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cuberite-2a/src/UI/SlotArea.h

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// SlotArea.h
// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window
#pragma once
#include "../Inventory.h"
class cHorse;
class cWindow;
class cPlayer;
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class cBeaconEntity;
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class cBrewingstandEntity;
class cChestEntity;
class cEnderChestEntity;
class cFurnaceEntity;
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class cMinecartWithChest;
class cCraftingRecipe;
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class cWorld;
class cSlotArea
{
public:
cSlotArea(int a_NumSlots, cWindow & a_ParentWindow);
virtual ~cSlotArea() {} // force a virtual destructor in all subclasses
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int GetNumSlots(void) const { return m_NumSlots; }
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/** Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem. */
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 0;
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/** Called to set an item in the specified slot for the specified player */
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0;
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/** 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);
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/** Called from Clicked when the action is a shiftclick (left or right) */
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
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/** Called from Clicked when the action is a caDblClick */
virtual void DblClicked(cPlayer & a_Player, int a_SlotNum);
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/** Called from Clicked when the action is a middleclick */
virtual void MiddleClicked(cPlayer & a_Player, int a_SlotNum);
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/** Called from Clicked when the action is a drop click. */
virtual void DropClicked(cPlayer & a_Player, int a_SlotNum, bool a_DropStack);
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/** Called from Clicked when the action is a number click. */
virtual void NumberClicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction);
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/** Called when a new player opens the same parent window. The window already tracks the player. CS-locked. */
virtual void OnPlayerAdded(cPlayer & a_Player);
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/** Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked. */
virtual void OnPlayerRemoved(cPlayer & a_Player);
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/** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change.
The default implementation searches each slot for available space and distributes the stack there.
if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
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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, bool a_BackFill);
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/** Called on DblClicking to collect all stackable items into hand.
The items are accumulated in a_Dragging and removed from the slots immediately.
If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill. */
virtual bool CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks);
protected:
int m_NumSlots;
cWindow & m_ParentWindow;
} ;
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/** Handles any part of the inventory, using parameters in constructor to distinguish between the parts */
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class cSlotAreaInventoryBase:
public cSlotArea
{
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using Super = cSlotArea;
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public:
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cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow);
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// Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) 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;
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protected:
int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory
} ;
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/** Handles the main inventory of each player, excluding the armor and hotbar */
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class cSlotAreaInventory:
public cSlotAreaInventoryBase
{
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using Super = cSlotAreaInventoryBase;
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public:
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cSlotAreaInventory(cWindow & a_ParentWindow):
Super(cInventory::invInventoryCount, cInventory::invInventoryOffset, a_ParentWindow)
{
}
} ;
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/** Handles the hotbar of each player */
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class cSlotAreaHotBar:
public cSlotAreaInventoryBase
{
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using Super = cSlotAreaInventoryBase;
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public:
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cSlotAreaHotBar(cWindow & a_ParentWindow):
Super(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow)
{
}
} ;
/** Handles the shield of each player */
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class cSlotAreaShield:
public cSlotAreaInventoryBase
{
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using Super = cSlotAreaInventoryBase;
public:
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cSlotAreaShield(cWindow & a_ParentWindow):
Super(cInventory::invShieldCount, cInventory::invShieldOffset, a_ParentWindow)
{
}
};
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/** Handles the armor area of the player's inventory */
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class cSlotAreaArmor:
public cSlotAreaInventoryBase
{
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using Super = cSlotAreaInventoryBase;
public:
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cSlotAreaArmor(cWindow & a_ParentWindow):
Super(cInventory::invArmorCount, cInventory::invArmorOffset, a_ParentWindow)
{
}
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/** 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, bool a_BackFill) override;
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/** 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;
static bool CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item);
} ;
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/** Handles any slot area that is representing a cItemGrid; same items for all the players */
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class cSlotAreaItemGrid:
public cSlotArea,
public cItemGrid::cListener
{
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using Super = cSlotArea;
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public:
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cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow);
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virtual ~cSlotAreaItemGrid() override;
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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;
protected:
cItemGrid & m_ItemGrid;
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// cItemGrid::cListener overrides:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
} ;
/** A cSlotArea with items layout that is private to each player and is temporary, such as
a crafting grid or an enchantment table.
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This common ancestor stores the items in a per-player map. It also implements tossing items from the map. */
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class cSlotAreaTemporary:
public cSlotArea
{
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using Super = cSlotArea;
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public:
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cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow);
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// cSlotArea overrides:
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;
virtual void OnPlayerAdded (cPlayer & a_Player) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
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/** Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End) */
void TossItems(cPlayer & a_Player, int a_Begin, int a_End);
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protected:
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using cItemMap = std::map<UInt32, std::vector<cItem> >; // Maps EntityID -> items
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cItemMap m_Items;
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/** Returns the pointer to the slot array for the player specified. */
cItem * GetPlayerSlots(cPlayer & a_Player);
} ;
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class cSlotAreaCrafting:
public cSlotAreaTemporary
{
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using Super = cSlotAreaTemporary;
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public:
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/** a_GridSize is allowed to be only 2 or 3 */
cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow);
// cSlotAreaTemporary overrides:
virtual void Clicked (cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void DblClicked (cPlayer & a_Player, int a_SlotNum) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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// Distributing items into this area is completely disabled
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
Introduce recipe book functionality (#4493) * Introduce recipe book functionality The recipe book helps especially new players. Missing it gives the impression that cuberite is not as advanced as it is. The handling of the recipe book uses the following functions: - Unlock Recipes (https://wiki.vg/index.php?title=Protocol&oldid=14204#Unlock_Recipes) to make recipes available and show the notification for new recipes. Initialization is done on player login for known ones, the update is done when new items are discovered. - Craft Recipe Request (https://wiki.vg/index.php?title=Protocol&oldid=14204#Craft_Recipe_Request) when the user selects a recipe from the recipe book to fill the slots. Known recipes are initialized on player login via `Unlock Recipes` with `Action` 0. As soon as a new recipe is discovered this is added via `Unlock Recipes` with `Action` 1. To be able to know and recognize new recipes the player class is extended with `KnownItems` and `KnownRecipes`. As soon as a player touches an item this is compared to the list of `KnownItems`, if the item is unknown the recipes are checked for this item and the other ingredients are checked with the list of `KnownItems`. If a full match is discovered the recipe is unlocked with the client and stored in the `KnownRecipes`. To unlock recipes the recipe ID is sent to the client. A mapping file (for protocol 1.12.2) translated the minecraft recipe names to ids. The crafting.txt is extended with and minecraft recipe names is possible. Limitations: Only a single recipe is added to the crafting area. Multiple clicks or shift click does not increase the number of builds. Co-authored-by: peterbell10 <peterbell10@live.co.uk> * Address first issues mentioned by @peterbell10 - Some linting - Extract loading of recipe specific protocol mapping into a function - Build `RecipeNameMap` only once - Use `std::optional` - Extract `LoadRecipe` from `Window` * Start to implement new suggestions * Update with suggestions from @peterbell10 * Some minor cleanup * Update protocol packet IDs * Remove unused include * Include header in cmake * Change a vector to integer counter * Change dromedaryCase method names to PascalCase * Address suggestions from @madmaxoft * Read Protocol subdirectories to load recipe books To load all recipebooks iterate over the `Protocol` subdirectories to find mapping files. Co-authored-by: peterbell10 <peterbell10@live.co.uk>
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/** Clear the crafting grid */
void ClearCraftingGrid(cPlayer & a_Player);
/** Loads the given Recipe into the crafting grid */
void LoadRecipe(cPlayer & a_Player, UInt32 a_RecipeId);
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protected:
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/** Maps player's EntityID -> current recipe.
Not a std::map because cCraftingGrid needs proper constructor params. */
typedef std::list<std::pair<UInt32, cCraftingRecipe> > cRecipeMap;
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int m_GridSize;
cRecipeMap m_Recipes;
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/** Handles a click in the result slot.
Crafts using the current recipe, if possible. */
void ClickedResult(cPlayer & a_Player);
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/** Handles a shift-click in the result slot.
Crafts using the current recipe until it changes or no more space for result. */
void ShiftClickedResult(cPlayer & a_Player);
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/** Handles a drop-click in the result slot. */
void DropClickedResult(cPlayer & a_Player);
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/** Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player. */
void UpdateRecipe(cPlayer & a_Player);
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/** Retrieves the recipe for the specified player from the map, or creates one if not found. */
cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player);
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/** Called after an item has been crafted to handle statistics e.t.c. */
void HandleCraftItem(const cItem & a_Result, cPlayer & a_Player);
} ;
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class cSlotAreaAnvil:
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public cSlotAreaTemporary
{
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using Super = cSlotAreaTemporary;
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public:
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cSlotAreaAnvil(cWindow & a_ParentWindow);
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// cSlotArea overrides:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
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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, bool a_BackFill) override;
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// cSlotAreaTemporary overrides:
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
/** Can the player take the item from the slot? */
bool CanTakeResultItem(cPlayer & a_Player);
/** This function will call, when the player take the item from the slot. */
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void OnTakeResult(cPlayer & a_Player);
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/** Handles a click in the item slot. */
void UpdateResult(cPlayer & a_Player);
protected:
/** The maximum cost of repairing / renaming in the anvil. */
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int m_MaximumCost;
/** The stack size of the second item where was used for repair */
char m_StackSizeToBeUsedInRepair;
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} ;
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class cSlotAreaBeacon:
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public cSlotArea,
public cItemGrid::cListener
{
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using Super = cSlotArea;
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public:
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cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow);
virtual ~cSlotAreaBeacon() override;
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static bool IsPlaceableItem(short a_ItemType);
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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, bool a_BackFill) override;
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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;
protected:
cBeaconEntity * m_Beacon;
// cItemGrid::cListener overrides:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
} ;
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class cSlotAreaEnchanting:
public cSlotAreaTemporary
{
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using Super = cSlotAreaTemporary;
public:
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cSlotAreaEnchanting(cWindow & a_ParentWindow, Vector3i a_BlockPos);
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// 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, bool a_BackFill) override;
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virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
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// cSlotAreaTemporary overrides:
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virtual void OnPlayerAdded (cPlayer & a_Player) override;
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
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/* Get the count of bookshelves who stand in the near of the enchanting table */
int GetBookshelvesCount(cWorld & a_World);
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protected:
/** Handles a click in the item slot. */
void UpdateResult(cPlayer & a_Player);
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Vector3i m_BlockPos;
};
class cSlotAreaChest :
public cSlotArea
{
public:
cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow);
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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;
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protected:
cChestEntity * m_Chest;
} ;
class cSlotAreaDoubleChest :
public cSlotArea
{
public:
cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow);
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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;
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protected:
cChestEntity * m_TopChest;
cChestEntity * m_BottomChest;
} ;
class cSlotAreaEnderChest :
public cSlotArea
{
public:
cSlotAreaEnderChest(cEnderChestEntity * a_EnderChest, cWindow & a_ParentWindow);
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;
protected:
cEnderChestEntity * m_EnderChest;
};
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class cSlotAreaFurnace:
public cSlotArea,
public cItemGrid::cListener
{
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using Super = cSlotArea;
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public:
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cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow);
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virtual ~cSlotAreaFurnace() override;
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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, 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;
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protected:
cFurnaceEntity * m_Furnace;
// cItemGrid::cListener overrides:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
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/** Called after an item has been smelted to handle statistics etc. */
void HandleSmeltItem(const cItem & a_Result, cPlayer & a_Player);
} ;
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class cSlotAreaBrewingstand:
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public cSlotArea,
public cItemGrid::cListener
{
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using Super = cSlotArea;
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public:
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cSlotAreaBrewingstand(cBrewingstandEntity * a_Brewingstand, cWindow & a_ParentWindow);
virtual ~cSlotAreaBrewingstand() override;
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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, 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;
protected:
cBrewingstandEntity * m_Brewingstand;
// cItemGrid::cListener overrides:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
/** Called after an item has been brewed to handle statistics etc. */
void HandleBrewedItem(cPlayer & a_Player, const cItem & a_ClickedItem);
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} ;
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class cSlotAreaMinecartWithChest :
public cSlotArea
{
public:
cSlotAreaMinecartWithChest(cMinecartWithChest * a_ChestCart, cWindow & a_ParentWindow);
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;
protected:
cMinecartWithChest * m_Chest;
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};
/** Slot area holding horse saddle and armor. */
class cSlotAreaHorse:
public cSlotArea
{
public:
enum
{
SaddleSlot,
ArmorSlot
};
cSlotAreaHorse(cHorse & a_Horse, cWindow & a_ParentWindow);
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) 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;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
private:
cHorse & m_Horse;
};