Merge pull request #932 from Howaner/Inventory
Fix armor in survival mode.
This commit is contained in:
commit
a40108da90
@ -1037,7 +1037,7 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e
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{
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{
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HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
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HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
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}
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}
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else if (ItemHandler->IsFood())
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else if (ItemHandler->IsFood() && !m_Player->IsGameModeCreative())
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{
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{
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if (m_Player->IsSatiated())
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if (m_Player->IsSatiated())
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{
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{
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67
src/Items/ItemArmor.h
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67
src/Items/ItemArmor.h
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@ -0,0 +1,67 @@
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#pragma once
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#include "ItemHandler.h"
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#include "../World.h"
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class cItemArmorHandler :
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public cItemHandler
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{
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public:
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cItemArmorHandler(int a_ItemType) :
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cItemHandler(a_ItemType)
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{
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}
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/** Move the armor to the armor slot of the player's inventory */
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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
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{
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int SlotNum;
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if (ItemCategory::IsHelmet(a_Item.m_ItemType))
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{
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SlotNum = 0;
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}
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else if (ItemCategory::IsChestPlate(a_Item.m_ItemType))
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{
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SlotNum = 1;
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}
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else if (ItemCategory::IsLeggings(a_Item.m_ItemType))
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{
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SlotNum = 2;
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}
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else if (ItemCategory::IsBoots(a_Item.m_ItemType))
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{
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SlotNum = 3;
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}
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else
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{
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LOGWARNING("Used unknown armor: %i", a_Item.m_ItemType);
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return false;
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}
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if (!a_Player->GetInventory().GetArmorSlot(SlotNum).IsEmpty())
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{
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return false;
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}
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a_Player->GetInventory().SetArmorSlot(SlotNum, a_Item.CopyOne());
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cItem Item(a_Item);
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Item.m_ItemCount--;
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if (Item.m_ItemCount <= 0)
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{
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Item.Empty();
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}
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a_Player->GetInventory().SetHotbarSlot(a_Player->GetInventory().GetEquippedSlotNum(), Item);
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return true;
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}
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} ;
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@ -8,6 +8,7 @@
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#include "../BlockInServerPluginInterface.h"
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#include "../BlockInServerPluginInterface.h"
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// Handlers:
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// Handlers:
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#include "ItemArmor.h"
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#include "ItemBed.h"
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#include "ItemBed.h"
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#include "ItemBoat.h"
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#include "ItemBoat.h"
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#include "ItemBow.h"
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#include "ItemBow.h"
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@ -222,6 +223,31 @@ cItemHandler *cItemHandler::CreateItemHandler(int a_ItemType)
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{
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{
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return new cItemFoodHandler(a_ItemType);
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return new cItemFoodHandler(a_ItemType);
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}
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}
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// Armor:
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case E_ITEM_LEATHER_CAP:
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case E_ITEM_GOLD_HELMET:
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case E_ITEM_CHAIN_HELMET:
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case E_ITEM_IRON_HELMET:
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case E_ITEM_DIAMOND_HELMET:
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case E_ITEM_LEATHER_TUNIC:
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case E_ITEM_GOLD_CHESTPLATE:
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case E_ITEM_CHAIN_CHESTPLATE:
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case E_ITEM_IRON_CHESTPLATE:
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case E_ITEM_DIAMOND_CHESTPLATE:
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case E_ITEM_LEATHER_PANTS:
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case E_ITEM_GOLD_LEGGINGS:
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case E_ITEM_CHAIN_LEGGINGS:
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case E_ITEM_IRON_LEGGINGS:
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case E_ITEM_DIAMOND_LEGGINGS:
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case E_ITEM_LEATHER_BOOTS:
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case E_ITEM_GOLD_BOOTS:
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case E_ITEM_CHAIN_BOOTS:
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case E_ITEM_IRON_BOOTS:
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case E_ITEM_DIAMOND_BOOTS:
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{
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return new cItemArmorHandler(a_ItemType);
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}
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}
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}
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}
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}
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@ -21,13 +21,13 @@ class cItemHandler
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public:
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public:
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cItemHandler(int a_ItemType);
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cItemHandler(int a_ItemType);
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// Force virtual destructor
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/** Force virtual destructor */
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virtual ~cItemHandler() {}
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virtual ~cItemHandler() {}
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/// Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False
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/** Called when the player tries to use the item (right mouse button). Return false to make the item unusable. DEFAULT: False */
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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);
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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);
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/// Called when the client sends the SHOOT status in the lclk packet
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/** Called when the client sends the SHOOT status in the lclk packet */
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virtual void OnItemShoot(cPlayer *, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
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virtual void OnItemShoot(cPlayer *, int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace)
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{
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{
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UNUSED(a_BlockX);
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UNUSED(a_BlockX);
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@ -36,7 +36,7 @@ public:
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UNUSED(a_BlockFace);
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UNUSED(a_BlockFace);
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}
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}
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/// Called every tick while the item is on the player's inventory (Used by maps) - For now, called only for equipped items
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/** Called every tick while the item is on the player's inventory (Used by maps) - For now, called only for equipped items */
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virtual void OnUpdate(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item)
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virtual void OnUpdate(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item)
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{
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{
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UNUSED(a_World);
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UNUSED(a_World);
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@ -44,16 +44,16 @@ public:
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UNUSED(a_Item);
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UNUSED(a_Item);
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}
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}
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/// Called while the player diggs a block using this item
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/** Called while the player diggs a block using this item */
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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);
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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);
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/// Called when the player destroys a block using this item. This also calls the drop function for the destroyed block
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/** Called when the player destroys a block using this item. This also calls the drop function for the destroyed block */
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virtual void OnBlockDestroyed(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_X, int a_Y, int a_Z);
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virtual void OnBlockDestroyed(cWorld * a_World, cPlayer * a_Player, const cItem & a_Item, int a_X, int a_Y, int a_Z);
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/// Called after the player has eaten this item.
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/** Called after the player has eaten this item. */
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virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item);
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virtual void OnFoodEaten(cWorld *a_World, cPlayer *a_Player, cItem *a_Item);
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/// Returns the maximum stack size for a given item
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/** Returns the maximum stack size for a given item */
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virtual char GetMaxStackSize(void);
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virtual char GetMaxStackSize(void);
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struct FoodInfo
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struct FoodInfo
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@ -70,22 +70,22 @@ public:
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}
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}
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} ;
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} ;
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/// Returns the FoodInfo for this item. (FoodRecovery, Saturation and PoisionChance)
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/** Returns the FoodInfo for this item. (FoodRecovery, Saturation and PoisionChance) */
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virtual FoodInfo GetFoodInfo();
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virtual FoodInfo GetFoodInfo();
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/// Lets the player eat a selected item. Returns true if the player ate the item
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/** Lets the player eat a selected item. Returns true if the player ate the item */
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virtual bool EatItem(cPlayer *a_Player, cItem *a_Item);
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virtual bool EatItem(cPlayer *a_Player, cItem *a_Item);
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/// Indicates if this item is a tool
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/** Indicates if this item is a tool */
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virtual bool IsTool(void);
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virtual bool IsTool(void);
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/// Indicates if this item is food
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/** Indicates if this item is food */
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virtual bool IsFood(void);
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virtual bool IsFood(void);
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/// Blocks simply get placed
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/** Blocks simply get placed */
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virtual bool IsPlaceable(void);
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virtual bool IsPlaceable(void);
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/** Called before a block is placed into a world.
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/** Called before a block is placed into a world.
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The handler should return true to allow placement, false to refuse.
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The handler should return true to allow placement, false to refuse.
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Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
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Also, the handler should set a_BlockType and a_BlockMeta to correct values for the newly placed block.
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*/
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*/
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@ -96,7 +96,7 @@ public:
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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BLOCKTYPE & a_BlockType, NIBBLETYPE & a_BlockMeta
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);
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);
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/// Returns whether this tool/item can harvest a specific block (e.g. wooden pickaxe can harvest stone, but wood can´t) DEFAULT: False
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/** Returns whether this tool/item can harvest a specific block (e.g. wooden pickaxe can harvest stone, but wood can<EFBFBD>t) DEFAULT: False */
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virtual bool CanHarvestBlock(BLOCKTYPE a_BlockType);
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virtual bool CanHarvestBlock(BLOCKTYPE a_BlockType);
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static cItemHandler * GetItemHandler(int a_ItemType);
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static cItemHandler * GetItemHandler(int a_ItemType);
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@ -1091,6 +1091,80 @@ void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bo
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void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
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bool bAsync = false;
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if (GetSlot(a_SlotNum, a_Player) == NULL)
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{
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LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
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return;
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}
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if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
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{
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ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
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return;
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}
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// Armors haven't a dbl click
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if (a_ClickAction == caDblClick)
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{
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return;
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsSameType(a_ClickedItem))
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{
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LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
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LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
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LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
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bAsync = true;
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}
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cItem & DraggingItem = a_Player.GetDraggingItem();
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if ((a_ClickAction != caRightClick) && (a_ClickAction != caLeftClick))
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{
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LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
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m_ParentWindow.BroadcastWholeWindow();
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return;
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}
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if (DraggingItem.IsEmpty() || CanPlaceInSlot(a_SlotNum, DraggingItem))
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{
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// Swap contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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if (bAsync)
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{
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m_ParentWindow.BroadcastWholeWindow();
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}
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}
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bool cSlotAreaArmor::CanPlaceInSlot(int a_SlotNum, const cItem & a_Item)
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{
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switch (a_SlotNum)
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{
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case 0: return ItemCategory::IsHelmet (a_Item.m_ItemType);
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case 1: return ItemCategory::IsChestPlate(a_Item.m_ItemType);
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case 2: return ItemCategory::IsLeggings (a_Item.m_ItemType);
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case 3: return ItemCategory::IsBoots (a_Item.m_ItemType);
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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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// cSlotAreaItemGrid:
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// cSlotAreaItemGrid:
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@ -145,8 +145,13 @@ public:
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{
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{
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}
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}
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// Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.)
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/** Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.) */
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virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
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virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
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/** Called when a player clicks in the window. Parameters taken from the click packet. */
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virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
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bool CanPlaceInSlot(int a_SlotNum, const cItem & a_Item);
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} ;
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} ;
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Block a user