// HorseWindow.cpp // Representing the UI window for a horse entity #include "Globals.h" #include "../Mobs/Horse.h" #include "../UI/HorseWindow.h" #include "../UI/SlotArea.h" cHorseWindow::cHorseWindow(cHorse & a_Horse): Super(wtAnimalChest, "Horse"), m_Horse(a_Horse) { m_SlotAreas.push_back(new cSlotAreaHorse(a_Horse, *this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); } 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(); }