: return "minecraft:dropper";
case wtAnimalChest: return "EntityHorse";
default:
{
ASSERT(!"Unknown inventory type!");
return "";
}
}
}
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 == nullptr)
{
LOGWARNING("%s: requesting item from an invalid SlotArea (SlotNum %d), returning nullptr.", __FUNCTION__, a_SlotNum);
return nullptr;
}
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 == nullptr)
{
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 == nullptr)
{
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
)
{
cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
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 caLeftClickOutside:
case caRightClickOutside:
{
if (PlgMgr->CallHookPlayerTossingItem(a_Player))
{
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
return;
}
if (a_Player.IsGameModeCreative())
{
a_Player.TossPickup(a_ClickedItem);
}
if (a_ClickAction == caLeftClickOutside)
{
// Toss all dragged items:
a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
}
else
{
// Toss one of the dragged items:
a_Player.TossHeldItem();
}
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;
default:
{
break;
}
}
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.GetDraggingItem().IsEmpty())
{
LOGD("Player holds item! Dropping it...");
a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
}
cClientHandle * ClientHandle = a_Player.GetClientHandle();
if (ClientHandle != nullptr)
{
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 = nullptr;
// 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, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
{
cSlotAreas Areas;
for (auto Area : m_SlotAreas)
{
if (Area != a_ClickedArea)
{
Areas.push_back(Area);
}
}
DistributeStack(a_ItemStack, a_Player, Areas, a_ShouldApply, false);
}
void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
{
for (size_t i = 0; i < 2; i++)
{
for (cSlotAreas::iterator itr = a_AreasInOrder.begin(); itr != a_AreasInOrder.end(); ++itr)
{
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (i == 0), a_BackFill);
if (a_ItemStack.IsEmpty())
{
// Distributed it all
return;
}
}
}
}
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 != nullptr)
{
m_Owner->CloseWindow();
m_Owner = nullptr;
}
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 nullptr;
}
// 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 nullptr;
}
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 nullptr;
}
// 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 nullptr;
}
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 / (int)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 (" SIZE_T_FMT ")", __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 == nullptr)
{
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.IsEqual(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::SetProperty(short a_Property, short 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(short a_Property, short a_Value, cPlayer & a_Player)
{
a_Player.GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value);
}