示例#1
0
bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
{
	// Checks whether the player is still holding an item
	if (a_Player.IsDraggingItem())
	{
		LOGD("Player holds item! Dropping it...");
		a_Player.TossHeldItem(a_Player.GetDraggingItem().m_ItemCount);
	}

	cClientHandle * ClientHandle = a_Player.GetClientHandle();
	if (ClientHandle != NULL)
	{
		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;
}
示例#2
0
void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, 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;
	}
	
	if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
	{
		if (!a_Player.IsDraggingItem())
		{
			ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
			return;
		}
		LOGD("Shift clicked, but the player is dragging an item: %s", ItemToFullString(a_Player.GetDraggingItem()).c_str());
		return;
	}
	
	cItem Slot(*GetSlot(a_SlotNum, a_Player));
	if (!Slot.IsSameType(a_ClickedItem))
	{
		LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
		LOGWARNING("My item:    %s", ItemToFullString(Slot).c_str());
		LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
		bAsync = true;
	}
	cItem & DraggingItem = a_Player.GetDraggingItem();
	switch (a_ClickAction)
	{
		case caRightClick:
		{
			if (DraggingItem.m_ItemType <= 0) // Empty-handed?
			{
				DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
				Slot.m_ItemCount -= DraggingItem.m_ItemCount;
				DraggingItem.m_ItemType = Slot.m_ItemType;
				DraggingItem.m_ItemDamage = Slot.m_ItemDamage;

				if (Slot.m_ItemCount <= 0)
				{
					Slot.Empty();
				}
			}
			else if ((Slot.m_ItemType <= 0) || DraggingItem.IsEqual(Slot))
			{
				// Drop one item in slot
				cItemHandler * Handler = ItemHandler(Slot.m_ItemType);
				if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
				{
					Slot.m_ItemType = DraggingItem.m_ItemType;
					Slot.m_ItemCount++;
					Slot.m_ItemDamage = DraggingItem.m_ItemDamage;
					DraggingItem.m_ItemCount--;
				}
				if (DraggingItem.m_ItemCount <= 0)
				{
					DraggingItem.Empty();
				}
			}
			else if (!DraggingItem.IsEqual(Slot))
			{
				// Swap contents
				cItem tmp(DraggingItem);
				DraggingItem = Slot;
				Slot = tmp;
			}
			break;
		}
		
		case caLeftClick:
		{
			// 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_ItemType);
				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();
				}
			}
			break;
		}
		default:
		{
			LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
			m_ParentWindow.BroadcastWholeWindow();
			return;
		}
	}  // switch (a_ClickAction
	
	SetSlot(a_SlotNum, a_Player, Slot);
	if (bAsync)
	{
		m_ParentWindow.BroadcastWholeWindow();
	}
	
}