// InventoryWindow.cpp // Representing the UI window for the player inventory #include "Globals.h" #include "InventoryWindow.h" #include "SlotArea.h" cInventoryWindow::cInventoryWindow(cPlayer & a_Player) : cWindow(wtInventory, "Inventory"), m_Player(a_Player) { m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers m_SlotAreas.push_back(new cSlotAreaArmor(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaShield(*this)); } void cInventoryWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) { cSlotAreas AreasInOrder; if (a_ClickedArea == m_SlotAreas[0]) { // Crafting Area if (a_Slot == 0) { // Result Slot AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */ AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */ } else { AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */ AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */ } Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0)); } else if (a_ClickedArea == m_SlotAreas[1]) { // Armor Area AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */ AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */ Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false); } else if (a_ClickedArea == m_SlotAreas[2]) { // Inventory Area AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */ AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */ Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false); } else { // Hotbar AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */ AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */ Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false); } } void cInventoryWindow::LoadRecipe(cPlayer & a_Player, UInt32 a_RecipeId) { auto slotAreaCrafting = static_cast(m_SlotAreas[0]); slotAreaCrafting->LoadRecipe(a_Player, a_RecipeId); }