Implement horse inventory (#4053)
* Implement horse inventory * Fix sign conversions * Add API doc for ItemCategory::IsHorseArmor * Improve HandleOpenHorseInventory comment and style fixes.
This commit is contained in:
parent
e585595ae6
commit
0bacda3269
Server/Plugins/APIDump
src
@ -16977,6 +16977,24 @@ end
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},
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Notes = "Returns true if the specified item type is any kind of a hoe.",
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},
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IsHorseArmor=
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{
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IsStatic = true,
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Params =
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{
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{
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Name = "ItemType",
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Type = "number",
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},
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},
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Returns =
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{
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{
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Type = "boolean",
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},
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},
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Notes = "Returns true if the specified item type is any kind of a horse armor.",
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},
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IsLeggings =
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{
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IsStatic = true,
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@ -678,6 +678,18 @@ void cClientHandle::HandleNPCTrade(int a_SlotNum)
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void cClientHandle::HandleOpenHorseInventory(UInt32 a_EntityID)
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{
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if (m_Player->GetUniqueID() == a_EntityID)
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{
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m_Player->OpenHorseInventory();
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}
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}
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void cClientHandle::HandlePing(void)
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{
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/* TODO: unused function, handles Legacy Server List Ping
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@ -338,6 +338,10 @@ public: // tolua_export
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the NPC UI. */
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void HandleNPCTrade(int a_SlotNum);
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/** Handles a player opening their inventory while riding a horse.
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@param a_EntityID ID of the player that is to open the inventory. Should be the same as GetPlayer()->GetUniqueID(). */
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void HandleOpenHorseInventory(UInt32 a_EntityID);
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void HandlePing (void);
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void HandlePlayerAbilities (bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed);
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void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
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@ -1175,6 +1175,25 @@ namespace ItemCategory
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IsBoots(a_ItemType)
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);
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}
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inline bool IsHorseArmor(short a_ItemType)
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{
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switch (a_ItemType)
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{
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case E_ITEM_IRON_HORSE_ARMOR:
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case E_ITEM_GOLD_HORSE_ARMOR:
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case E_ITEM_DIAMOND_HORSE_ARMOR:
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{
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return true;
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}
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default:
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{
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return false;
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}
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}
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}
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}
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// tolua_end
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@ -5,6 +5,7 @@
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#include "Player.h"
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#include "Mobs/Wolf.h"
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#include "Mobs/Horse.h"
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#include "../BoundingBox.h"
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#include "../ChatColor.h"
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#include "../Server.h"
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@ -2202,6 +2203,35 @@ bool cPlayer::LoadFromFile(const AString & a_FileName, cWorldPtr & a_World)
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void cPlayer::OpenHorseInventory()
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{
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if (
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(m_AttachedTo == nullptr) ||
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!m_AttachedTo->IsMob()
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)
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{
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return;
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}
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auto & Mob = static_cast<cMonster &>(*m_AttachedTo);
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if (Mob.GetMobType() != mtHorse)
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{
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return;
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}
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auto & Horse = static_cast<cHorse &>(Mob);
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// The client sends requests for untame horses as well but shouldn't actually open
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if (Horse.IsTame())
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{
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Horse.PlayerOpenWindow(*this);
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}
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}
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bool cPlayer::SaveToDisk()
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{
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cFile::CreateFolder(FILE_IO_PREFIX + AString("players/")); // Create the "players" folder, if it doesn't exist yet (#1268)
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@ -409,6 +409,10 @@ public:
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const AString & GetLoadedWorldName() { return m_LoadedWorldName; }
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/** Opens the inventory of any tame horse the player is riding.
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If the player is not riding a horse or if the horse is untamed, does nothing. */
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void OpenHorseInventory();
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void UseEquippedItem(int a_Amount = 1);
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void SendHealth(void);
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@ -5,6 +5,7 @@
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#include "../EffectID.h"
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#include "../Entities/Player.h"
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#include "Broadcaster.h"
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#include "UI/HorseWindow.h"
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@ -12,16 +13,15 @@
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cHorse::cHorse(int Type, int Color, int Style, int TameTimes) :
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super("Horse", mtHorse, "entity.horse.hurt", "entity.horse.death", 1.4, 1.6),
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cEntityWindowOwner(this),
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m_bHasChest(false),
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m_bIsEating(false),
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m_bIsRearing(false),
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m_bIsMouthOpen(false),
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m_bIsTame(false),
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m_bIsSaddled(false),
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m_Type(Type),
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m_Color(Color),
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m_Style(Style),
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m_Armour(0),
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m_TimesToTame(TameTimes),
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m_TameAttemptTimes(0),
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m_RearTickCount(0),
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@ -33,6 +33,19 @@ cHorse::cHorse(int Type, int Color, int Style, int TameTimes) :
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cHorse::~cHorse()
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{
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auto Window = GetWindow();
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if (Window != nullptr)
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{
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Window->OwnerDestroyed();
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}
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}
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void cHorse::Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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{
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super::Tick(a_Dt, a_Chunk);
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@ -108,22 +121,24 @@ void cHorse::OnRightClicked(cPlayer & a_Player)
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if (m_bIsTame)
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{
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if (!m_bIsSaddled)
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if (a_Player.IsCrouched())
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{
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if (a_Player.GetEquippedItem().m_ItemType == E_ITEM_SADDLE)
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{
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// Saddle the horse:
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if (!a_Player.IsGameModeCreative())
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{
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a_Player.GetInventory().RemoveOneEquippedItem();
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PlayerOpenWindow(a_Player);
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return;
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}
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m_bIsSaddled = true;
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m_World->BroadcastEntityMetadata(*this);
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}
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else
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auto EquipedItemType = a_Player.GetEquippedItem().m_ItemType;
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if (
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!IsSaddled() &&
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(
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(EquipedItemType == E_ITEM_SADDLE) ||
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ItemCategory::IsHorseArmor(EquipedItemType)
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)
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)
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{
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a_Player.AttachTo(this);
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}
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// Player is holding a horse inventory item, open the window:
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PlayerOpenWindow(a_Player);
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}
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else
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{
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@ -167,6 +182,65 @@ void cHorse::OnRightClicked(cPlayer & a_Player)
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void cHorse::SetHorseSaddle(cItem a_Saddle)
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{
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if (a_Saddle.m_ItemType == E_ITEM_SADDLE)
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{
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m_World->BroadcastSoundEffect("entity.horse.saddle", GetPosition(), 1.0f, 0.8f);
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}
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else if (!a_Saddle.IsEmpty())
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{
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return; // Invalid item
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}
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m_Saddle = std::move(a_Saddle);
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m_World->BroadcastEntityMetadata(*this);
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}
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void cHorse::SetHorseArmor(cItem a_Armor)
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{
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if (ItemCategory::IsHorseArmor(a_Armor.m_ItemType))
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{
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m_World->BroadcastSoundEffect("entity.horse.armor", GetPosition(), 1.0f, 0.8f);
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}
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else if (!a_Armor.IsEmpty())
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{
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return; // Invalid item
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}
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m_Armor = std::move(a_Armor);
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m_World->BroadcastEntityMetadata(*this);
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}
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int cHorse::GetHorseArmour(void) const
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{
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switch (m_Armor.m_ItemType)
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{
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case E_ITEM_EMPTY: return 0;
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case E_ITEM_IRON_HORSE_ARMOR: return 1;
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case E_ITEM_GOLD_HORSE_ARMOR: return 2;
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case E_ITEM_DIAMOND_HORSE_ARMOR: return 3;
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default:
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{
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LOGWARN("cHorse::GetHorseArmour: Invalid armour item (%d)", m_Armor.m_ItemType);
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return 0;
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}
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}
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}
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void cHorse::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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{
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if (IsBaby())
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@ -180,9 +254,13 @@ void cHorse::GetDrops(cItems & a_Drops, cEntity * a_Killer)
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LootingLevel = a_Killer->GetEquippedWeapon().m_Enchantments.GetLevel(cEnchantments::enchLooting);
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}
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AddRandomDropItem(a_Drops, 0, 2 + LootingLevel, E_ITEM_LEATHER);
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if (m_bIsSaddled)
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if (IsSaddled())
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{
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a_Drops.push_back(cItem(E_ITEM_SADDLE, 1));
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a_Drops.push_back(m_Saddle);
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}
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if (!m_Armor.IsEmpty())
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{
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a_Drops.push_back(m_Armor);
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}
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}
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@ -205,8 +283,24 @@ void cHorse::InStateIdle(std::chrono::milliseconds a_Dt, cChunk & a_Chunk)
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void cHorse::HandleSpeedFromAttachee(float a_Forward, float a_Sideways)
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{
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if ((m_bIsTame) && (m_bIsSaddled))
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if ((m_bIsTame) && IsSaddled())
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{
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super::HandleSpeedFromAttachee(a_Forward * m_MaxSpeed, a_Sideways * m_MaxSpeed);
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}
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}
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void cHorse::PlayerOpenWindow(cPlayer & a_Player)
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{
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auto Window = GetWindow();
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if (Window == nullptr)
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{
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Window = new cHorseWindow(*this);
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OpenWindow(Window);
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}
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a_Player.OpenWindow(*Window);
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}
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@ -2,18 +2,21 @@
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#pragma once
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#include "PassiveMonster.h"
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#include "UI/WindowOwner.h"
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class cHorse :
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public cPassiveMonster
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public cPassiveMonster,
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public cEntityWindowOwner
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{
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typedef cPassiveMonster super;
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public:
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cHorse(int Type, int Color, int Style, int TameTimes);
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virtual ~cHorse() override;
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CLASS_PROTODEF(cHorse)
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@ -23,7 +26,7 @@ public:
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virtual void Tick(std::chrono::milliseconds a_Dt, cChunk & a_Chunk) override;
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virtual void OnRightClicked(cPlayer & a_Player) override;
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bool IsSaddled (void) const {return m_bIsSaddled; }
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bool IsSaddled (void) const {return !m_Saddle.IsEmpty(); }
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bool IsChested (void) const {return m_bHasChest; }
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bool IsEating (void) const {return m_bIsEating; }
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bool IsRearing (void) const {return m_bIsRearing; }
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@ -32,7 +35,18 @@ public:
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int GetHorseType (void) const {return m_Type; }
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int GetHorseColor (void) const {return m_Color; }
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int GetHorseStyle (void) const {return m_Style; }
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int GetHorseArmour (void) const {return m_Armour;}
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int GetHorseArmour (void) const;
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/** Set the horse's saddle to the given item.
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@param a_SaddleItem should be either a saddle or empty. */
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void SetHorseSaddle(cItem a_SaddleItem);
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/** Set the horse's armor slot to the given item.
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@param a_SaddleItem should be either a type of horse armor or empty. */
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void SetHorseArmor(cItem a_ArmorItem);
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const cItem & GetHorseSaddle() const { return m_Saddle; }
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const cItem & GetHorseArmorItem() const { return m_Armor; }
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virtual void GetBreedingItems(cItems & a_Items) override
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{
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@ -40,11 +54,15 @@ public:
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a_Items.Add(E_ITEM_GOLDEN_APPLE);
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}
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void PlayerOpenWindow(cPlayer & a_Player);
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private:
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bool m_bHasChest, m_bIsEating, m_bIsRearing, m_bIsMouthOpen, m_bIsTame, m_bIsSaddled;
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int m_Type, m_Color, m_Style, m_Armour, m_TimesToTame, m_TameAttemptTimes, m_RearTickCount;
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bool m_bHasChest, m_bIsEating, m_bIsRearing, m_bIsMouthOpen, m_bIsTame;
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int m_Type, m_Color, m_Style, m_TimesToTame, m_TameAttemptTimes, m_RearTickCount;
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float m_MaxSpeed;
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cItem m_Saddle;
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cItem m_Armor;
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} ;
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@ -39,6 +39,7 @@ Implements the 1.8 protocol classes:
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#include "../Mobs/IncludeAllMonsters.h"
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#include "../UI/Window.h"
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#include "../UI/HorseWindow.h"
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#include "../BlockEntities/BeaconEntity.h"
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#include "../BlockEntities/CommandBlockEntity.h"
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@ -1678,7 +1679,8 @@ void cProtocol_1_8_0::SendWindowOpen(const cWindow & a_Window)
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if (a_Window.GetWindowType() == cWindow::wtAnimalChest)
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{
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Pkt.WriteBEInt32(0); // TODO: The animal's EntityID
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UInt32 HorseID = static_cast<const cHorseWindow &>(a_Window).GetHorseID();
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Pkt.WriteBEInt32(static_cast<Int32>(HorseID));
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}
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}
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@ -2428,6 +2430,7 @@ void cProtocol_1_8_0::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
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case 2: m_Client->HandleEntityLeaveBed(PlayerID); break; // Leave Bed
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case 3: m_Client->HandleEntitySprinting(PlayerID, true); break; // Start sprinting
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case 4: m_Client->HandleEntitySprinting(PlayerID, false); break; // Stop sprinting
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case 6: m_Client->HandleOpenHorseInventory(PlayerID); break; // Open horse inventory
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}
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}
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@ -48,6 +48,7 @@ Implements the 1.9 protocol classes:
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#include "../Mobs/IncludeAllMonsters.h"
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#include "../UI/Window.h"
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#include "../UI/HorseWindow.h"
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#include "../BlockEntities/BeaconEntity.h"
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#include "../BlockEntities/CommandBlockEntity.h"
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@ -1723,7 +1724,8 @@ void cProtocol_1_9_0::SendWindowOpen(const cWindow & a_Window)
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if (a_Window.GetWindowType() == cWindow::wtAnimalChest)
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{
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Pkt.WriteBEInt32(0); // TODO: The animal's EntityID
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UInt32 HorseID = static_cast<const cHorseWindow &>(a_Window).GetHorseID();
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Pkt.WriteBEInt32(static_cast<Int32>(HorseID));
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}
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}
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@ -2517,6 +2519,7 @@ void cProtocol_1_9_0::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
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case 2: m_Client->HandleEntityLeaveBed(PlayerID); break; // Leave Bed
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case 3: m_Client->HandleEntitySprinting(PlayerID, true); break; // Start sprinting
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case 4: m_Client->HandleEntitySprinting(PlayerID, false); break; // Stop sprinting
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case 7: m_Client->HandleOpenHorseInventory(PlayerID); break; // Open horse inventory
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}
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}
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@ -15,6 +15,7 @@ SET (SRCS
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EnderChestWindow.cpp
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FurnaceWindow.cpp
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HopperWindow.cpp
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HorseWindow.cpp
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InventoryWindow.cpp)
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SET (HDRS
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@ -30,6 +31,7 @@ SET (HDRS
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EnderChestWindow.h
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FurnaceWindow.h
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HopperWindow.h
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HorseWindow.h
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InventoryWindow.h
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MinecartWithChestWindow.h
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WindowOwner.h)
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61
src/UI/HorseWindow.cpp
Normal file
61
src/UI/HorseWindow.cpp
Normal file
@ -0,0 +1,61 @@
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// HorseWindow.cpp
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// Representing the UI window for a horse entity
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#include "Globals.h"
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#include "Mobs/Horse.h"
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#include "UI/HorseWindow.h"
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#include "UI/SlotArea.h"
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cHorseWindow::cHorseWindow(cHorse & a_Horse):
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Super(wtAnimalChest, "Horse"),
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m_Horse(a_Horse)
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{
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m_SlotAreas.push_back(new cSlotAreaHorse(a_Horse, *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 cHorseWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
|
||||
{
|
||||
cSlotAreas AreasInOrder;
|
||||
|
||||
if (a_ClickedArea == m_SlotAreas[0])
|
||||
{
|
||||
// Horse 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
|
||||
if (ItemCategory::IsHorseArmor(a_ItemStack.m_ItemType) || (a_ItemStack.m_ItemType == E_ITEM_SADDLE))
|
||||
{
|
||||
AreasInOrder.push_back(m_SlotAreas[0]); /* Horse */
|
||||
Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
UInt32 cHorseWindow::GetHorseID() const
|
||||
{
|
||||
return m_Horse.GetUniqueID();
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
34
src/UI/HorseWindow.h
Normal file
34
src/UI/HorseWindow.h
Normal file
@ -0,0 +1,34 @@
|
||||
|
||||
// HorseWindow.h
|
||||
|
||||
// Representing the UI window for a horse entity
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Window.h"
|
||||
|
||||
class cHorse;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cHorseWindow :
|
||||
public cWindow
|
||||
{
|
||||
using Super = cWindow;
|
||||
public:
|
||||
cHorseWindow(cHorse & a_Horse);
|
||||
|
||||
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override;
|
||||
|
||||
/** Returns the horse's entity ID. */
|
||||
UInt32 GetHorseID() const;
|
||||
|
||||
private:
|
||||
cHorse & m_Horse;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
@ -21,6 +21,7 @@
|
||||
#include "../BlockArea.h"
|
||||
#include "../EffectID.h"
|
||||
#include "../ClientHandle.h"
|
||||
#include "Mobs/Horse.h"
|
||||
|
||||
|
||||
|
||||
@ -2596,3 +2597,121 @@ cItem * cSlotAreaTemporary::GetPlayerSlots(cPlayer & a_Player)
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cSlotAreaHorse:
|
||||
|
||||
cSlotAreaHorse::cSlotAreaHorse(cHorse & a_Horse, cWindow & a_ParentWindow) :
|
||||
cSlotArea(2, a_ParentWindow),
|
||||
m_Horse(a_Horse)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cSlotAreaHorse::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
||||
{
|
||||
cItem & DraggingItem = a_Player.GetDraggingItem();
|
||||
|
||||
switch (a_ClickAction)
|
||||
{
|
||||
case caLeftClick:
|
||||
case caRightClick:
|
||||
case caDblClick:
|
||||
{
|
||||
// Check for invalid item types
|
||||
if (DraggingItem.IsEmpty())
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
switch (a_SlotNum)
|
||||
{
|
||||
case SaddleSlot:
|
||||
{
|
||||
if (DraggingItem.m_ItemType != E_ITEM_SADDLE)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
case ArmorSlot:
|
||||
{
|
||||
if (!ItemCategory::IsHorseArmor(DraggingItem.m_ItemType))
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
default: break;
|
||||
}
|
||||
|
||||
cSlotArea::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
const cItem * cSlotAreaHorse::GetSlot(int a_SlotNum, cPlayer & a_Player) const
|
||||
{
|
||||
static const cItem InvalidItem;
|
||||
switch (a_SlotNum)
|
||||
{
|
||||
case SaddleSlot: return &m_Horse.GetHorseSaddle();
|
||||
case ArmorSlot: return &m_Horse.GetHorseArmorItem();
|
||||
default:
|
||||
{
|
||||
LOGWARN("cSlotAreaHorse::GetSlot: Invalid slot number %d", a_SlotNum);
|
||||
return &InvalidItem;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cSlotAreaHorse::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
|
||||
{
|
||||
switch (a_SlotNum)
|
||||
{
|
||||
case SaddleSlot: m_Horse.SetHorseSaddle(a_Item); break;
|
||||
case ArmorSlot: m_Horse.SetHorseArmor(a_Item); break;
|
||||
default:
|
||||
{
|
||||
LOGWARN("cSlotAreaHorse::SetSlot: Invalid slot number %d", a_SlotNum);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cSlotAreaHorse::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
|
||||
{
|
||||
if (ItemCategory::IsHorseArmor(a_ItemStack.m_ItemType) && m_Horse.GetHorseArmorItem().IsEmpty())
|
||||
{
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
m_Horse.SetHorseArmor(a_ItemStack.CopyOne());
|
||||
}
|
||||
--a_ItemStack.m_ItemCount;
|
||||
}
|
||||
else if ((a_ItemStack.m_ItemType == E_ITEM_SADDLE) && !m_Horse.IsSaddled())
|
||||
{
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
m_Horse.SetHorseSaddle(a_ItemStack.CopyOne());
|
||||
}
|
||||
--a_ItemStack.m_ItemCount;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -14,6 +14,7 @@
|
||||
|
||||
|
||||
|
||||
class cHorse;
|
||||
class cWindow;
|
||||
class cPlayer;
|
||||
class cBeaconEntity;
|
||||
@ -520,3 +521,27 @@ protected:
|
||||
|
||||
|
||||
|
||||
|
||||
/** 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;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user