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