mirror of
https://github.com/TES3MP/openmw-tes3mp.git
synced 2025-01-29 01:45:33 +00:00
3bd8aa82fe
Whenever an item is added to or removed from the player's ContainerStore, that player sends a PlayerInventory packet with just that addition or removal.
This eliminates all the unnecessary packet spam related to oversized PlayerInventory packets that had existed in one form or another since the initial implementation of inventory sync in 1b259e2d33
Additionally, move booleans from BasePlayer to LocalPlayer when they are only needed on the client, and make the usage of the isReceivingQuickKeys boolean consistent with the new isReceivingInventory boolean by having them both in the processors of their associated packets.
455 lines
15 KiB
C++
455 lines
15 KiB
C++
#include "container.hpp"
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#include <MyGUI_InputManager.h>
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#include <MyGUI_Button.h>
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/*
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Start of tes3mp addition
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Include additional headers for multiplayer purposes
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*/
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#include <components/openmw-mp/Log.hpp>
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#include "../mwmp/Main.hpp"
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#include "../mwmp/Networking.hpp"
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#include "../mwmp/LocalPlayer.hpp"
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#include "../mwmp/ObjectList.hpp"
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#include "../mwmp/CellController.hpp"
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/*
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End of tes3mp addition
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*/
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#include "../mwbase/environment.hpp"
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#include "../mwbase/world.hpp"
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#include "../mwbase/windowmanager.hpp"
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#include "../mwbase/dialoguemanager.hpp"
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#include "../mwbase/mechanicsmanager.hpp"
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#include "../mwworld/class.hpp"
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#include "../mwworld/inventorystore.hpp"
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#include "../mwmechanics/creaturestats.hpp"
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#include "countdialog.hpp"
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#include "inventorywindow.hpp"
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#include "itemview.hpp"
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#include "itemwidget.hpp"
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#include "inventoryitemmodel.hpp"
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#include "containeritemmodel.hpp"
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#include "sortfilteritemmodel.hpp"
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#include "pickpocketitemmodel.hpp"
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#include "draganddrop.hpp"
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namespace MWGui
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{
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ContainerWindow::ContainerWindow(DragAndDrop* dragAndDrop)
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: WindowBase("openmw_container_window.layout")
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, mDragAndDrop(dragAndDrop)
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, mSortModel(NULL)
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, mModel(NULL)
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, mSelectedItem(-1)
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{
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getWidget(mDisposeCorpseButton, "DisposeCorpseButton");
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getWidget(mTakeButton, "TakeButton");
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getWidget(mCloseButton, "CloseButton");
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getWidget(mItemView, "ItemView");
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mItemView->eventBackgroundClicked += MyGUI::newDelegate(this, &ContainerWindow::onBackgroundSelected);
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mItemView->eventItemClicked += MyGUI::newDelegate(this, &ContainerWindow::onItemSelected);
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mDisposeCorpseButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onDisposeCorpseButtonClicked);
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mCloseButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onCloseButtonClicked);
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mTakeButton->eventMouseButtonClick += MyGUI::newDelegate(this, &ContainerWindow::onTakeAllButtonClicked);
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setCoord(200,0,600,300);
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}
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void ContainerWindow::onItemSelected(int index)
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{
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if (mDragAndDrop->mIsOnDragAndDrop)
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{
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dropItem();
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return;
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}
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const ItemStack& item = mSortModel->getItem(index);
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// We can't take a conjured item from a container (some NPC we're pickpocketing, a box, etc)
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if (item.mFlags & ItemStack::Flag_Bound)
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{
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MWBase::Environment::get().getWindowManager()->messageBox("#{sContentsMessage1}");
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return;
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}
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MWWorld::Ptr object = item.mBase;
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int count = item.mCount;
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bool shift = MyGUI::InputManager::getInstance().isShiftPressed();
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if (MyGUI::InputManager::getInstance().isControlPressed())
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count = 1;
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mSelectedItem = mSortModel->mapToSource(index);
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if (count > 1 && !shift)
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{
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CountDialog* dialog = MWBase::Environment::get().getWindowManager()->getCountDialog();
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dialog->openCountDialog(object.getClass().getName(object), "#{sTake}", count);
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dialog->eventOkClicked.clear();
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dialog->eventOkClicked += MyGUI::newDelegate(this, &ContainerWindow::dragItem);
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}
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else
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dragItem (NULL, count);
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}
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void ContainerWindow::dragItem(MyGUI::Widget* sender, int count)
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{
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if (!mModel)
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return;
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if (!onTakeItem(mModel->getItem(mSelectedItem), count))
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return;
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/*
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Start of tes3mp addition
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Send an ID_CONTAINER packet every time an item starts being dragged
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from a container
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*/
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->cell = *mPtr.getCell()->getCell();
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objectList->action = mwmp::BaseObjectList::REMOVE;
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objectList->containerSubAction = mwmp::BaseObjectList::DRAG;
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mwmp::BaseObject baseObject = objectList->getBaseObject(mPtr);
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MWWorld::Ptr itemPtr = mModel->getItem(mSelectedItem).mBase;
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objectList->addContainerItem(baseObject, itemPtr, count);
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objectList->addObject(baseObject);
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objectList->sendContainer();
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_CONTAINER about\n- Ptr cellRef: %s, %i\n- cell: %s\n- item: %s, %i",
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baseObject.refId.c_str(), baseObject.refNum, objectList->cell.getDescription().c_str(),
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itemPtr.getCellRef().getRefId().c_str(), itemPtr.getRefData().getCount());
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp change (major)
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Avoid running any of the original code for dragging items, to prevent possibilities
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for item duping or interaction with restricted containers
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*/
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return;
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/*
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End of tes3mp change (major)
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*/
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mDragAndDrop->startDrag(mSelectedItem, mSortModel, mModel, mItemView, count);
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}
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void ContainerWindow::dropItem()
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{
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if (!mModel)
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return;
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bool success = mModel->onDropItem(mDragAndDrop->mItem.mBase, mDragAndDrop->mDraggedCount);
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/*
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Start of tes3mp addition
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Send an ID_CONTAINER packet every time an item is dropped in a container
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*/
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if (success)
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{
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->cell = *mPtr.getCell()->getCell();
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objectList->action = mwmp::BaseObjectList::ADD;
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objectList->containerSubAction = mwmp::BaseObjectList::DROP;
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mwmp::BaseObject baseObject = objectList->getBaseObject(mPtr);
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MWWorld::Ptr itemPtr = mDragAndDrop->mItem.mBase;
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mwmp::ContainerItem containerItem;
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containerItem.refId = itemPtr.getCellRef().getRefId();
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// Make sure we get the drag and drop count, not the count of the original item
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containerItem.count = mDragAndDrop->mDraggedCount;
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containerItem.charge = itemPtr.getCellRef().getCharge();
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containerItem.enchantmentCharge = itemPtr.getCellRef().getEnchantmentCharge();
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containerItem.soul = itemPtr.getCellRef().getSoul();
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baseObject.containerItems.push_back(containerItem);
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objectList->addObject(baseObject);
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objectList->sendContainer();
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_CONTAINER about\n- Ptr cellRef: %s %i-%i\n- cell: %s\n- item: %s %i, %i",
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baseObject.refId.c_str(), baseObject.refNum, baseObject.mpNum, objectList->cell.getDescription().c_str(),
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containerItem.refId.c_str(), containerItem.count, containerItem.charge);
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}
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp change (major)
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Avoid running any of the original code for dropping items, to prevent possibilities
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for item duping or interaction with restricted containers
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Instead, finish the drag in a way that removes the items in it
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*/
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//if (success)
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// mDragAndDrop->drop(mModel, mItemView);
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mDragAndDrop->finish(true);
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/*
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End of tes3mp change (major)
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*/
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}
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void ContainerWindow::onBackgroundSelected()
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{
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if (mDragAndDrop->mIsOnDragAndDrop)
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dropItem();
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}
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void ContainerWindow::setPtr(const MWWorld::Ptr& container)
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{
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/*
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Start of tes3mp addition
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Mark this container as open for multiplayer logic purposes
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*/
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mwmp::Main::get().getLocalPlayer()->storeCurrentContainer(container);
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/*
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End of tes3mp addition
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*/
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mPtr = container;
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bool loot = mPtr.getClass().isActor() && mPtr.getClass().getCreatureStats(mPtr).isDead();
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if (mPtr.getClass().hasInventoryStore(mPtr))
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{
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if (mPtr.getClass().isNpc() && !loot)
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{
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// we are stealing stuff
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mModel = new PickpocketItemModel(mPtr, new InventoryItemModel(container),
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!mPtr.getClass().getCreatureStats(mPtr).getKnockedDown());
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}
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else
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mModel = new InventoryItemModel(container);
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}
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else
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{
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mModel = new ContainerItemModel(container);
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}
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mDisposeCorpseButton->setVisible(loot);
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mSortModel = new SortFilterItemModel(mModel);
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mItemView->setModel (mSortModel);
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mItemView->resetScrollBars();
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MWBase::Environment::get().getWindowManager()->setKeyFocusWidget(mCloseButton);
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setTitle(container.getClass().getName(container));
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}
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void ContainerWindow::resetReference()
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{
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ReferenceInterface::resetReference();
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mItemView->setModel(NULL);
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mModel = NULL;
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mSortModel = NULL;
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}
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void ContainerWindow::onClose()
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{
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/*
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Start of tes3mp addition
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Mark this container as closed for multiplayer logic purposes
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*/
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mwmp::Main::get().getLocalPlayer()->clearCurrentContainer();
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/*
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End of tes3mp addition
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*/
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WindowBase::onClose();
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if (mModel)
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mModel->onClose();
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}
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void ContainerWindow::onCloseButtonClicked(MyGUI::Widget* _sender)
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{
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
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}
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void ContainerWindow::onTakeAllButtonClicked(MyGUI::Widget* _sender)
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{
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if(mDragAndDrop != NULL && mDragAndDrop->mIsOnDragAndDrop)
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return;
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/*
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Start of tes3mp addition
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Send an ID_CONTAINER packet every time the Take All button is used on
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a container
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*/
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->cell = *mPtr.getCell()->getCell();
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objectList->action = mwmp::BaseObjectList::REMOVE;
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objectList->containerSubAction = mwmp::BaseObjectList::TAKE_ALL;
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objectList->addEntireContainer(mPtr);
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objectList->sendContainer();
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LOG_MESSAGE_SIMPLE(Log::LOG_INFO, "Sending ID_CONTAINER about\n- Ptr cellRef: %s, %i-%i\n- cell: %s",
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mPtr.getCellRef().getRefId().c_str(), mPtr.getCellRef().getRefNum().mIndex, mPtr.getCellRef().getMpNum(),
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objectList->cell.getDescription().c_str());
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp change (major)
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Avoid running any of the original code for taking all items, to prevent
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possibilities for item duping or interaction with restricted containers
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*/
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return;
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/*
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End of tes3mp change (major)
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*/
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// transfer everything into the player's inventory
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ItemModel* playerModel = MWBase::Environment::get().getWindowManager()->getInventoryWindow()->getModel();
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mModel->update();
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// unequip all items to avoid unequipping/reequipping
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if (mPtr.getClass().hasInventoryStore(mPtr))
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{
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MWWorld::InventoryStore& invStore = mPtr.getClass().getInventoryStore(mPtr);
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for (size_t i=0; i<mModel->getItemCount(); ++i)
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{
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const ItemStack& item = mModel->getItem(i);
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if (invStore.isEquipped(item.mBase) == false)
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continue;
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invStore.unequipItem(item.mBase, mPtr);
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}
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}
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mModel->update();
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for (size_t i=0; i<mModel->getItemCount(); ++i)
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{
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if (i==0)
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{
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// play the sound of the first object
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MWWorld::Ptr item = mModel->getItem(i).mBase;
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std::string sound = item.getClass().getUpSoundId(item);
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MWBase::Environment::get().getWindowManager()->playSound(sound);
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}
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const ItemStack& item = mModel->getItem(i);
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if (!onTakeItem(item, item.mCount))
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break;
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mModel->moveItem(item, item.mCount, playerModel);
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}
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
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}
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void ContainerWindow::onDisposeCorpseButtonClicked(MyGUI::Widget *sender)
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{
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if(mDragAndDrop == NULL || !mDragAndDrop->mIsOnDragAndDrop)
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{
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onTakeAllButtonClicked(mTakeButton);
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if (mPtr.getClass().isPersistent(mPtr))
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MWBase::Environment::get().getWindowManager()->messageBox("#{sDisposeCorpseFail}");
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/*
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Start of tes3mp change (major)
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Instead of deleting the corpse on this client, simply send an ID_OBJECT_DELETE
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packet to the server as a request for the deletion
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*/
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else
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{
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mwmp::ObjectList *objectList = mwmp::Main::get().getNetworking()->getObjectList();
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objectList->reset();
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objectList->packetOrigin = mwmp::CLIENT_GAMEPLAY;
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objectList->addObjectDelete(mPtr);
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objectList->sendObjectDelete();
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}
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/*
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End of tes3mp change (major)
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*/
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}
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}
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void ContainerWindow::onReferenceUnavailable()
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{
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MWBase::Environment::get().getWindowManager()->removeGuiMode(GM_Container);
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}
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bool ContainerWindow::onTakeItem(const ItemStack &item, int count)
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{
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return mModel->onTakeItem(item.mBase, count);
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}
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/*
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Start of tes3mp addition
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Make it possible to check from elsewhere whether there is currently an
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item being dragged in the container window
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*/
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bool ContainerWindow::isOnDragAndDrop()
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{
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return mDragAndDrop->mIsOnDragAndDrop;
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}
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/*
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End of tes3mp addition
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*/
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/*
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Start of tes3mp addition
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Make it possible to drag a specific item Ptr instead of having to rely
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on an index that may have changed in the meantime, for drags that
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require approval from the server
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*/
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bool ContainerWindow::dragItemByPtr(const MWWorld::Ptr& itemPtr, int dragCount)
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{
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ItemModel::ModelIndex newIndex = -1;
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for (unsigned int i = 0; i < mModel->getItemCount(); ++i)
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{
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if (mModel->getItem(i).mBase == itemPtr)
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{
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newIndex = i;
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break;
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}
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}
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if (newIndex != -1)
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{
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mDragAndDrop->startDrag(newIndex, mSortModel, mModel, mItemView, dragCount);
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return true;
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}
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return false;
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}
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/*
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End of tes3mp addition
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*/
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}
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