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Merge pull request #932 from Howaner/Inventory

Fix armor in survival mode.
This commit is contained in:
Mattes D 2014-04-25 08:11:49 +02:00
commit a40108da90
6 changed files with 189 additions and 17 deletions

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@ -1037,7 +1037,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
{ {
HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler); HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
} }
else if (ItemHandler->IsFood()) else if (ItemHandler->IsFood() && !m_Player->IsGameModeCreative())
{ {
if (m_Player->IsSatiated()) if (m_Player->IsSatiated())
{ {

67
src/Items/ItemArmor.h Normal file
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@ -0,0 +1,67 @@
#pragma once
#include "ItemHandler.h"
#include "../World.h"
class cItemArmorHandler :
public cItemHandler
{
public:
cItemArmorHandler(int a_ItemType) :
cItemHandler(a_ItemType)
{
}
/** Move the armor to the armor slot of the player's inventory */
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir) override
{
int SlotNum;
if (ItemCategory::IsHelmet(a_Item.m_ItemType))
{
SlotNum = 0;
}
else if (ItemCategory::IsChestPlate(a_Item.m_ItemType))
{
SlotNum = 1;
}
else if (ItemCategory::IsLeggings(a_Item.m_ItemType))
{
SlotNum = 2;
}
else if (ItemCategory::IsBoots(a_Item.m_ItemType))
{
SlotNum = 3;
}
else
{
LOGWARNING("Used unknown armor: %i", a_Item.m_ItemType);
return false;
}
if (!a_Player->GetInventory().GetArmorSlot(SlotNum).IsEmpty())
{
return false;
}
a_Player->GetInventory().SetArmorSlot(SlotNum, a_Item.CopyOne());
cItem Item(a_Item);
Item.m_ItemCount--;
if (Item.m_ItemCount <= 0)
{
Item.Empty();
}
a_Player->GetInventory().SetHotbarSlot(a_Player->GetInventory().GetEquippedSlotNum(), Item);
return true;
}
} ;

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@ -8,6 +8,7 @@
#include "../BlockInServerPluginInterface.h" #include "../BlockInServerPluginInterface.h"
// Handlers: // Handlers:
#include "ItemArmor.h"
#include "ItemBed.h" #include "ItemBed.h"
#include "ItemBoat.h" #include "ItemBoat.h"
#include "ItemBow.h" #include "ItemBow.h"
@ -222,6 +223,31 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
{ {
return new cItemFoodHandler(a_ItemType); return new cItemFoodHandler(a_ItemType);
} }
// Armor:
case E_ITEM_LEATHER_CAP:
case E_ITEM_GOLD_HELMET:
case E_ITEM_CHAIN_HELMET:
case E_ITEM_IRON_HELMET:
case E_ITEM_DIAMOND_HELMET:
case E_ITEM_LEATHER_TUNIC:
case E_ITEM_GOLD_CHESTPLATE:
case E_ITEM_CHAIN_CHESTPLATE:
case E_ITEM_IRON_CHESTPLATE:
case E_ITEM_DIAMOND_CHESTPLATE:
case E_ITEM_LEATHER_PANTS:
case E_ITEM_GOLD_LEGGINGS:
case E_ITEM_CHAIN_LEGGINGS:
case E_ITEM_IRON_LEGGINGS:
case E_ITEM_DIAMOND_LEGGINGS:
case E_ITEM_LEATHER_BOOTS:
case E_ITEM_GOLD_BOOTS:
case E_ITEM_CHAIN_BOOTS:
case E_ITEM_IRON_BOOTS:
case E_ITEM_DIAMOND_BOOTS:
{
return new cItemArmorHandler(a_ItemType);
}
} }
} }

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@ -21,13 +21,13 @@ class cItemHandler
public: public:
cItemHandler(int a_ItemType); cItemHandler(int a_ItemType);
// Force virtual destructor /** Force virtual destructor */
virtual ~cItemHandler() {} virtual ~cItemHandler() {}
/// Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False /** Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False */
virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir); virtual bool OnItemUse(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_Dir);
/// Called when the client sends the SHOOT status in the lclk packet /** Called when the client sends the SHOOT status in the lclk packet */
virtual void OnItemShoot(cPlayer *, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace) virtual void OnItemShoot(cPlayer *, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
{ {
UNUSED(a_BlockX); UNUSED(a_BlockX);
@ -36,7 +36,7 @@ public:
UNUSED(a_BlockFace); UNUSED(a_BlockFace);
} }
/// Called every tick while the item is on the player's inventory (Used by maps) - For now, called only for equipped items /** Called every tick while the item is on the player's inventory (Used by maps) - For now, called only for equipped items */
virtual void OnUpdate(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item) virtual void OnUpdate(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item)
{ {
UNUSED(a_World); UNUSED(a_World);
@ -44,16 +44,16 @@ public:
UNUSED(a_Item); UNUSED(a_Item);
} }
/// Called while the player diggs a block using this item /** Called while the player diggs a block using this item */
virtual bool OnDiggingBlock(cWorld * a_World, cPlayer * a_Player, const cItem & a_HeldItem, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace); virtual bool OnDiggingBlock(cWorld * a_World, cPlayer * a_Player, const cItem & a_HeldItem, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace);
/// Called when the player destroys a block using this item. This also calls the drop function for the destroyed block /** Called when the player destroys a block using this item. This also calls the drop function for the destroyed block */
virtual void OnBlockDestroyed(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_X, int a_Y, int a_Z); virtual void OnBlockDestroyed(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_X, int a_Y, int a_Z);
/// Called after the player has eaten this item. /** Called after the player has eaten this item. */
virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item); virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item);
/// Returns the maximum stack size for a given item /** Returns the maximum stack size for a given item */
virtual char GetMaxStackSize(void); virtual char GetMaxStackSize(void);
struct FoodInfo struct FoodInfo
@ -70,22 +70,22 @@ public:
} }
} ; } ;
/// Returns the FoodInfo for this item. (FoodRecovery, Saturation and PoisionChance) /** Returns the FoodInfo for this item. (FoodRecovery, Saturation and PoisionChance) */
virtual FoodInfo GetFoodInfo(); virtual FoodInfo GetFoodInfo();
/// Lets the player eat a selected item. Returns true if the player ate the item /** Lets the player eat a selected item. Returns true if the player ate the item */
virtual bool EatItem(cPlayer *a_Player, cItem *a_Item); virtual bool EatItem(cPlayer *a_Player, cItem *a_Item);
/// Indicates if this item is a tool /** Indicates if this item is a tool */
virtual bool IsTool(void); virtual bool IsTool(void);
/// Indicates if this item is food /** Indicates if this item is food */
virtual bool IsFood(void); virtual bool IsFood(void);
/// Blocks simply get placed /** Blocks simply get placed */
virtual bool IsPlaceable(void); virtual bool IsPlaceable(void);
/** Called before a block is placed into a world. /** Called before a block is placed into a world.
The handler should return true to allow placement, false to refuse. 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. Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
*/ */
@ -96,7 +96,7 @@ public:
BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
); );
/// Returns whether this tool/item can harvest a specific block (e.g. wooden pickaxe can harvest stone, but wood can´t) DEFAULT: False /** Returns whether this tool/item can harvest a specific block (e.g. wooden pickaxe can harvest stone, but wood can<EFBFBD>t) DEFAULT: False */
virtual bool CanHarvestBlock(BLOCKTYPE a_BlockType); virtual bool CanHarvestBlock(BLOCKTYPE a_BlockType);
static cItemHandler * GetItemHandler(int a_ItemType); static cItemHandler * GetItemHandler(int a_ItemType);

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@ -1091,6 +1091,80 @@ void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bo
void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == NULL)
{
LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
return;
}
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
// Armors haven't a dbl click
if (a_ClickAction == caDblClick)
{
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 ((a_ClickAction != caRightClick) && (a_ClickAction != caLeftClick))
{
LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
m_ParentWindow.BroadcastWholeWindow();
return;
}
if (DraggingItem.IsEmpty() || CanPlaceInSlot(a_SlotNum, DraggingItem))
{
// Swap contents
cItem tmp(DraggingItem);
DraggingItem = Slot;
Slot = tmp;
}
SetSlot(a_SlotNum, a_Player, Slot);
if (bAsync)
{
m_ParentWindow.BroadcastWholeWindow();
}
}
bool cSlotAreaArmor::CanPlaceInSlot(int a_SlotNum, const cItem & a_Item)
{
switch (a_SlotNum)
{
case 0: return ItemCategory::IsHelmet (a_Item.m_ItemType);
case 1: return ItemCategory::IsChestPlate(a_Item.m_ItemType);
case 2: return ItemCategory::IsLeggings (a_Item.m_ItemType);
case 3: return ItemCategory::IsBoots (a_Item.m_ItemType);
}
return false;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaItemGrid: // cSlotAreaItemGrid:

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@ -145,8 +145,13 @@ public:
{ {
} }
// Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.) /** 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) 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;
bool CanPlaceInSlot(int a_SlotNum, const cItem & a_Item);
} ; } ;