UI: Added shift-click support to most slot areas, except crafting.

Also fixed survival inventory's crafting grid not working.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@868 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2012-09-20 20:10:46 +00:00
parent bc466f07a4
commit fdf8387092
6 changed files with 232 additions and 43 deletions

View File

@ -572,12 +572,13 @@ void cProtocol132::WriteItem(const cItem & a_Item)
ItemType = -1;
}
WriteShort(ItemType);
if (a_Item.IsEmpty())
{
WriteShort(-1);
return;
}
WriteShort(ItemType);
WriteByte (a_Item.m_ItemCount);
WriteShort(a_Item.m_ItemDamage);

View File

@ -48,6 +48,17 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick,
return;
}
if (a_IsShiftPressed)
{
if (!a_Player.IsDraggingItem())
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
LOGD("Shift clicked, but the player is draggint an item: %s", ItemToFullString(a_Player.GetDraggingItem()));
return;
}
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsEqual(a_ClickedItem))
{
@ -138,31 +149,57 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick,
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaArmor:
cSlotAreaArmor::cSlotAreaArmor(cWindow & a_ParentWindow) :
cSlotArea(4, a_ParentWindow)
void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
{
// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
cItem Slot(*GetSlot(a_SlotNum, a_Player));
m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
if (Slot.IsEmpty())
{
// Empty the slot completely, the cilent doesn't like left-over ItemType with zero count
Slot.Empty();
}
SetSlot(a_SlotNum, a_Player, Slot);
// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
m_ParentWindow.BroadcastWholeWindow();
}
const cItem * cSlotAreaArmor::GetSlot(int a_SlotNum, cPlayer & a_Player)
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
{
// 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;
for (int i = 0; i < m_NumSlots; i++)
{
const cItem * Slot = GetSlot(i, a_Player);
if (!Slot->IsSameType(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{
// Different items
continue;
}
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0)
{
// Full stack already
continue;
}
if (NumFit > a_ItemStack.m_ItemCount)
{
NumFit = a_ItemStack.m_ItemCount;
}
if (a_Apply)
{
cItem NewSlot(a_ItemStack.m_ItemType, Slot->m_ItemCount + NumFit, a_ItemStack.m_ItemDamage);
SetSlot(i, a_Player, NewSlot);
}
a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty())
{
return;
}
} // for i - Slots
}
@ -390,10 +427,11 @@ void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem &
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaInventory:
// cSlotAreaInventoryBase:
cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
cSlotArea(27 + 9, a_ParentWindow) // 27 internal slots, 9 hotbar slots
cSlotAreaInventoryBase::cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow) :
cSlotArea(a_NumSlots, a_ParentWindow),
m_SlotOffset(a_SlotOffset)
{
}
@ -401,7 +439,7 @@ cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
void cSlotAreaInventoryBase::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))
{
@ -419,19 +457,62 @@ void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRig
const cItem * cSlotAreaInventory::GetSlot(int a_SlotNum, cPlayer & a_Player)
const cItem * cSlotAreaInventoryBase::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);
return a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset);
}
void cSlotAreaInventory::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
*(a_Player.GetInventory().GetSlot(a_SlotNum + 9)) = a_Item;
*(a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset)) = a_Item;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaArmor:
void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty())
{
if (a_ShouldApply)
{
SetSlot(0, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
a_ItemStack.m_ItemCount -= 1;
}
else if (ItemCategory::IsChestPlate(a_ItemStack.m_ItemType) && GetSlot(1, a_Player)->IsEmpty())
{
if (a_ShouldApply)
{
SetSlot(1, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
a_ItemStack.m_ItemCount -= 1;
}
else if (ItemCategory::IsLeggings(a_ItemStack.m_ItemType) && GetSlot(2, a_Player)->IsEmpty())
{
if (a_ShouldApply)
{
SetSlot(2, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
a_ItemStack.m_ItemCount -= 1;
}
else if (ItemCategory::IsBoots(a_ItemStack.m_ItemType) && GetSlot(3, a_Player)->IsEmpty())
{
if (a_ShouldApply)
{
SetSlot(3, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
}
a_ItemStack.m_ItemCount -= 1;
}
}

View File

@ -38,12 +38,23 @@ public:
/// Called when a player clicks in the window. Parameters taken from the click packet.
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem);
/// Called from Clicked if it is a valid shiftclick
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
/// Called when a new player opens the same parent window. The window already tracks the player. CS-locked.
virtual void OnPlayerAdded(cPlayer & a_Player) {} ;
/// Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked.
virtual void OnPlayerRemoved(cPlayer & a_Player) {} ;
/** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change.
The default implementation searches each slot for available space and distributes the stack there.
if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled
*/
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots);
protected:
int m_NumSlots;
cWindow & m_ParentWindow;
@ -53,19 +64,75 @@ protected:
class cSlotAreaInventory :
/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts
class cSlotAreaInventoryBase :
public cSlotArea
{
typedef cSlotArea super;
public:
cSlotAreaInventory(cWindow & a_ParentWindow);
cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow);
// Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory
} ;
/// Handles the "inner" inventory of each player, excluding the armor and hotbar
class cSlotAreaInventory :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
public:
cSlotAreaInventory(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(27, 9, a_ParentWindow) // 27 slots, starting at inventory index 9
{
}
} ;
/// Handles the "outer" inevntory of each player - the hotbar
class cSlotAreaHotBar :
public cSlotAreaInventoryBase
{
typedef cSlotAreaInventoryBase super;
public:
cSlotAreaHotBar(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(9, 36, a_ParentWindow)
{
}
} ;
/// Handles the armor area of the inventory
class cSlotAreaArmor :
public cSlotAreaInventoryBase
{
public:
cSlotAreaArmor(cWindow & a_ParentWindow) :
cSlotAreaInventoryBase(4, 5, a_ParentWindow)
{
}
// Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.)
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
} ;
@ -119,6 +186,9 @@ public:
virtual void Clicked (cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
// Distributing items into this area is completely disabled
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override {}
protected:
/// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params
typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap;
@ -176,17 +246,3 @@ protected:
class cSlotAreaArmor :
public cSlotArea
{
public:
cSlotAreaArmor(cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
} ;

View File

@ -256,7 +256,45 @@ bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
void cWindow::Destroy()
void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply)
{
// Ask each slot area to take as much of the stack as it can.
// First ask only slots that already have the same kind of item
// Then ask any remaining slots
for (int Pass = 0; Pass < 2; ++Pass)
{
// First distribute into the hotbar:
if (a_ExcludeArea != m_SlotAreas.back())
{
m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
if (a_ItemStack.IsEmpty())
{
// Distributed it all
return;
}
}
// The distribute to all other areas:
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end() - 1; itr != end; ++itr)
{
if (*itr == a_ExcludeArea)
{
continue;
}
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
if (a_ItemStack.IsEmpty())
{
// Distributed it all
return;
}
} // for itr - m_SlotAreas[]
} // for Pass - repeat twice
}
void cWindow::Destroy(void)
{
LOGD("Destroying window %p (type %d)", this, m_WindowType);
if (m_Owner != NULL)
@ -316,6 +354,7 @@ cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
m_SlotAreas.push_back(new cSlotAreaArmor(*this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
@ -330,6 +369,7 @@ cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
{
m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
@ -351,6 +391,7 @@ cChestWindow::cChestWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cChestEntit
// TODO: Double chests
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
// Send out the chest-open packet:
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST);
@ -378,6 +419,7 @@ cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnac
{
m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}

View File

@ -93,6 +93,12 @@ public:
/// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated
bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
/** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed!
if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
*/
void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply);
protected:
cSlotAreas m_SlotAreas;

View File

@ -64,6 +64,7 @@ cPlayer::cPlayer(cClientHandle* a_Client, const AString & a_PlayerName)
m_InventoryWindow = new cInventoryWindow(*this);
m_CurrentWindow = m_InventoryWindow;
m_InventoryWindow->OpenedByPlayer(*this);
SetMaxHealth(20);
m_MaxFoodLevel = 20;
@ -110,6 +111,8 @@ cPlayer::~cPlayer(void)
m_ClientHandle = NULL;
delete m_InventoryWindow;
LOG("Player %p deleted", this);
}