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Merge pull request #985 from Howaner/Anvil

Add anvil inventory.
This commit is contained in:
Mattes D 2014-05-06 21:46:50 +02:00
commit 66c5c81e02
16 changed files with 671 additions and 3 deletions

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@ -25,6 +25,13 @@ public:
}
virtual void OnUse(cChunkInterface & a_ChunkInterface, cWorldInterface & a_WorldInterface, cPlayer * a_Player, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ) override
{
cWindow * Window = new cAnvilWindow(a_BlockX, a_BlockY, a_BlockZ);
a_Player->OpenWindow(Window);
}
virtual bool GetPlacementBlockTypeMeta(
cChunkInterface & a_ChunkInterface, cPlayer * a_Player,
int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace,

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@ -633,6 +633,10 @@ void cClientHandle::HandlePluginMessage(const AString & a_Channel, const AString
// Client <-> Server branding exchange
SendPluginMessage("MC|Brand", "MCServer");
}
else if (a_Channel == "MC|ItemName")
{
HandleAnvilItemName(a_Message.c_str(), a_Message.size());
}
else if (a_Channel == "REGISTER")
{
if (HasPluginChannel(a_Channel))
@ -774,6 +778,29 @@ void cClientHandle::HandleCommandBlockMessage(const char * a_Data, size_t a_Leng
void cClientHandle::HandleAnvilItemName(const char * a_Data, size_t a_Length)
{
if (a_Length < 1)
{
return;
}
if ((m_Player->GetWindow() == NULL) || (m_Player->GetWindow()->GetWindowType() != cWindow::wtAnvil))
{
return;
}
AString Name(a_Data, a_Length);
if (Name.length() <= 30)
{
((cAnvilWindow *)m_Player->GetWindow())->SetRepairedItemName(Name, m_Player);
}
}
void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, char a_Status)
{
LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i",

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@ -386,6 +386,9 @@ private:
/** Handles the "MC|AdvCdm" plugin message */
void HandleCommandBlockMessage(const char * a_Data, size_t a_Length);
/** Handles the "MC|ItemName" plugin message */
void HandleAnvilItemName(const char * a_Data, size_t a_Length);
// cSocketThreads::cCallback overrides:
virtual void DataReceived (const char * a_Data, size_t a_Size) override; // Data is received from the client
virtual void GetOutgoingData(AString & a_Data) override; // Data can be sent to client

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@ -83,6 +83,15 @@ void cEnchantments::AddFromString(const AString & a_StringSpec)
size_t cEnchantments::Count(void)
{
return m_Enchantments.size();
}
AString cEnchantments::ToString(void) const
{
// Serialize all the enchantments into a string

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@ -84,6 +84,9 @@ public:
/** Adds enchantments in the stringspec; if a specified enchantment already exists, overwrites it */
void AddFromString(const AString & a_StringSpec);
/** Get the count of enchantments */
size_t Count(void);
/** Serializes all the enchantments into a string */
AString ToString(void) const;

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@ -60,6 +60,49 @@ public:
return true;
}
virtual bool CanRepairWithRawMaterial(short a_ItemType) override
{
switch (m_ItemType)
{
case E_ITEM_CHAIN_BOOTS:
case E_ITEM_CHAIN_CHESTPLATE:
case E_ITEM_CHAIN_HELMET:
case E_ITEM_CHAIN_LEGGINGS:
{
return (a_ItemType == E_ITEM_IRON);
}
case E_ITEM_DIAMOND_BOOTS:
case E_ITEM_DIAMOND_CHESTPLATE:
case E_ITEM_DIAMOND_HELMET:
case E_ITEM_DIAMOND_LEGGINGS:
{
return (a_ItemType == E_ITEM_DIAMOND);
}
case E_ITEM_IRON_BOOTS:
case E_ITEM_IRON_CHESTPLATE:
case E_ITEM_IRON_HELMET:
case E_ITEM_IRON_LEGGINGS:
{
return (a_ItemType == E_ITEM_IRON);
}
case E_ITEM_GOLD_BOOTS:
case E_ITEM_GOLD_CHESTPLATE:
case E_ITEM_GOLD_HELMET:
case E_ITEM_GOLD_LEGGINGS:
{
return (a_ItemType == E_ITEM_GOLD);
}
case E_ITEM_LEATHER_BOOTS:
case E_ITEM_LEATHER_CAP:
case E_ITEM_LEATHER_PANTS:
case E_ITEM_LEATHER_TUNIC:
{
return (a_ItemType == E_ITEM_LEATHER);
}
}
return false;
}
} ;

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@ -511,6 +511,25 @@ bool cItemHandler::IsPlaceable(void)
bool cItemHandler::CanRepairWithRawMaterial(short a_ItemType)
{
return false;
}
int cItemHandler::GetRepairCost(void)
{
return 0;
}
bool cItemHandler::CanHarvestBlock(BLOCKTYPE a_BlockType)
{
UNUSED(a_BlockType);

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@ -85,6 +85,12 @@ public:
/** Blocks simply get placed */
virtual bool IsPlaceable(void);
/** Can the anvil repair this item, when a_Item is the second input? */
virtual bool CanRepairWithRawMaterial(short a_ItemType);
/** Get the repair cost from the item, or 0 if the item hasn't repair cost. */
virtual int GetRepairCost(void);
/** Called before a block is placed into a world.
The handler should return true to allow placement, false to refuse.
Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.

View File

@ -85,6 +85,19 @@ public:
}
return false;
}
virtual bool CanRepairWithRawMaterial(short a_ItemType) override
{
switch (m_ItemType)
{
case E_ITEM_WOODEN_PICKAXE: return (a_ItemType == E_BLOCK_PLANKS);
case E_ITEM_STONE_PICKAXE: return (a_ItemType == E_BLOCK_COBBLESTONE);
case E_ITEM_IRON_PICKAXE: return (a_ItemType == E_ITEM_IRON);
case E_ITEM_GOLD_PICKAXE: return (a_ItemType == E_ITEM_GOLD);
case E_ITEM_DIAMOND_PICKAXE: return (a_ItemType == E_ITEM_DIAMOND);
}
return false;
}
} ;

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@ -41,4 +41,18 @@ public:
{
return (a_BlockType == E_BLOCK_SNOW);
}
virtual bool CanRepairWithRawMaterial(short a_ItemType) override
{
switch (m_ItemType)
{
case E_ITEM_WOODEN_SHOVEL: return (a_ItemType == E_BLOCK_PLANKS);
case E_ITEM_STONE_SHOVEL: return (a_ItemType == E_BLOCK_COBBLESTONE);
case E_ITEM_IRON_SHOVEL: return (a_ItemType == E_ITEM_IRON);
case E_ITEM_GOLD_SHOVEL: return (a_ItemType == E_ITEM_GOLD);
case E_ITEM_DIAMOND_SHOVEL: return (a_ItemType == E_ITEM_DIAMOND);
}
return false;
}
};

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@ -23,6 +23,19 @@ public:
{
return (a_BlockType == E_BLOCK_COBWEB);
}
virtual bool CanRepairWithRawMaterial(short a_ItemType) override
{
switch (m_ItemType)
{
case E_ITEM_WOODEN_SWORD: return (a_ItemType == E_BLOCK_PLANKS);
case E_ITEM_STONE_SWORD: return (a_ItemType == E_BLOCK_COBBLESTONE);
case E_ITEM_IRON_SWORD: return (a_ItemType == E_ITEM_IRON);
case E_ITEM_GOLD_SWORD: return (a_ItemType == E_ITEM_GOLD);
case E_ITEM_DIAMOND_SWORD: return (a_ItemType == E_ITEM_DIAMOND);
}
return false;
}
} ;

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@ -254,6 +254,10 @@ void cSandSimulator::FinishFalling(
{
// Rematerialize the material here:
a_World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, a_FallingBlockType, a_FallingBlockMeta);
if (a_FallingBlockType == E_BLOCK_ANVIL)
{
a_World->BroadcastSoundParticleEffect(1022, a_BlockX, a_BlockY, a_BlockZ, 0);
}
return;
}

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@ -244,7 +244,7 @@ void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
for (int i = 0; i < m_NumSlots; i++)
{
@ -264,7 +264,7 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
{
NumFit = a_ItemStack.m_ItemCount;
}
if (a_Apply)
if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
@ -595,6 +595,403 @@ cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaAnvil:
cSlotAreaAnvil::cSlotAreaAnvil(cAnvilWindow & a_ParentWindow) :
cSlotAreaTemporary(3, a_ParentWindow),
m_MaximumCost(0)
{
}
void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
if (a_SlotNum != 2)
{
super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
UpdateResult(a_Player);
return;
}
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == NULL)
{
LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
return;
}
if (a_ClickAction == caDblClick)
{
return;
}
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsSameType(a_ClickedItem))
{
LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
bAsync = true;
}
cItem & DraggingItem = a_Player.GetDraggingItem();
if (Slot.IsEmpty())
{
return;
}
if (!DraggingItem.IsEmpty())
{
if (!(DraggingItem.IsEqual(Slot) && ((DraggingItem.m_ItemCount + Slot.m_ItemCount) <= cItemHandler::GetItemHandler(Slot)->GetMaxStackSize())))
{
return;
}
}
if (!CanTakeResultItem(a_Player))
{
return;
}
cItem NewItem = cItem(Slot);
NewItem.m_ItemCount += DraggingItem.m_ItemCount;
Slot.Empty();
DraggingItem.Empty();
SetSlot(a_SlotNum, a_Player, Slot);
DraggingItem = NewItem;
OnTakeResult(a_Player);
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
}
void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
{
if (a_SlotNum != 2)
{
super::ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
UpdateResult(a_Player);
return;
}
// 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));
if (Slot.IsEmpty() || !CanTakeResultItem(a_Player))
{
return;
}
m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
if (Slot.IsEmpty())
{
Slot.Empty();
OnTakeResult(a_Player);
}
SetSlot(a_SlotNum, a_Player, Slot);
// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
m_ParentWindow.BroadcastWholeWindow();
}
void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
for (int i = 0; i < 2; i++)
{
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())
{
UpdateResult(a_Player);
return;
}
} // for i - Slots
UpdateResult(a_Player);
}
void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
{
if (!a_Player.IsGameModeCreative())
{
a_Player.DeltaExperience(cPlayer::XpForLevel(m_MaximumCost));
}
SetSlot(0, a_Player, cItem());
if (m_StackSizeToBeUsedInRepair > 0)
{
const cItem * Item = GetSlot(1, a_Player);
if (!Item->IsEmpty() && (Item->m_ItemCount > m_StackSizeToBeUsedInRepair))
{
cItem NewSecondItem(*Item);
NewSecondItem.m_ItemCount -= m_StackSizeToBeUsedInRepair;
SetSlot(1, a_Player, NewSecondItem);
}
else
{
SetSlot(1, a_Player, cItem());
}
}
else
{
SetSlot(1, a_Player, cItem());
}
m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
m_MaximumCost = 0;
((cAnvilWindow*)&m_ParentWindow)->SetRepairedItemName("", NULL);
int PosX, PosY, PosZ;
((cAnvilWindow*)&m_ParentWindow)->GetBlockPos(PosX, PosY, PosZ);
BLOCKTYPE Block;
NIBBLETYPE BlockMeta;
a_Player.GetWorld()->GetBlockTypeMeta(PosX, PosY, PosZ, Block, BlockMeta);
cFastRandom Random;
if (!a_Player.IsGameModeCreative() && (Block == E_BLOCK_ANVIL) && (Random.NextFloat(1.0F) < 0.12F))
{
NIBBLETYPE Orientation = BlockMeta & 0x3;
NIBBLETYPE AnvilDamage = BlockMeta >> 2;
++AnvilDamage;
if (AnvilDamage > 2)
{
// Anvil will break
a_Player.GetWorld()->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, (NIBBLETYPE)0);
a_Player.GetWorld()->BroadcastSoundParticleEffect(1020, PosX, PosY, PosZ, 0);
a_Player.CloseWindow(false);
}
else
{
a_Player.GetWorld()->SetBlockMeta(PosX, PosY, PosZ, Orientation | (AnvilDamage << 2));
a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
}
}
else
{
a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
}
}
bool cSlotAreaAnvil::CanTakeResultItem(cPlayer & a_Player)
{
return (
(
a_Player.IsGameModeCreative() || // Is the player in gamemode?
(a_Player.GetXpLevel() >= m_MaximumCost) // or the player have enough exp?
) &&
(!GetSlot(2, a_Player)->IsEmpty()) && // Is a item in the result slot?
(m_MaximumCost > 0) // When no maximum cost is set, the item isn't set from the UpdateResult() method and can't be a valid enchanting result.
);
}
void cSlotAreaAnvil::OnPlayerRemoved(cPlayer & a_Player)
{
TossItems(a_Player, 0, 2);
super::OnPlayerRemoved(a_Player);
}
void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
{
cItem Input(*GetSlot(0, a_Player));
cItem SecondInput(*GetSlot(1, a_Player));
cItem Output(*GetSlot(2, a_Player));
if (Input.IsEmpty() && !Output.IsEmpty())
{
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0, a_Player);
return;
}
m_MaximumCost = 0;
m_StackSizeToBeUsedInRepair = 0;
int RepairCost = cItemHandler::GetItemHandler(Input)->GetRepairCost();
int NeedExp = 0;
if (!SecondInput.IsEmpty())
{
RepairCost += cItemHandler::GetItemHandler(SecondInput)->GetRepairCost();
if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
{
// Tool and armor repair with special item (iron / gold / diamond / ...)
int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
if (DamageDiff < 0)
{
// No enchantment
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0, a_Player);
return;
}
int x = 0;
while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
{
Input.m_ItemDamage -= DamageDiff;
NeedExp += std::max(1, DamageDiff / 100) + Input.m_Enchantments.Count();
DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
++x;
}
m_StackSizeToBeUsedInRepair = x;
}
else
{
// Tool and armor repair with two tools / armors
if (!Input.IsSameType(SecondInput) || !Input.IsDamageable())
{
// No enchantment
Output.Empty();
SetSlot(2, a_Player, Output);
m_ParentWindow.SetProperty(0, 0, a_Player);
return;
}
int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
if (NewItemDamage > 0)
{
NewItemDamage = 0;
}
if (NewItemDamage < Input.m_ItemDamage)
{
Input.m_ItemDamage = NewItemDamage;
NeedExp += std::max(1, Damage / 100);
}
// TODO: Add enchantments.
}
}
int NameChangeExp = 0;
const AString & RepairedItemName = ((cAnvilWindow*)&m_ParentWindow)->GetRepairedItemName();
if (RepairedItemName.empty())
{
// Remove custom name
if (!Input.m_CustomName.empty())
{
NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
NeedExp += NameChangeExp;
Input.m_CustomName = "";
}
}
else if (RepairedItemName != Input.m_CustomName)
{
// Change custom name
NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
NeedExp += NameChangeExp;
if (!Input.m_CustomName.empty())
{
RepairCost += NameChangeExp / 2;
}
Input.m_CustomName = RepairedItemName;
}
// TODO: Add enchantment exp cost.
m_MaximumCost = RepairCost + NeedExp;
if (NeedExp < 0)
{
Input.Empty();
}
if (NameChangeExp == NeedExp && NameChangeExp > 0 && m_MaximumCost >= 40)
{
m_MaximumCost = 39;
}
if (m_MaximumCost >= 40 && !a_Player.IsGameModeCreative())
{
Input.Empty();
}
/* TODO: Add repair cost to cItem and not ItemHandler. This is required for this function!
if (!Input.IsEmpty())
{
RepairCost = max(cItemHandler::GetItemHandler(Input)->GetRepairCost(), cItemHandler::GetItemHandler(SecondInput)->GetRepairCost());
if (!Input.m_CustomName.empty())
{
RepairCost -= 9;
}
RepairCost = max(RepairCost, 0);
RepairCost += 2;
}*/
SetSlot(2, a_Player, Input);
m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaEnchanting:

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@ -9,6 +9,7 @@
#pragma once
#include "../Inventory.h"
#include "Window.h"
@ -259,6 +260,43 @@ protected:
class cSlotAreaAnvil :
public cSlotAreaTemporary
{
typedef cSlotAreaTemporary super;
public:
cSlotAreaAnvil(cAnvilWindow & 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;
// 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. */
void OnTakeResult(cPlayer & a_Player);
/** Handles a click in the item slot. */
void UpdateResult(cPlayer & a_Player);
protected:
/** The maximum cost of repairing/renaming in the anvil. */
int m_MaximumCost;
/** The stack size of the second item where was used for repair */
char m_StackSizeToBeUsedInRepair;
} ;
class cSlotAreaEnchanting :
public cSlotAreaTemporary
{

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@ -804,6 +804,51 @@ cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// 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 != NULL)
{
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;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cEnchantingWindow:

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@ -24,6 +24,7 @@ class cEnderChestEntity;
class cFurnaceEntity;
class cHopperEntity;
class cSlotArea;
class cSlotAreaAnvil;
class cWorld;
typedef std::list<cPlayer *> cPlayerList;
@ -231,6 +232,32 @@ public:
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 cEnchantingWindow :
public cWindow
{
@ -243,7 +270,7 @@ public:
/** Return the Value of a Property */
int GetPropertyValue(int a_Property);
/** Set the Position Values to the Position of the Enchantment Table */
/** Get the Position from the Enchantment Table */
void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ);
cSlotArea * m_SlotArea;