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openmw-tes3mp/apps/openmw/mwgui/container.cpp

517 lines
18 KiB
C++

#include "container.hpp"
#include <MyGUI_InputManager.h>
#include <MyGUI_Button.h>
/*
Start of tes3mp addition
Include additional headers for multiplayer purposes
*/
#include <components/openmw-mp/TimedLog.hpp>
#include "../mwmp/Main.hpp"
#include "../mwmp/Networking.hpp"
#include "../mwmp/LocalPlayer.hpp"
#include "../mwmp/ObjectList.hpp"
#include "../mwmp/CellController.hpp"
/*
End of tes3mp addition
*/
#include "../mwbase/environment.hpp"
#include "../mwbase/world.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/mechanicsmanager.hpp"
#include "../mwbase/scriptmanager.hpp"
#include "../mwworld/class.hpp"
#include "../mwworld/inventorystore.hpp"
#include "../mwmechanics/aipackage.hpp"
#include "../mwmechanics/creaturestats.hpp"
#include "../mwmechanics/summoning.hpp"
#include "../mwscript/interpretercontext.hpp"
#include "countdialog.hpp"
#include "inventorywindow.hpp"
#include "itemview.hpp"
#include "inventoryitemmodel.hpp"
#include "containeritemmodel.hpp"
#include "sortfilteritemmodel.hpp"
#include "pickpocketitemmodel.hpp"
#include "draganddrop.hpp"
#include "tooltips.hpp"
namespace MWGui
{
ContainerWindow::ContainerWindow(DragAndDrop* dragAndDrop)
: WindowBase("openmw_container_window.layout")
, mDragAndDrop(dragAndDrop)
, mSortModel(nullptr)
, mModel(nullptr)
, mSelectedItem(-1)
{
getWidget(mDisposeCorpseButton, "DisposeCorpseButton");
getWidget(mTakeButton, "TakeButton");
getWidget(mCloseButton, "CloseButton");
getWidget(mItemView, "ItemView");
mItemView->eventBackgroundClicked += MyGUI::newDelegate(this, &ContainerWindow::onBackgroundSelected);
mItemView->eventItemClicked += MyGUI::newDelegate(this, &ContainerWindow::onItemSelected);
mDisposeCorpseButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onDisposeCorpseButtonClicked);
mCloseButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onCloseButtonClicked);
mTakeButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onTakeAllButtonClicked);
setCoord(200,0,600,300);
}
void ContainerWindow::onItemSelected(int index)
{
if (mDragAndDrop->mIsOnDragAndDrop)
{
dropItem();
return;
}
const ItemStack& item = mSortModel->getItem(index);
// We can't take a conjured item from a container (some NPC we're pickpocketing, a box, etc)
if (item.mFlags & ItemStack::Flag_Bound)
{
MWBase::Environment::get().getWindowManager()->messageBox("#{sContentsMessage1}");
return;
}
MWWorld::Ptr object = item.mBase;
int count = item.mCount;
bool shift = MyGUI::InputManager::getInstance().isShiftPressed();
if (MyGUI::InputManager::getInstance().isControlPressed())
count = 1;
mSelectedItem = mSortModel->mapToSource(index);
if (count > 1 && !shift)
{
CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog();
std::string name = object.getClass().getName(object) + MWGui::ToolTips::getSoulString(object.getCellRef());
dialog->openCountDialog(name, "#{sTake}", count);
dialog->eventOkClicked.clear();
dialog->eventOkClicked += MyGUI::newDelegate(this, &ContainerWindow::dragItem);
}
else
dragItem (nullptr, count);
}
void ContainerWindow::dragItem(MyGUI::Widget* sender, int count)
{
if (!mModel)
return;
if (!onTakeItem(mModel->getItem(mSelectedItem), count))
return;
/*
Start of tes3mp addition
Send an ID_CONTAINER packet every time an item starts being dragged
from a container
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->cell = *mPtr.getCell()->getCell();
objectList->action = mwmp::BaseObjectList::REMOVE;
objectList->containerSubAction = mwmp::BaseObjectList::DRAG;
mwmp::BaseObject baseObject = objectList->getBaseObjectFromPtr(mPtr);
MWWorld::Ptr itemPtr = mModel->getItem(mSelectedItem).mBase;
objectList->addContainerItem(baseObject, itemPtr, itemPtr.getRefData().getCount(), count);
objectList->addBaseObject(baseObject);
objectList->sendContainer();
/*
End of tes3mp addition
*/
/*
Start of tes3mp change (major)
Avoid running any of the original code for dragging items, to prevent possibilities
for item duping or interaction with restricted containers
*/
return;
/*
End of tes3mp change (major)
*/
mDragAndDrop->startDrag(mSelectedItem, mSortModel, mModel, mItemView, count);
}
void ContainerWindow::dropItem()
{
if (!mModel)
return;
bool success = mModel->onDropItem(mDragAndDrop->mItem.mBase, mDragAndDrop->mDraggedCount);
/*
Start of tes3mp addition
Send an ID_CONTAINER packet every time an item is dropped in a container
*/
if (success)
{
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->cell = *mPtr.getCell()->getCell();
objectList->action = mwmp::BaseObjectList::ADD;
objectList->containerSubAction = mwmp::BaseObjectList::DROP;
mwmp::BaseObject baseObject = objectList->getBaseObjectFromPtr(mPtr);
MWWorld::Ptr itemPtr = mDragAndDrop->mItem.mBase;
objectList->addContainerItem(baseObject, itemPtr, mDragAndDrop->mDraggedCount, 0);
objectList->addBaseObject(baseObject);
objectList->sendContainer();
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp change (major)
For valid drops, avoid running the original code for the item transfer, to prevent unilateral
item duping or interaction on this client
Instead, finish the drag in a way that removes the items in it, and let the server's reply handle
the rest
*/
if (success)
// mDragAndDrop->drop(mModel, mItemView);
mDragAndDrop->finish(true);
/*
End of tes3mp change (major)
*/
}
void ContainerWindow::onBackgroundSelected()
{
if (mDragAndDrop->mIsOnDragAndDrop)
dropItem();
}
void ContainerWindow::setPtr(const MWWorld::Ptr& container)
{
/*
Start of tes3mp addition
Mark this container as open for multiplayer logic purposes
*/
mwmp::Main::get().getLocalPlayer()->storeCurrentContainer(container);
/*
End of tes3mp addition
*/
mPtr = container;
bool loot = mPtr.getClass().isActor() && mPtr.getClass().getCreatureStats(mPtr).isDead();
if (mPtr.getClass().hasInventoryStore(mPtr))
{
if (mPtr.getClass().isNpc() && !loot)
{
// we are stealing stuff
mModel = new PickpocketItemModel(mPtr, new InventoryItemModel(container),
!mPtr.getClass().getCreatureStats(mPtr).getKnockedDown());
}
else
mModel = new InventoryItemModel(container);
}
else
{
mModel = new ContainerItemModel(container);
}
mDisposeCorpseButton->setVisible(loot);
mSortModel = new SortFilterItemModel(mModel);
mItemView->setModel (mSortModel);
mItemView->resetScrollBars();
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mCloseButton);
setTitle(container.getClass().getName(container));
}
void ContainerWindow::resetReference()
{
ReferenceInterface::resetReference();
mItemView->setModel(nullptr);
mModel = nullptr;
mSortModel = nullptr;
}
void ContainerWindow::onClose()
{
/*
Start of tes3mp addition
Mark this container as closed for multiplayer logic purposes
*/
mwmp::Main::get().getLocalPlayer()->clearCurrentContainer();
/*
End of tes3mp addition
*/
WindowBase::onClose();
// Make sure the window was actually closed and not temporarily hidden.
if (MWBase::Environment::get().getWindowManager()->containsMode(GM_Container))
return;
if (mModel)
mModel->onClose();
if (!mPtr.isEmpty())
MWBase::Environment::get().getMechanicsManager()->onClose(mPtr);
resetReference();
}
void ContainerWindow::onCloseButtonClicked(MyGUI::Widget* _sender)
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
}
void ContainerWindow::onTakeAllButtonClicked(MyGUI::Widget* _sender)
{
if(mDragAndDrop != nullptr && mDragAndDrop->mIsOnDragAndDrop)
return;
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mCloseButton);
/*
Start of tes3mp addition
Send an ID_CONTAINER packet every time the Take All button is used on
a container
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->cell = *mPtr.getCell()->getCell();
objectList->action = mwmp::BaseObjectList::REMOVE;
objectList->containerSubAction = mwmp::BaseObjectList::TAKE_ALL;
mwmp::BaseObject baseObject = objectList->getBaseObjectFromPtr(mPtr);
for (size_t i = 0; i < mModel->getItemCount(); ++i)
{
const ItemStack& item = mModel->getItem(i);
// Trigger crimes related to the attempted taking of these items, if applicable
if (!onTakeItem(item, item.mCount))
break;
objectList->addContainerItem(baseObject, item, item.mCount, item.mCount);
}
if (baseObject.containerItems.size() > 0)
{
objectList->addBaseObject(baseObject);
objectList->sendContainer();
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp change (major)
Avoid running any of the original code for taking all items, to prevent
possibilities for item duping or interaction with restricted containers
*/
return;
/*
End of tes3mp change (major)
*/
// transfer everything into the player's inventory
ItemModel* playerModel = MWBase::Environment::get().getWindowManager()->getInventoryWindow()->getModel();
assert(mModel);
mModel->update();
// unequip all items to avoid unequipping/reequipping
if (mPtr.getClass().hasInventoryStore(mPtr))
{
MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
for (size_t i=0; i<mModel->getItemCount(); ++i)
{
const ItemStack& item = mModel->getItem(i);
if (invStore.isEquipped(item.mBase) == false)
continue;
invStore.unequipItem(item.mBase, mPtr);
}
}
mModel->update();
for (size_t i=0; i<mModel->getItemCount(); ++i)
{
if (i==0)
{
// play the sound of the first object
MWWorld::Ptr item = mModel->getItem(i).mBase;
std::string sound = item.getClass().getUpSoundId(item);
MWBase::Environment::get().getWindowManager()->playSound(sound);
}
const ItemStack& item = mModel->getItem(i);
if (!onTakeItem(item, item.mCount))
break;
mModel->moveItem(item, item.mCount, playerModel);
}
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
}
void ContainerWindow::onDisposeCorpseButtonClicked(MyGUI::Widget *sender)
{
if(mDragAndDrop == nullptr || !mDragAndDrop->mIsOnDragAndDrop)
{
MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mCloseButton);
// Copy mPtr because onTakeAllButtonClicked closes the window which resets the reference
MWWorld::Ptr ptr = mPtr;
onTakeAllButtonClicked(mTakeButton);
if (ptr.getClass().isPersistent(ptr))
MWBase::Environment::get().getWindowManager()->messageBox("#{sDisposeCorpseFail}");
else
{
/*
Start of tes3mp change (major)
Instead of deleting the corpse on this client, increasing the death count and
running the dead actor's script, simply send an ID_OBJECT_DELETE packet to the server
as a request for the deletion
*/
/*
MWMechanics::CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr);
// If we dispose corpse before end of death animation, we should update death counter counter manually.
// Also we should run actor's script - it may react on actor's death.
if (creatureStats.isDead() && !creatureStats.isDeathAnimationFinished())
{
creatureStats.setDeathAnimationFinished(true);
MWBase::Environment::get().getMechanicsManager()->notifyDied(ptr);
const std::string script = ptr.getClass().getScript(ptr);
if (!script.empty() && MWBase::Environment::get().getWorld()->getScriptsEnabled())
{
MWScript::InterpreterContext interpreterContext (&ptr.getRefData().getLocals(), ptr);
MWBase::Environment::get().getScriptManager()->run (script, interpreterContext);
}
// Clean up summoned creatures as well
std::map<ESM::SummonKey, int>& creatureMap = creatureStats.getSummonedCreatureMap();
for (const auto& creature : creatureMap)
MWBase::Environment::get().getMechanicsManager()->cleanupSummonedCreature(ptr, creature.second);
creatureMap.clear();
// Check if we are a summon and inform our master we've bit the dust
for(const auto& package : creatureStats.getAiSequence())
{
if(package->followTargetThroughDoors() && !package->getTarget().isEmpty())
{
const auto& summoner = package->getTarget();
auto& summons = summoner.getClass().getCreatureStats(summoner).getSummonedCreatureMap();
auto it = std::find_if(summons.begin(), summons.end(), [&] (const auto& entry) { return entry.second == creatureStats.getActorId(); });
if(it != summons.end())
{
MWMechanics::purgeSummonEffect(summoner, *it);
summons.erase(it);
break;
}
}
}
}
MWBase::Environment::get().getWorld()->deleteObject(ptr);
*/
mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
objectList->reset();
objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
objectList->addObjectGeneric(ptr);
objectList->sendObjectDelete();
/*
End of tes3mp change (major)
*/
}
}
}
void ContainerWindow::onReferenceUnavailable()
{
MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
}
bool ContainerWindow::onTakeItem(const ItemStack &item, int count)
{
return mModel->onTakeItem(item.mBase, count);
}
/*
Start of tes3mp addition
Make it possible to check from elsewhere whether there is currently an
item being dragged in the container window
*/
bool ContainerWindow::isOnDragAndDrop()
{
return mDragAndDrop->mIsOnDragAndDrop;
}
/*
End of tes3mp addition
*/
/*
Start of tes3mp addition
Make it possible to drag a specific item Ptr instead of having to rely
on an index that may have changed in the meantime, for drags that
require approval from the server
*/
bool ContainerWindow::dragItemByPtr(const MWWorld::Ptr& itemPtr, int dragCount)
{
ItemModel::ModelIndex newIndex = -1;
for (unsigned int i = 0; i < mModel->getItemCount(); ++i)
{
if (mModel->getItem(i).mBase == itemPtr)
{
newIndex = i;
break;
}
}
if (newIndex != -1)
{
mDragAndDrop->startDrag(newIndex, mSortModel, mModel, mItemView, dragCount);
return true;
}
return false;
}
/*
End of tes3mp addition
*/
}