Merge pull request #1665 from mc-server/Inventory
Own classes for all windows and implemented vanilla-like shift click.
This commit is contained in:
commit
1b60fe12a8
@ -167,6 +167,24 @@ void cLuaWindow::Destroy(void)
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void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer& a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
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{
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cSlotAreas Areas;
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for (auto Area : m_SlotAreas)
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{
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if (Area != a_ClickedArea)
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{
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Areas.push_back(Area);
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}
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}
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super::DistributeStackToAreas(a_ItemStack, a_Player, Areas, a_ShouldApply, false);
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}
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void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
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{
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if (a_ItemGrid != &m_Contents)
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@ -84,6 +84,7 @@ protected:
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// cWindow overrides:
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virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
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virtual void Destroy(void) override;
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
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// cItemGrid::cListener overrides:
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virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
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@ -4,6 +4,7 @@
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#include "BeaconEntity.h"
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#include "../BlockArea.h"
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#include "../Entities/Player.h"
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#include "../UI/BeaconWindow.h"
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@ -289,7 +290,7 @@ void cBeaconEntity::UsedBy(cPlayer * a_Player)
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OpenWindow(new cBeaconWindow(m_PosX, m_PosY, m_PosZ, this));
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Window = GetWindow();
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}
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if (Window != nullptr)
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{
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// if (a_Player->GetWindow() != Window)
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@ -4,7 +4,7 @@
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#include "ChestEntity.h"
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#include "../Item.h"
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#include "../Entities/Player.h"
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#include "../UI/Window.h"
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#include "../UI/ChestWindow.h"
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@ -8,6 +8,7 @@
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#include "DropSpenserEntity.h"
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#include "../Entities/Player.h"
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#include "../Chunk.h"
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#include "../UI/DropSpenserWindow.h"
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@ -4,7 +4,7 @@
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#include "EnderChestEntity.h"
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#include "../Item.h"
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#include "../Entities/Player.h"
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#include "../UI/Window.h"
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#include "../UI/EnderChestWindow.h"
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@ -2,7 +2,7 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "FurnaceEntity.h"
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#include "../UI/Window.h"
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#include "../UI/FurnaceWindow.h"
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#include "../Entities/Player.h"
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#include "../Root.h"
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#include "../Chunk.h"
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@ -9,6 +9,7 @@
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#include "../Entities/Player.h"
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#include "../Entities/Pickup.h"
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#include "../Bindings/PluginManager.h"
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#include "../UI/HopperWindow.h"
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#include "ChestEntity.h"
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#include "FurnaceEntity.h"
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@ -4,6 +4,7 @@
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#include "BlockHandler.h"
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#include "../World.h"
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#include "../Entities/Player.h"
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#include "../UI/AnvilWindow.h"
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@ -2,7 +2,7 @@
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#pragma once
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#include "BlockHandler.h"
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#include "../UI/Window.h"
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#include "../UI/EnchantingWindow.h"
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#include "../Entities/Player.h"
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@ -2,7 +2,7 @@
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#pragma once
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#include "BlockHandler.h"
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#include "../UI/Window.h"
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#include "../UI/CraftingWindow.h"
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#include "../Entities/Player.h"
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@ -9,7 +9,7 @@ include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/libevent/include
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set(FOLDERS
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OSSupport HTTPServer Items Blocks Protocol Generating PolarSSL++ Bindings
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WorldStorage Mobs Entities Simulator UI BlockEntities Generating/Prefabs
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WorldStorage Mobs Entities Simulator BlockEntities UI Generating/Prefabs
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Noise
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)
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@ -318,7 +318,7 @@ if (NOT MSVC)
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target_link_libraries(${EXECUTABLE}
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OSSupport HTTPServer Bindings Items Blocks Noise
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Protocol Generating Generating_Prefabs WorldStorage
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Mobs Entities Simulator UI BlockEntities PolarSSL++
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Mobs Entities Simulator BlockEntities UI PolarSSL++
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)
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endif ()
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if (WIN32)
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@ -12,6 +12,9 @@
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#include "BlockEntities/CommandBlockEntity.h"
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#include "BlockEntities/SignEntity.h"
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#include "UI/Window.h"
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#include "UI/AnvilWindow.h"
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#include "UI/BeaconWindow.h"
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#include "UI/EnchantingWindow.h"
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#include "Item.h"
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#include "Mobs/Monster.h"
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#include "ChatColor.h"
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@ -11,6 +11,7 @@
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#include "../Chunk.h"
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#include "Player.h"
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#include "../BoundingBox.h"
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#include "../UI/MinecartWithChestWindow.h"
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#define NO_SPEED 0.0
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#define MAX_SPEED 8
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@ -5,7 +5,7 @@
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#include <unordered_map>
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#include "../ChatColor.h"
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#include "../Server.h"
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#include "../UI/Window.h"
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#include "../UI/InventoryWindow.h"
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#include "../UI/WindowOwner.h"
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#include "../World.h"
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#include "../Bindings/PluginManager.h"
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@ -291,6 +291,22 @@ const cFurnaceRecipe::cRecipe * cFurnaceRecipe::GetRecipeFrom(const cItem & a_In
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bool cFurnaceRecipe::IsFuel(const cItem & a_Item) const
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{
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for (auto & Fuel : m_pState->Fuel)
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{
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if ((Fuel.In->m_ItemType == a_Item.m_ItemType) && (Fuel.In->m_ItemCount <= a_Item.m_ItemCount))
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{
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return true;
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}
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}
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return false;
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}
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int cFurnaceRecipe::GetBurnTime(const cItem & a_Fuel) const
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{
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int BestFuel = 0;
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@ -34,6 +34,9 @@ public:
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/** Returns a recipe for the specified input, nullptr if no recipe found */
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const cRecipe * GetRecipeFrom(const cItem & a_Ingredient) const;
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/** Returns true if the item is a fuel, false if not. */
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bool IsFuel(const cItem & a_Item) const;
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/** Returns the amount of time that the specified fuel burns, in ticks */
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int GetBurnTime(const cItem & a_Fuel) const;
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83
src/UI/AnvilWindow.cpp
Normal file
83
src/UI/AnvilWindow.cpp
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@ -0,0 +1,83 @@
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// AnvilWindow.cpp
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// Representing the UI window for the anvil block
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#include "Globals.h"
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#include "AnvilWindow.h"
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#include "SlotArea.h"
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cAnvilWindow::cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
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cWindow(wtAnvil, "Repair"),
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m_RepairedItemName(""),
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m_BlockX(a_BlockX),
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m_BlockY(a_BlockY),
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m_BlockZ(a_BlockZ)
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{
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m_AnvilSlotArea = new cSlotAreaAnvil(*this);
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m_SlotAreas.push_back(m_AnvilSlotArea);
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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AString cAnvilWindow::GetRepairedItemName(void) const
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{
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return m_RepairedItemName;
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}
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void cAnvilWindow::SetRepairedItemName(const AString & a_Name, cPlayer * a_Player)
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{
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m_RepairedItemName = a_Name;
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if (a_Player != nullptr)
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{
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m_AnvilSlotArea->UpdateResult(*a_Player);
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}
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}
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void cAnvilWindow::GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ)
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{
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a_PosX = m_BlockX;
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a_PosY = m_BlockY;
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a_PosZ = m_BlockZ;
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}
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void cAnvilWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Anvil Slot
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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}
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else
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{
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// Inventory or Hotbar
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AreasInOrder.push_back(m_SlotAreas[0]); /* Anvil */
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}
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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45
src/UI/AnvilWindow.h
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45
src/UI/AnvilWindow.h
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@ -0,0 +1,45 @@
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// AnvilWindow.h
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// Representing the UI window for the anvil block
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#pragma once
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#include "Window.h"
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class cAnvilWindow :
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public cWindow
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{
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typedef cWindow super;
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public:
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cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
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/** Gets the repaired item name. */
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AString GetRepairedItemName(void) const;
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/** Set the repaired item name. */
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void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player);
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/** Gets the Position from the Anvil */
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void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ);
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
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protected:
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cSlotAreaAnvil * m_AnvilSlotArea;
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AString m_RepairedItemName;
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int m_BlockX, m_BlockY, m_BlockZ;
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};
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76
src/UI/BeaconWindow.cpp
Normal file
76
src/UI/BeaconWindow.cpp
Normal file
@ -0,0 +1,76 @@
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// BeaconWindow.cpp
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// Representing the UI window for the beacon block
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#include "Globals.h"
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#include "BeaconWindow.h"
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#include "SlotArea.h"
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#include "../BlockEntities/BeaconEntity.h"
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#include "../Entities/Player.h"
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cBeaconWindow::cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon) :
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cWindow(wtBeacon, "Beacon"),
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m_Beacon(a_Beacon)
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{
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m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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void cBeaconWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Beacon Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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if (cSlotAreaBeacon::IsPlaceableItem(a_ItemStack.m_ItemType) && (a_ItemStack.m_ItemCount == 1))
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{
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AreasInOrder.push_back(m_SlotAreas[0]); /* Beacon */
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}
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if (a_ClickedArea == m_SlotAreas[1])
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{
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// Inventory Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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}
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else
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{
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// Hotbar Area
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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}
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super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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void cBeaconWindow::OpenedByPlayer(cPlayer & a_Player)
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{
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super::OpenedByPlayer(a_Player);
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a_Player.GetClientHandle()->SendWindowProperty(*this, 0, m_Beacon->GetBeaconLevel());
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a_Player.GetClientHandle()->SendWindowProperty(*this, 1, m_Beacon->GetPrimaryEffect());
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a_Player.GetClientHandle()->SendWindowProperty(*this, 2, m_Beacon->GetSecondaryEffect());
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}
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40
src/UI/BeaconWindow.h
Normal file
40
src/UI/BeaconWindow.h
Normal file
@ -0,0 +1,40 @@
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// BeaconWindow.h
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// Representing the UI window for the beacon block
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#pragma once
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#include "Window.h"
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#include "../Entities/Player.h"
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class cBeaconWindow :
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public cWindow
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{
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typedef cWindow super;
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public:
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cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon);
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cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
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// cWindow Overrides:
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virtual void OpenedByPlayer(cPlayer & a_Player) override;
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protected:
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cBeaconEntity * m_Beacon;
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};
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|
@ -6,11 +6,32 @@ include_directories ("${PROJECT_SOURCE_DIR}/../")
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SET (SRCS
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SlotArea.cpp
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Window.cpp)
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Window.cpp
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AnvilWindow.cpp
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BeaconWindow.cpp
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ChestWindow.cpp
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CraftingWindow.cpp
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DropSpenserWindow.cpp
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EnchantingWindow.cpp
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EnderChestWindow.cpp
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FurnaceWindow.cpp
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HopperWindow.cpp
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InventoryWindow.cpp)
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SET (HDRS
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SlotArea.h
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Window.h
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AnvilWindow.h
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BeaconWindow.h
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ChestWindow.h
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CraftingWindow.h
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DropSpenserWindow.h
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EnchantingWindow.h
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EnderChestWindow.h
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FurnaceWindow.h
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HopperWindow.h
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InventoryWindow.h
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MinecartWithChestWindow.h
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WindowOwner.h)
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if(NOT MSVC)
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|
141
src/UI/ChestWindow.cpp
Normal file
141
src/UI/ChestWindow.cpp
Normal file
@ -0,0 +1,141 @@
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// ChestWindow.cpp
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// Representing the UI window for the chest block
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#include "Globals.h"
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#include "ChestWindow.h"
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#include "../BlockEntities/ChestEntity.h"
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#include "../Entities/Player.h"
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cChestWindow::cChestWindow(cChestEntity * a_Chest) :
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cWindow(wtChest, (a_Chest->GetBlockType() == E_BLOCK_CHEST) ? "Chest" : "Trapped Chest"),
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m_World(a_Chest->GetWorld()),
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m_BlockX(a_Chest->GetPosX()),
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m_BlockY(a_Chest->GetPosY()),
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m_BlockZ(a_Chest->GetPosZ()),
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m_PrimaryChest(a_Chest),
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m_SecondaryChest(nullptr)
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{
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m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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// Play the opening sound:
|
||||
m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
|
||||
// Send out the chest-open packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, a_Chest->GetBlockType());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest) :
|
||||
cWindow(wtChest, (a_PrimaryChest->GetBlockType() == E_BLOCK_CHEST) ? "Double Chest" : "Double Trapped Chest"),
|
||||
m_World(a_PrimaryChest->GetWorld()),
|
||||
m_BlockX(a_PrimaryChest->GetPosX()),
|
||||
m_BlockY(a_PrimaryChest->GetPosY()),
|
||||
m_BlockZ(a_PrimaryChest->GetPosZ()),
|
||||
m_PrimaryChest(a_PrimaryChest),
|
||||
m_SecondaryChest(a_SecondaryChest)
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
|
||||
// Play the opening sound:
|
||||
m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
|
||||
// Send out the chest-open packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, a_PrimaryChest->GetBlockType());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cChestWindow::~cChestWindow()
|
||||
{
|
||||
// Send out the chest-close packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, m_PrimaryChest->GetBlockType());
|
||||
|
||||
m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cChestWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
|
||||
{
|
||||
int ChunkX, ChunkZ;
|
||||
|
||||
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() - 1);
|
||||
cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
|
||||
if (m_SecondaryChest != nullptr)
|
||||
{
|
||||
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() - 1);
|
||||
cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
}
|
||||
|
||||
cWindow::ClosedByPlayer(a_Player, a_CanRefuse);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cChestWindow::OpenedByPlayer(cPlayer & a_Player)
|
||||
{
|
||||
int ChunkX, ChunkZ;
|
||||
|
||||
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() + 1);
|
||||
cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
|
||||
if (m_SecondaryChest != nullptr)
|
||||
{
|
||||
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() + 1);
|
||||
cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
}
|
||||
|
||||
cWindow::OpenedByPlayer(a_Player);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cChestWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Chest Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hotbar or Inventory
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
45
src/UI/ChestWindow.h
Normal file
45
src/UI/ChestWindow.h
Normal file
@ -0,0 +1,45 @@
|
||||
|
||||
// ChestWindow.h
|
||||
|
||||
// Representing the UI window for the chest block
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cChestWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cChestWindow(cChestEntity * a_Chest);
|
||||
|
||||
cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest);
|
||||
|
||||
~cChestWindow();
|
||||
|
||||
virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
|
||||
|
||||
virtual void OpenedByPlayer(cPlayer & a_Player) override;
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
|
||||
protected:
|
||||
cWorld * m_World;
|
||||
int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
|
||||
cChestEntity * m_PrimaryChest;
|
||||
cChestEntity * m_SecondaryChest;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
61
src/UI/CraftingWindow.cpp
Normal file
61
src/UI/CraftingWindow.cpp
Normal file
@ -0,0 +1,61 @@
|
||||
|
||||
// CraftingWindow.cpp
|
||||
|
||||
// Representing the UI window for the crafting block
|
||||
|
||||
#include "Globals.h"
|
||||
#include "CraftingWindow.h"
|
||||
#include "SlotArea.h"
|
||||
|
||||
|
||||
|
||||
|
||||
cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cWindow(wtWorkbench, "Crafting Table")
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cCraftingWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Crafting Area
|
||||
if (a_Slot == 0)
|
||||
{
|
||||
// Result Slot
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
}
|
||||
else
|
||||
{
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
}
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
|
||||
}
|
||||
else if (a_ClickedArea == m_SlotAreas[1])
|
||||
{
|
||||
// Inventory Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hotbar
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
31
src/UI/CraftingWindow.h
Normal file
31
src/UI/CraftingWindow.h
Normal file
@ -0,0 +1,31 @@
|
||||
|
||||
// CraftingWindow.h
|
||||
|
||||
// Representing the UI window for the crafting block
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cCraftingWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
46
src/UI/DropSpenserWindow.cpp
Normal file
46
src/UI/DropSpenserWindow.cpp
Normal file
@ -0,0 +1,46 @@
|
||||
|
||||
// DropSpenserWindow.cpp
|
||||
|
||||
// Representing the UI window for the dropper/dispenser block
|
||||
|
||||
#include "Globals.h"
|
||||
#include "DropSpenserWindow.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cDropSpenserWindow::cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
|
||||
cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cDropSpenserWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// DropSpenser Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Inventory or Hotbar
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
32
src/UI/DropSpenserWindow.h
Normal file
32
src/UI/DropSpenserWindow.h
Normal file
@ -0,0 +1,32 @@
|
||||
|
||||
// DropSpenserWindow.h
|
||||
|
||||
// Representing the UI window for the dropper/dispenser block
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
#include "../BlockEntities/DropSpenserEntity.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cDropSpenserWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser);
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
100
src/UI/EnchantingWindow.cpp
Normal file
100
src/UI/EnchantingWindow.cpp
Normal file
@ -0,0 +1,100 @@
|
||||
|
||||
// EnchantingWindow.cpp
|
||||
|
||||
// Representing the UI window for the enchanting block
|
||||
|
||||
#include "Globals.h"
|
||||
#include "EnchantingWindow.h"
|
||||
#include "SlotArea.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cEnchantingWindow::cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cWindow(wtEnchantment, "Enchant"),
|
||||
m_SlotArea(),
|
||||
m_BlockX(a_BlockX),
|
||||
m_BlockY(a_BlockY),
|
||||
m_BlockZ(a_BlockZ)
|
||||
{
|
||||
m_SlotArea = new cSlotAreaEnchanting(*this, m_BlockX, m_BlockY, m_BlockZ);
|
||||
m_SlotAreas.push_back(m_SlotArea);
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEnchantingWindow::SetProperty(short a_Property, short a_Value, cPlayer & a_Player)
|
||||
{
|
||||
if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
|
||||
{
|
||||
ASSERT(!"a_Property is invalid");
|
||||
return;
|
||||
}
|
||||
|
||||
m_PropertyValue[a_Property] = a_Value;
|
||||
super::SetProperty(a_Property, a_Value, a_Player);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEnchantingWindow::SetProperty(short a_Property, short a_Value)
|
||||
{
|
||||
if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
|
||||
{
|
||||
ASSERT(!"a_Property is invalid");
|
||||
return;
|
||||
}
|
||||
|
||||
m_PropertyValue[a_Property] = a_Value;
|
||||
super::SetProperty(a_Property, a_Value);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
short cEnchantingWindow::GetPropertyValue(short a_Property)
|
||||
{
|
||||
if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
|
||||
{
|
||||
ASSERT(!"a_Property is invalid");
|
||||
return 0;
|
||||
}
|
||||
|
||||
return m_PropertyValue[a_Property];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEnchantingWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Enchanting Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Inventory or Hotbar
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Enchanting */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
44
src/UI/EnchantingWindow.h
Normal file
44
src/UI/EnchantingWindow.h
Normal file
@ -0,0 +1,44 @@
|
||||
|
||||
// EnchantingWindow.h
|
||||
|
||||
// Representing the UI window for the enchanting block
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cEnchantingWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
virtual void SetProperty(short a_Property, short a_Value, cPlayer & a_Player) override;
|
||||
|
||||
virtual void SetProperty(short a_Property, short a_Value) override;
|
||||
|
||||
/** Return the value of a property */
|
||||
short GetPropertyValue(short a_Property);
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
|
||||
cSlotArea * m_SlotArea;
|
||||
|
||||
protected:
|
||||
short m_PropertyValue[3];
|
||||
int m_BlockX, m_BlockY, m_BlockZ;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
71
src/UI/EnderChestWindow.cpp
Normal file
71
src/UI/EnderChestWindow.cpp
Normal file
@ -0,0 +1,71 @@
|
||||
|
||||
// EnderChestWindow.cpp
|
||||
|
||||
// Representing the UI window for the enderchest block
|
||||
|
||||
#include "Globals.h"
|
||||
#include "../World.h"
|
||||
#include "EnderChestWindow.h"
|
||||
#include "SlotArea.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cEnderChestWindow::cEnderChestWindow(cEnderChestEntity * a_EnderChest) :
|
||||
cWindow(wtChest, "Ender Chest"),
|
||||
m_World(a_EnderChest->GetWorld()),
|
||||
m_BlockX(a_EnderChest->GetPosX()),
|
||||
m_BlockY(a_EnderChest->GetPosY()),
|
||||
m_BlockZ(a_EnderChest->GetPosZ())
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
|
||||
// Play the opening sound:
|
||||
m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
|
||||
// Send out the chest-open packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_ENDER_CHEST);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cEnderChestWindow::~cEnderChestWindow()
|
||||
{
|
||||
// Send out the chest-close packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_ENDER_CHEST);
|
||||
|
||||
// Play the closing sound
|
||||
m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEnderChestWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Chest Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hotbar or Inventory
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
38
src/UI/EnderChestWindow.h
Normal file
38
src/UI/EnderChestWindow.h
Normal file
@ -0,0 +1,38 @@
|
||||
|
||||
// EnderChestWindow.h
|
||||
|
||||
// Representing the UI window for the enderchest block
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
#include "../BlockEntities/EnderChestEntity.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cEnderChestWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cEnderChestWindow(cEnderChestEntity * a_EnderChest);
|
||||
|
||||
~cEnderChestWindow();
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
|
||||
protected:
|
||||
cWorld * m_World;
|
||||
int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
74
src/UI/FurnaceWindow.cpp
Normal file
74
src/UI/FurnaceWindow.cpp
Normal file
@ -0,0 +1,74 @@
|
||||
|
||||
// FurnaceWindow.cpp
|
||||
|
||||
// Representing the UI window for the furnace block
|
||||
|
||||
#include "Globals.h"
|
||||
#include "FurnaceWindow.h"
|
||||
#include "SlotArea.h"
|
||||
#include "../FurnaceRecipe.h"
|
||||
#include "../Root.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
|
||||
cWindow(wtFurnace, "Furnace")
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cFurnaceWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Furnace Area
|
||||
if (a_Slot == 2)
|
||||
{
|
||||
// Result Slot
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Furnace Input/Fuel Slot
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe();
|
||||
if ((FurnaceRecipes->GetRecipeFrom(a_ItemStack) != nullptr) || (FurnaceRecipes->IsFuel(a_ItemStack)))
|
||||
{
|
||||
// The item is a valid input item or fuel
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Furnace Area */
|
||||
}
|
||||
else if (a_ClickedArea == m_SlotAreas[1])
|
||||
{
|
||||
// Inventory Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hotbar Area
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
}
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
32
src/UI/FurnaceWindow.h
Normal file
32
src/UI/FurnaceWindow.h
Normal file
@ -0,0 +1,32 @@
|
||||
|
||||
// FurnaceWindow.h
|
||||
|
||||
// Representing the UI window for the furnace block
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cFurnaceWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace);
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
48
src/UI/HopperWindow.cpp
Normal file
48
src/UI/HopperWindow.cpp
Normal file
@ -0,0 +1,48 @@
|
||||
|
||||
// HopperWindow.cpp
|
||||
|
||||
// Representing the UI window for the hopper block
|
||||
|
||||
#include "Globals.h"
|
||||
#include "../BlockEntities/HopperEntity.h"
|
||||
#include "HopperWindow.h"
|
||||
#include "../BlockEntities/DropperEntity.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cHopperWindow::cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) :
|
||||
super(wtHopper, "Hopper")
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cHopperWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Hopper Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Inventory or Hotbar
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Hopper */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
32
src/UI/HopperWindow.h
Normal file
32
src/UI/HopperWindow.h
Normal file
@ -0,0 +1,32 @@
|
||||
|
||||
// HopperWindow.h
|
||||
|
||||
// Representing the UI window for the hopper block
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cHopperWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper);
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
73
src/UI/InventoryWindow.cpp
Normal file
73
src/UI/InventoryWindow.cpp
Normal file
@ -0,0 +1,73 @@
|
||||
|
||||
// InventoryWindow.cpp
|
||||
|
||||
// Representing the UI window for the player inventory
|
||||
|
||||
#include "Globals.h"
|
||||
#include "InventoryWindow.h"
|
||||
#include "SlotArea.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
|
||||
cWindow(wtInventory, "Inventory"),
|
||||
m_Player(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));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cInventoryWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Crafting Area
|
||||
if (a_Slot == 0)
|
||||
{
|
||||
// Result Slot
|
||||
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
||||
}
|
||||
else
|
||||
{
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
||||
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
||||
}
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
|
||||
}
|
||||
else if (a_ClickedArea == m_SlotAreas[1])
|
||||
{
|
||||
// Armor Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
||||
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
else if (a_ClickedArea == m_SlotAreas[2])
|
||||
{
|
||||
// Inventory Area
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
|
||||
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hotbar
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
34
src/UI/InventoryWindow.h
Normal file
34
src/UI/InventoryWindow.h
Normal file
@ -0,0 +1,34 @@
|
||||
|
||||
// InventoryWindow.h
|
||||
|
||||
// Representing the UI window for the player inventory
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cInventoryWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cInventoryWindow(cPlayer & a_Player);
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
|
||||
protected:
|
||||
cPlayer & m_Player;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
67
src/UI/MinecartWithChestWindow.h
Normal file
67
src/UI/MinecartWithChestWindow.h
Normal file
@ -0,0 +1,67 @@
|
||||
|
||||
// MinecartWithChestWindow.h
|
||||
|
||||
// Representing the UI window for the minecart chest entity
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
#include "../Entities/Minecart.h"
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cMinecartWithChestWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
|
||||
public:
|
||||
cMinecartWithChestWindow(cMinecartWithChest * a_ChestCart) :
|
||||
cWindow(wtChest, "Minecart with Chest"),
|
||||
m_ChestCart(a_ChestCart)
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaMinecartWithChest(a_ChestCart, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
|
||||
a_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestopen", a_ChestCart->GetPosX(), a_ChestCart->GetPosY(), a_ChestCart->GetPosZ(), 1, 1);
|
||||
}
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea* a_ClickedArea, bool a_ShouldApply) override
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Chest Area
|
||||
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
|
||||
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Hotbar or Inventory
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
|
||||
super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
~cMinecartWithChestWindow()
|
||||
{
|
||||
m_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestclosed", m_ChestCart->GetPosX(), m_ChestCart->GetPosY(), m_ChestCart->GetPosZ(), 1, 1);
|
||||
}
|
||||
|
||||
private:
|
||||
cMinecartWithChest * m_ChestCart;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
@ -1,3 +1,4 @@
|
||||
|
||||
// SlotArea.cpp
|
||||
|
||||
// Implements the cSlotArea class and its descendants
|
||||
@ -12,6 +13,7 @@
|
||||
#include "../BlockEntities/FurnaceEntity.h"
|
||||
#include "../Entities/Minecart.h"
|
||||
#include "../Items/ItemHandler.h"
|
||||
#include "AnvilWindow.h"
|
||||
#include "Window.h"
|
||||
#include "../CraftingRecipes.h"
|
||||
#include "../Root.h"
|
||||
@ -205,7 +207,7 @@ void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_
|
||||
{
|
||||
// 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);
|
||||
m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
|
||||
if (Slot.IsEmpty())
|
||||
{
|
||||
// Empty the slot completely, the client doesn't like left-over ItemType with zero count
|
||||
@ -340,31 +342,31 @@ void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
|
||||
|
||||
|
||||
|
||||
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
|
||||
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
for (int i = 0; i < m_NumSlots; i++)
|
||||
{
|
||||
const cItem * Slot = GetSlot(i, a_Player);
|
||||
int SlotNum = (a_BackFill) ? (m_NumSlots - 1 - i) : i;
|
||||
|
||||
const cItem * Slot = GetSlot(SlotNum, a_Player);
|
||||
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
|
||||
{
|
||||
// Different items
|
||||
continue;
|
||||
}
|
||||
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
char 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;
|
||||
}
|
||||
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
||||
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(i, a_Player, NewSlot);
|
||||
SetSlot(SlotNum, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
if (a_ItemStack.IsEmpty())
|
||||
@ -589,12 +591,13 @@ void cSlotAreaCrafting::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem &
|
||||
|
||||
|
||||
|
||||
void cSlotAreaCrafting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
|
||||
void cSlotAreaCrafting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
UNUSED(a_ItemStack);
|
||||
UNUSED(a_Player);
|
||||
UNUSED(a_ShouldApply);
|
||||
UNUSED(a_KeepEmptySlots);
|
||||
UNUSED(a_BackFill);
|
||||
}
|
||||
|
||||
|
||||
@ -656,7 +659,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
|
||||
{
|
||||
// Try distributing the result. If it fails, bail out:
|
||||
cItem ResultCopy(Result);
|
||||
m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, false);
|
||||
m_ParentWindow.DistributeStack(ResultCopy, 0, a_Player, this, false);
|
||||
if (!ResultCopy.IsEmpty())
|
||||
{
|
||||
// Couldn't distribute all of it. Bail out
|
||||
@ -665,7 +668,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
|
||||
|
||||
// Distribute the result, this time for real:
|
||||
ResultCopy = Result;
|
||||
m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, true);
|
||||
m_ParentWindow.DistributeStack(ResultCopy, 0, a_Player, this, true);
|
||||
|
||||
// Remove the ingredients from the crafting grid and update the recipe:
|
||||
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
|
||||
@ -769,7 +772,7 @@ void cSlotAreaCrafting::HandleCraftItem(const cItem & a_Result, cPlayer & a_Play
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cSlotAreaAnvil:
|
||||
|
||||
cSlotAreaAnvil::cSlotAreaAnvil(cAnvilWindow & a_ParentWindow) :
|
||||
cSlotAreaAnvil::cSlotAreaAnvil(cWindow & a_ParentWindow) :
|
||||
cSlotAreaTemporary(3, a_ParentWindow),
|
||||
m_MaximumCost(0),
|
||||
m_StackSizeToBeUsedInRepair(0)
|
||||
@ -894,7 +897,7 @@ void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem
|
||||
return;
|
||||
}
|
||||
|
||||
m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
|
||||
m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
|
||||
if (Slot.IsEmpty())
|
||||
{
|
||||
Slot.Empty();
|
||||
@ -910,31 +913,31 @@ void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem
|
||||
|
||||
|
||||
|
||||
void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
|
||||
void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
{
|
||||
const cItem * Slot = GetSlot(i, a_Player);
|
||||
int SlotNum = (a_BackFill) ? (2 - 1 - i) : i;
|
||||
|
||||
const cItem * Slot = GetSlot(SlotNum, a_Player);
|
||||
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
|
||||
{
|
||||
// Different items
|
||||
continue;
|
||||
}
|
||||
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
char 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;
|
||||
}
|
||||
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
||||
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(i, a_Player, NewSlot);
|
||||
SetSlot(SlotNum, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
if (a_ItemStack.IsEmpty())
|
||||
@ -1051,7 +1054,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
|
||||
cItem SecondInput(*GetSlot(1, a_Player));
|
||||
cItem Output(*GetSlot(2, a_Player));
|
||||
|
||||
if (Input.IsEmpty() && !Output.IsEmpty())
|
||||
if (Input.IsEmpty())
|
||||
{
|
||||
Output.Empty();
|
||||
SetSlot(2, a_Player, Output);
|
||||
@ -1335,7 +1338,7 @@ void cSlotAreaBeacon::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_
|
||||
|
||||
|
||||
|
||||
void cSlotAreaBeacon::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
|
||||
void cSlotAreaBeacon::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
const cItem * Slot = GetSlot(0, a_Player);
|
||||
if (!Slot->IsEmpty() || !IsPlaceableItem(a_ItemStack.m_ItemType) || (a_ItemStack.m_ItemCount != 1))
|
||||
@ -1390,13 +1393,12 @@ void cSlotAreaBeacon::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cSlotAreaEnchanting:
|
||||
|
||||
cSlotAreaEnchanting::cSlotAreaEnchanting(cEnchantingWindow & a_ParentWindow, int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cSlotAreaEnchanting::cSlotAreaEnchanting(cWindow & a_ParentWindow, int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cSlotAreaTemporary(1, a_ParentWindow),
|
||||
m_BlockX(a_BlockX),
|
||||
m_BlockY(a_BlockY),
|
||||
m_BlockZ(a_BlockZ)
|
||||
{
|
||||
a_ParentWindow.m_SlotArea = this;
|
||||
}
|
||||
|
||||
|
||||
@ -1503,7 +1505,7 @@ void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickActio
|
||||
|
||||
|
||||
|
||||
void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
|
||||
void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
const cItem * Slot = GetSlot(0, a_Player);
|
||||
if (!Slot->IsEmpty())
|
||||
@ -1833,38 +1835,50 @@ void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a
|
||||
|
||||
|
||||
|
||||
void cSlotAreaFurnace::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
|
||||
void cSlotAreaFurnace::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
for (int i = 0; i < 2; i++)
|
||||
int SlotNum;
|
||||
cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe();
|
||||
|
||||
if (FurnaceRecipes->GetRecipeFrom(a_ItemStack) != nullptr)
|
||||
{
|
||||
const cItem * Slot = GetSlot(i, a_Player);
|
||||
if (!Slot->IsEqual(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_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(i, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
if (a_ItemStack.IsEmpty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
} // for i - Slots
|
||||
SlotNum = 0;
|
||||
}
|
||||
else if (FurnaceRecipes->IsFuel(a_ItemStack))
|
||||
{
|
||||
SlotNum = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
const cItem * Slot = GetSlot(SlotNum, a_Player);
|
||||
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
|
||||
{
|
||||
// Different items
|
||||
return;
|
||||
}
|
||||
|
||||
char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
if (NumFit <= 0)
|
||||
{
|
||||
// Full stack already
|
||||
return;
|
||||
}
|
||||
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
||||
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(SlotNum, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
if (a_ItemStack.IsEmpty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -2013,7 +2027,7 @@ void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cI
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cSlotAreaArmor:
|
||||
|
||||
void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
|
||||
void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty())
|
||||
{
|
||||
|
@ -17,12 +17,10 @@ class cWindow;
|
||||
class cPlayer;
|
||||
class cBeaconEntity;
|
||||
class cChestEntity;
|
||||
class cDropSpenserEntity;
|
||||
class cEnderChestEntity;
|
||||
class cFurnaceEntity;
|
||||
class cMinecartWithChest;
|
||||
class cCraftingRecipe;
|
||||
class cEnchantingWindow;
|
||||
class cWorld;
|
||||
|
||||
|
||||
@ -73,7 +71,7 @@ public:
|
||||
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);
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill);
|
||||
|
||||
/// Called on DblClicking to collect all stackable items into hand.
|
||||
/// The items are accumulated in a_Dragging and removed from the slots immediately.
|
||||
@ -158,7 +156,7 @@ public:
|
||||
}
|
||||
|
||||
/** 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;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
|
||||
|
||||
/** Called when a player clicks in the window. Parameters taken from the click packet. */
|
||||
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
|
||||
@ -246,7 +244,7 @@ public:
|
||||
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) 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;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
|
||||
|
||||
|
||||
protected:
|
||||
@ -285,12 +283,12 @@ class cSlotAreaAnvil :
|
||||
typedef cSlotAreaTemporary super;
|
||||
|
||||
public:
|
||||
cSlotAreaAnvil(cAnvilWindow & a_ParentWindow);
|
||||
cSlotAreaAnvil(cWindow & a_ParentWindow);
|
||||
|
||||
// cSlotArea overrides:
|
||||
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
|
||||
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
|
||||
|
||||
// cSlotAreaTemporary overrides:
|
||||
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
|
||||
@ -326,10 +324,10 @@ public:
|
||||
cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow);
|
||||
virtual ~cSlotAreaBeacon();
|
||||
|
||||
bool IsPlaceableItem(short a_ItemType);
|
||||
static bool IsPlaceableItem(short a_ItemType);
|
||||
|
||||
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
|
||||
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
|
||||
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
|
||||
|
||||
@ -350,11 +348,11 @@ class cSlotAreaEnchanting :
|
||||
typedef cSlotAreaTemporary super;
|
||||
|
||||
public:
|
||||
cSlotAreaEnchanting(cEnchantingWindow & a_ParentWindow, int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
cSlotAreaEnchanting(cWindow & a_ParentWindow, int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
// cSlotArea overrides:
|
||||
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
|
||||
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
|
||||
|
||||
// cSlotAreaTemporary overrides:
|
||||
@ -439,7 +437,7 @@ public:
|
||||
virtual ~cSlotAreaFurnace();
|
||||
|
||||
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
|
||||
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
|
||||
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
|
||||
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
|
||||
|
||||
|
@ -32,7 +32,6 @@ cWindow::cWindow(WindowType a_WindowType, const AString & a_WindowTitle) :
|
||||
m_WindowType(a_WindowType),
|
||||
m_WindowTitle(a_WindowTitle),
|
||||
m_IsDestroyed(false),
|
||||
m_ShouldDistributeToHotbarFirst(true),
|
||||
m_Owner(nullptr)
|
||||
{
|
||||
if (a_WindowType == wtInventory)
|
||||
@ -392,43 +391,23 @@ bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
|
||||
|
||||
|
||||
|
||||
void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply)
|
||||
void cWindow::DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
|
||||
{
|
||||
// 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)
|
||||
/* 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 (size_t Pass = 0; Pass < 2; Pass++)
|
||||
{
|
||||
if (m_ShouldDistributeToHotbarFirst)
|
||||
for (auto SlotArea : a_AreasInOrder)
|
||||
{
|
||||
// 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:
|
||||
cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end();
|
||||
for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr)
|
||||
{
|
||||
if (*itr == a_ExcludeArea)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
|
||||
SlotArea->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0), a_BackFill);
|
||||
if (a_ItemStack.IsEmpty())
|
||||
{
|
||||
// Distributed it all
|
||||
return;
|
||||
}
|
||||
} // for itr - m_SlotAreas[]
|
||||
} // for Pass - repeat twice
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -779,401 +758,3 @@ void cWindow::SetProperty(short a_Property, short a_Value, cPlayer & a_Player)
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cInventoryWindow:
|
||||
|
||||
cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
|
||||
cWindow(wtInventory, "Inventory"),
|
||||
m_Player(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));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cCraftingWindow:
|
||||
|
||||
cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cWindow(wtWorkbench, "Crafting Table")
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cAnvilWindow:
|
||||
|
||||
cAnvilWindow::cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cWindow(wtAnvil, "Repair"),
|
||||
m_RepairedItemName(""),
|
||||
m_BlockX(a_BlockX),
|
||||
m_BlockY(a_BlockY),
|
||||
m_BlockZ(a_BlockZ)
|
||||
{
|
||||
m_AnvilSlotArea = new cSlotAreaAnvil(*this);
|
||||
m_SlotAreas.push_back(m_AnvilSlotArea);
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cAnvilWindow::SetRepairedItemName(const AString & a_Name, cPlayer * a_Player)
|
||||
{
|
||||
m_RepairedItemName = a_Name;
|
||||
|
||||
if (a_Player != nullptr)
|
||||
{
|
||||
m_AnvilSlotArea->UpdateResult(*a_Player);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cAnvilWindow::GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ)
|
||||
{
|
||||
a_PosX = m_BlockX;
|
||||
a_PosY = m_BlockY;
|
||||
a_PosZ = m_BlockZ;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cBeaconWindow:
|
||||
|
||||
cBeaconWindow::cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon) :
|
||||
cWindow(wtBeacon, "Beacon"),
|
||||
m_Beacon(a_Beacon)
|
||||
{
|
||||
m_ShouldDistributeToHotbarFirst = true;
|
||||
m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cBeaconWindow::OpenedByPlayer(cPlayer & a_Player)
|
||||
{
|
||||
super::OpenedByPlayer(a_Player);
|
||||
|
||||
a_Player.GetClientHandle()->SendWindowProperty(*this, 0, m_Beacon->GetBeaconLevel());
|
||||
a_Player.GetClientHandle()->SendWindowProperty(*this, 1, m_Beacon->GetPrimaryEffect());
|
||||
a_Player.GetClientHandle()->SendWindowProperty(*this, 2, m_Beacon->GetSecondaryEffect());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cEnchantingWindow:
|
||||
|
||||
cEnchantingWindow::cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
|
||||
cWindow(wtEnchantment, "Enchant"),
|
||||
m_SlotArea(),
|
||||
m_BlockX(a_BlockX),
|
||||
m_BlockY(a_BlockY),
|
||||
m_BlockZ(a_BlockZ)
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaEnchanting(*this, m_BlockX, m_BlockY, m_BlockZ));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEnchantingWindow::SetProperty(short a_Property, short a_Value)
|
||||
{
|
||||
if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
|
||||
{
|
||||
ASSERT(!"a_Property is invalid");
|
||||
return;
|
||||
}
|
||||
|
||||
m_PropertyValue[a_Property] = a_Value;
|
||||
super::SetProperty(a_Property, a_Value);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cEnchantingWindow::SetProperty(short a_Property, short a_Value, cPlayer & a_Player)
|
||||
{
|
||||
if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
|
||||
{
|
||||
ASSERT(!"a_Property is invalid");
|
||||
return;
|
||||
}
|
||||
|
||||
m_PropertyValue[a_Property] = a_Value;
|
||||
super::SetProperty(a_Property, a_Value, a_Player);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
short cEnchantingWindow::GetPropertyValue(short a_Property)
|
||||
{
|
||||
if ((a_Property < 0) || ((size_t)a_Property >= ARRAYCOUNT(m_PropertyValue)))
|
||||
{
|
||||
ASSERT(!"a_Property is invalid");
|
||||
return 0;
|
||||
}
|
||||
|
||||
return m_PropertyValue[a_Property];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cChestWindow:
|
||||
|
||||
cChestWindow::cChestWindow(cChestEntity * a_Chest) :
|
||||
cWindow(wtChest, (a_Chest->GetBlockType() == E_BLOCK_CHEST) ? "Chest" : "Trapped Chest"),
|
||||
m_World(a_Chest->GetWorld()),
|
||||
m_BlockX(a_Chest->GetPosX()),
|
||||
m_BlockY(a_Chest->GetPosY()),
|
||||
m_BlockZ(a_Chest->GetPosZ()),
|
||||
m_PrimaryChest(a_Chest),
|
||||
m_SecondaryChest(nullptr)
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
|
||||
// Play the opening sound:
|
||||
m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
|
||||
// Send out the chest-open packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, a_Chest->GetBlockType());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest) :
|
||||
cWindow(wtChest, (a_PrimaryChest->GetBlockType() == E_BLOCK_CHEST) ? "Double Chest" : "Double Trapped Chest"),
|
||||
m_World(a_PrimaryChest->GetWorld()),
|
||||
m_BlockX(a_PrimaryChest->GetPosX()),
|
||||
m_BlockY(a_PrimaryChest->GetPosY()),
|
||||
m_BlockZ(a_PrimaryChest->GetPosZ()),
|
||||
m_PrimaryChest(a_PrimaryChest),
|
||||
m_SecondaryChest(a_SecondaryChest)
|
||||
{
|
||||
m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
|
||||
m_ShouldDistributeToHotbarFirst = false;
|
||||
|
||||
// Play the opening sound:
|
||||
m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
|
||||
// Send out the chest-open packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, a_PrimaryChest->GetBlockType());
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cChestWindow::OpenedByPlayer(cPlayer & a_Player)
|
||||
{
|
||||
int ChunkX, ChunkZ;
|
||||
|
||||
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() + 1);
|
||||
cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
|
||||
if (m_SecondaryChest != nullptr)
|
||||
{
|
||||
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() + 1);
|
||||
cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
}
|
||||
|
||||
cWindow::OpenedByPlayer(a_Player);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cChestWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
|
||||
{
|
||||
int ChunkX, ChunkZ;
|
||||
|
||||
m_PrimaryChest->SetNumberOfPlayers(m_PrimaryChest->GetNumberOfPlayers() - 1);
|
||||
cChunkDef::BlockToChunk(m_PrimaryChest->GetPosX(), m_PrimaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_PrimaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
|
||||
if (m_SecondaryChest != nullptr)
|
||||
{
|
||||
m_SecondaryChest->SetNumberOfPlayers(m_SecondaryChest->GetNumberOfPlayers() - 1);
|
||||
cChunkDef::BlockToChunk(m_SecondaryChest->GetPosX(), m_SecondaryChest->GetPosZ(), ChunkX, ChunkZ);
|
||||
m_SecondaryChest->GetWorld()->MarkRedstoneDirty(ChunkX, ChunkZ);
|
||||
}
|
||||
|
||||
cWindow::ClosedByPlayer(a_Player, a_CanRefuse);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cChestWindow::~cChestWindow()
|
||||
{
|
||||
// Send out the chest-close packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, m_PrimaryChest->GetBlockType());
|
||||
|
||||
m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cMinecartWithChestWindow:
|
||||
|
||||
cMinecartWithChestWindow::cMinecartWithChestWindow(cMinecartWithChest * a_ChestCart) :
|
||||
cWindow(wtChest, "Minecart with Chest"),
|
||||
m_ChestCart(a_ChestCart)
|
||||
{
|
||||
m_ShouldDistributeToHotbarFirst = false;
|
||||
m_SlotAreas.push_back(new cSlotAreaMinecartWithChest(a_ChestCart, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
|
||||
a_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestopen", a_ChestCart->GetPosX(), a_ChestCart->GetPosY(), a_ChestCart->GetPosZ(), 1, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cMinecartWithChestWindow::~cMinecartWithChestWindow()
|
||||
{
|
||||
m_ChestCart->GetWorld()->BroadcastSoundEffect("random.chestclosed", m_ChestCart->GetPosX(), m_ChestCart->GetPosY(), m_ChestCart->GetPosZ(), 1, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cDropSpenserWindow:
|
||||
|
||||
cDropSpenserWindow::cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
|
||||
cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
|
||||
{
|
||||
m_ShouldDistributeToHotbarFirst = false;
|
||||
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cEnderChestWindow:
|
||||
|
||||
cEnderChestWindow::cEnderChestWindow(cEnderChestEntity * a_EnderChest) :
|
||||
cWindow(wtChest, "Ender Chest"),
|
||||
m_World(a_EnderChest->GetWorld()),
|
||||
m_BlockX(a_EnderChest->GetPosX()),
|
||||
m_BlockY(a_EnderChest->GetPosY()),
|
||||
m_BlockZ(a_EnderChest->GetPosZ())
|
||||
{
|
||||
m_ShouldDistributeToHotbarFirst = false;
|
||||
m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
|
||||
// Play the opening sound:
|
||||
m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
|
||||
// Send out the chest-open packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_ENDER_CHEST);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cEnderChestWindow::~cEnderChestWindow()
|
||||
{
|
||||
// Send out the chest-close packet:
|
||||
m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_ENDER_CHEST);
|
||||
|
||||
// Play the closing sound
|
||||
m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cHopperWindow:
|
||||
|
||||
cHopperWindow::cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) :
|
||||
super(wtHopper, "Hopper")
|
||||
{
|
||||
m_ShouldDistributeToHotbarFirst = false;
|
||||
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cFurnaceWindow:
|
||||
|
||||
cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
|
||||
cWindow(wtFurnace, "Furnace")
|
||||
{
|
||||
m_ShouldDistributeToHotbarFirst = false;
|
||||
m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
|
||||
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
|
||||
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
204
src/UI/Window.h
204
src/UI/Window.h
@ -19,7 +19,6 @@ class cPlayer;
|
||||
class cWindowOwner;
|
||||
class cClientHandle;
|
||||
class cChestEntity;
|
||||
class cDropSpenserEntity;
|
||||
class cEnderChestEntity;
|
||||
class cFurnaceEntity;
|
||||
class cHopperEntity;
|
||||
@ -154,14 +153,19 @@ public:
|
||||
|
||||
/** 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) */
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0;
|
||||
|
||||
/** Called from DistributeStack() to distribute the stack into a_AreasInOrder; 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);
|
||||
If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */
|
||||
void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
|
||||
|
||||
/// Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
|
||||
/// The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
|
||||
/// If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
|
||||
/// Returns true if full stack has been collected, false if there's space remaining to fill.
|
||||
/** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
|
||||
The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
|
||||
If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
|
||||
Returns true if full stack has been collected, false if there's space remaining to fill. */
|
||||
bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks);
|
||||
|
||||
/// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea
|
||||
@ -178,7 +182,6 @@ protected:
|
||||
cPlayerList m_OpenedBy;
|
||||
|
||||
bool m_IsDestroyed;
|
||||
bool m_ShouldDistributeToHotbarFirst; ///< If set (default), shift+click tries to distribute to hotbar first, then other areas. False for doublechests
|
||||
|
||||
cWindowOwner * m_Owner;
|
||||
|
||||
@ -219,188 +222,3 @@ protected:
|
||||
|
||||
|
||||
|
||||
|
||||
class cCraftingWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cAnvilWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
|
||||
/** Gets the repaired item name. */
|
||||
AString GetRepairedItemName(void) const { return m_RepairedItemName; }
|
||||
|
||||
/** Set the repaired item name. */
|
||||
void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player);
|
||||
|
||||
/** Gets the Position from the Anvil */
|
||||
void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ);
|
||||
|
||||
protected:
|
||||
cSlotAreaAnvil * m_AnvilSlotArea;
|
||||
AString m_RepairedItemName;
|
||||
int m_BlockX, m_BlockY, m_BlockZ;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cBeaconWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon);
|
||||
|
||||
cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
|
||||
|
||||
// cWindow Overrides:
|
||||
virtual void OpenedByPlayer(cPlayer & a_Player) override;
|
||||
|
||||
protected:
|
||||
cBeaconEntity * m_Beacon;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cEnchantingWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
|
||||
virtual void SetProperty(short a_Property, short a_Value, cPlayer & a_Player) override;
|
||||
virtual void SetProperty(short a_Property, short a_Value) override;
|
||||
|
||||
/** Return the Value of a Property */
|
||||
short GetPropertyValue(short a_Property);
|
||||
|
||||
cSlotArea * m_SlotArea;
|
||||
|
||||
protected:
|
||||
short m_PropertyValue[3];
|
||||
int m_BlockX, m_BlockY, m_BlockZ;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cFurnaceWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace);
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cDropSpenserWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_Dispenser);
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cHopperWindow :
|
||||
public cWindow
|
||||
{
|
||||
typedef cWindow super;
|
||||
public:
|
||||
cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper);
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cChestWindow :
|
||||
public cWindow
|
||||
{
|
||||
public:
|
||||
cChestWindow(cChestEntity * a_Chest);
|
||||
cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest);
|
||||
~cChestWindow();
|
||||
|
||||
virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
|
||||
virtual void OpenedByPlayer(cPlayer & a_Player) override;
|
||||
|
||||
protected:
|
||||
cWorld * m_World;
|
||||
int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
|
||||
cChestEntity * m_PrimaryChest;
|
||||
cChestEntity * m_SecondaryChest;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cMinecartWithChestWindow :
|
||||
public cWindow
|
||||
{
|
||||
public:
|
||||
cMinecartWithChestWindow(cMinecartWithChest * a_ChestCart);
|
||||
~cMinecartWithChestWindow();
|
||||
private:
|
||||
cMinecartWithChest * m_ChestCart;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cEnderChestWindow :
|
||||
public cWindow
|
||||
{
|
||||
public:
|
||||
cEnderChestWindow(cEnderChestEntity * a_EnderChest);
|
||||
~cEnderChestWindow();
|
||||
|
||||
protected:
|
||||
cWorld * m_World;
|
||||
int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cInventoryWindow :
|
||||
public cWindow
|
||||
{
|
||||
public:
|
||||
cInventoryWindow(cPlayer & a_Player);
|
||||
|
||||
protected:
|
||||
cPlayer & m_Player;
|
||||
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user