diff options
Diffstat (limited to 'source/UI/Window.cpp')
-rw-r--r-- | source/UI/Window.cpp | 841 |
1 files changed, 0 insertions, 841 deletions
diff --git a/source/UI/Window.cpp b/source/UI/Window.cpp deleted file mode 100644 index 2794abe22..000000000 --- a/source/UI/Window.cpp +++ /dev/null @@ -1,841 +0,0 @@ -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "Window.h" -#include "WindowOwner.h" -#include "SlotArea.h" -#include "../Item.h" -#include "../ClientHandle.h" -#include "../Entities/Player.h" -#include "../Entities/Pickup.h" -#include "../Inventory.h" -#include "../Items/ItemHandler.h" -#include "../BlockEntities/ChestEntity.h" -#include "../BlockEntities/DropSpenserEntity.h" -#include "../BlockEntities/HopperEntity.h" - - - - - -char cWindow::m_WindowIDCounter = 1; - - - - - -cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle) : - m_WindowID((++m_WindowIDCounter) % 127), - m_WindowType(a_WindowType), - m_WindowTitle(a_WindowTitle), - m_Owner(NULL), - m_IsDestroyed(false), - m_ShouldDistributeToHotbarFirst(true) -{ - if (a_WindowType == Inventory) - { - m_WindowID = 0; - } -} - - - - - -cWindow::~cWindow() -{ - for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - delete *itr; - } - m_SlotAreas.clear(); -} - - - - - -int cWindow::GetNumSlots(void) const -{ - int res = 0; - for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - res += (*itr)->GetNumSlots(); - } // for itr - m_SlotAreas[] - return res; -} - - - - - -const cItem * cWindow::GetSlot(cPlayer & a_Player, int a_SlotNum) const -{ - // Return the item at the specified slot for the specified player - int LocalSlotNum = 0; - const cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum); - if (Area == NULL) - { - LOGWARNING("%s: requesting item from an invalid SlotArea (SlotNum %d), returning NULL.", __FUNCTION__, a_SlotNum); - return NULL; - } - return Area->GetSlot(LocalSlotNum, a_Player); -} - - - - - -void cWindow::SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item) -{ - // Set the item to the specified slot for the specified player - int LocalSlotNum = 0; - cSlotArea * Area = GetSlotArea(a_SlotNum, LocalSlotNum); - if (Area == NULL) - { - LOGWARNING("%s: requesting write to an invalid SlotArea (SlotNum %d), ignoring.", __FUNCTION__, a_SlotNum); - return; - } - Area->SetSlot(LocalSlotNum, a_Player, a_Item); -} - - - - - -bool cWindow::IsSlotInPlayerMainInventory(int a_SlotNum) const -{ - // Returns true if the specified slot is in the Player Main Inventory slotarea - // The player main inventory is always 27 slots, 9 slots from the end of the inventory - return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots() - 9)); -} - - - - - -bool cWindow::IsSlotInPlayerHotbar(int a_SlotNum) const -{ - // Returns true if the specified slot is in the Player Hotbar slotarea - // The hotbar is always the last 9 slots - return ((a_SlotNum >= GetNumSlots() - 9) && (a_SlotNum < GetNumSlots())); -} - - - - - -bool cWindow::IsSlotInPlayerInventory(int a_SlotNum) const -{ - // Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor. - // The player combined inventory is always the last 36 slots - return ((a_SlotNum >= GetNumSlots() - 36) && (a_SlotNum < GetNumSlots())); -} - - - - - -void cWindow::GetSlots(cPlayer & a_Player, cItems & a_Slots) const -{ - a_Slots.clear(); - a_Slots.reserve(GetNumSlots()); - for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - int NumSlots = (*itr)->GetNumSlots(); - for (int i = 0; i < NumSlots; i++) - { - - const cItem * Item = (*itr)->GetSlot(i, a_Player); - if (Item == NULL) - { - a_Slots.push_back(cItem()); - } - else - { - a_Slots.push_back(*Item); - } - } - } // for itr - m_SlotAreas[] -} - - - - - -void cWindow::Clicked( - cPlayer & a_Player, - int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, - const cItem & a_ClickedItem -) -{ - if (a_WindowID != m_WindowID) - { - LOGWARNING("%s: Wrong window ID (exp %d, got %d) received from \"%s\"; ignoring click.", __FUNCTION__, m_WindowID, a_WindowID, a_Player.GetName().c_str()); - return; - } - - switch (a_ClickAction) - { - case caRightClickOutside: - { - // Toss one of the dragged items: - a_Player.TossItem(true); - return; - } - case caLeftClickOutside: - { - // Toss all dragged items: - a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount); - return; - } - case caLeftClickOutsideHoldNothing: - case caRightClickOutsideHoldNothing: - { - // Nothing needed - return; - } - case caLeftPaintBegin: OnPaintBegin (a_Player); return; - case caRightPaintBegin: OnPaintBegin (a_Player); return; - case caLeftPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return; - case caRightPaintProgress: OnPaintProgress(a_Player, a_SlotNum); return; - case caLeftPaintEnd: OnLeftPaintEnd (a_Player); return; - case caRightPaintEnd: OnRightPaintEnd(a_Player); return; - } - - if (a_SlotNum < 0) - { - // TODO: Other click actions with irrelevant slot number (FS #371) - return; - } - - int LocalSlotNum = a_SlotNum; - int idx = 0; - for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - if (LocalSlotNum < (*itr)->GetNumSlots()) - { - (*itr)->Clicked(a_Player, LocalSlotNum, a_ClickAction, a_ClickedItem); - return; - } - LocalSlotNum -= (*itr)->GetNumSlots(); - idx++; - } - - LOGWARNING("Slot number higher than available window slots: %d, max %d received from \"%s\"; ignoring.", - a_SlotNum, GetNumSlots(), a_Player.GetName().c_str() - ); -} - - - - - -void cWindow::OpenedByPlayer(cPlayer & a_Player) -{ - { - cCSLock Lock(m_CS); - // If player is already in OpenedBy remove player first - m_OpenedBy.remove(&a_Player); - // Then add player - m_OpenedBy.push_back(&a_Player); - - for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - (*itr)->OnPlayerAdded(a_Player); - } // for itr - m_SlotAreas[] - } - - a_Player.GetClientHandle()->SendWindowOpen(m_WindowID, m_WindowType, m_WindowTitle, GetNumSlots() - c_NumInventorySlots); -} - - - - - -bool cWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) -{ - // Checks whether the player is still holding an item - if (a_Player.IsDraggingItem()) - { - LOGD("Player holds item! Dropping it..."); - a_Player.TossItem(true, a_Player.GetDraggingItem().m_ItemCount); - } - - cClientHandle * ClientHandle = a_Player.GetClientHandle(); - if (ClientHandle != NULL) - { - ClientHandle->SendWindowClose(*this); - } - - { - cCSLock Lock(m_CS); - - for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - (*itr)->OnPlayerRemoved(a_Player); - } // for itr - m_SlotAreas[] - - m_OpenedBy.remove(&a_Player); - - if ((m_WindowType != Inventory) && m_OpenedBy.empty()) - { - Destroy(); - } - } - if (m_IsDestroyed) - { - delete this; - } - - return true; -} - - - - - -void cWindow::OwnerDestroyed() -{ - m_Owner = NULL; - // Close window for each player. Note that the last one needs special handling - while (m_OpenedBy.size() > 1) - { - (*m_OpenedBy.begin() )->CloseWindow(); - } - (*m_OpenedBy.begin() )->CloseWindow(); -} - - - - - -bool cWindow::ForEachPlayer(cItemCallback<cPlayer> & a_Callback) -{ - cCSLock Lock(m_CS); - for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr) - { - if (a_Callback.Item(*itr)) - { - return false; - } - } // for itr - m_OpenedBy[] - return true; -} - - - - - -bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback) -{ - cCSLock Lock(m_CS); - for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr) - { - if (a_Callback.Item((*itr)->GetClientHandle())) - { - return false; - } - } // for itr - m_OpenedBy[] - return true; -} - - - - - -void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply) -{ - // Ask each slot area to take as much of the stack as it can. - // First ask only slots that already have the same kind of item - // Then ask any remaining slots - for (int Pass = 0; Pass < 2; ++Pass) - { - if (m_ShouldDistributeToHotbarFirst) - { - // First distribute into the hotbar: - if (a_ExcludeArea != m_SlotAreas.back()) - { - m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0)); - if (a_ItemStack.IsEmpty()) - { - // Distributed it all - return; - } - } - } - - // The distribute to all other areas: - cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end(); - for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr) - { - if (*itr == a_ExcludeArea) - { - continue; - } - (*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0)); - if (a_ItemStack.IsEmpty()) - { - // Distributed it all - return; - } - } // for itr - m_SlotAreas[] - } // for Pass - repeat twice -} - - - - - -void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum) -{ - int SlotBase = 0; - bool Found = false; - for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - if (*itr == a_SlotArea) - { - Found = true; - break; - } - SlotBase += (*itr)->GetNumSlots(); - } // for itr - m_SlotAreas[] - if (!Found) - { - LOGERROR("cWindow::SendSlot(): unknown a_SlotArea"); - ASSERT(!"cWindow::SendSlot(): unknown a_SlotArea"); - return; - } - - a_Player.GetClientHandle()->SendInventorySlot( - m_WindowID, a_RelativeSlotNum + SlotBase, *(a_SlotArea->GetSlot(a_RelativeSlotNum, a_Player)) - ); -} - - - - - -void cWindow::Destroy(void) -{ - if (m_Owner != NULL) - { - m_Owner->CloseWindow(); - m_Owner = NULL; - } - m_IsDestroyed = true; -} - - - - - -cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) -{ - if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots())) - { - LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1); - ASSERT(!"Invalid SlotNum"); - return NULL; - } - - // Iterate through all the SlotAreas, find the correct one - int LocalSlotNum = a_GlobalSlotNum; - for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - if (LocalSlotNum < (*itr)->GetNumSlots()) - { - a_LocalSlotNum = LocalSlotNum; - return *itr; - } - LocalSlotNum -= (*itr)->GetNumSlots(); - } // for itr - m_SlotAreas[] - - // We shouldn't be here - the check at the beginnning should prevent this. Log and assert - LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum); - ASSERT(!"Invalid GetNumSlots"); - return NULL; -} - - - - - -const cSlotArea * cWindow::GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const -{ - if ((a_GlobalSlotNum < 0) || (a_GlobalSlotNum >= GetNumSlots())) - { - LOGWARNING("%s: requesting an invalid SlotNum: %d out of %d slots", __FUNCTION__, a_GlobalSlotNum, GetNumSlots() - 1); - ASSERT(!"Invalid SlotNum"); - return NULL; - } - - // Iterate through all the SlotAreas, find the correct one - int LocalSlotNum = a_GlobalSlotNum; - for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - if (LocalSlotNum < (*itr)->GetNumSlots()) - { - a_LocalSlotNum = LocalSlotNum; - return *itr; - } - LocalSlotNum -= (*itr)->GetNumSlots(); - } // for itr - m_SlotAreas[] - - // We shouldn't be here - the check at the beginnning should prevent this. Log and assert - LOGWARNING("%s: GetNumSlots() is out of sync: %d; LocalSlotNum = %d", __FUNCTION__, GetNumSlots(), LocalSlotNum); - ASSERT(!"Invalid GetNumSlots"); - return NULL; -} - - - - - -void cWindow::OnPaintBegin(cPlayer & a_Player) -{ - // Prepares the internal structures for inventory painting from the specified player - a_Player.ClearInventoryPaintSlots(); -} - - - - - -void cWindow::OnPaintProgress(cPlayer & a_Player, int a_SlotNum) -{ - // Add the slot to the internal structures for inventory painting by the specified player - a_Player.AddInventoryPaintSlot(a_SlotNum); -} - - - - - -void cWindow::OnLeftPaintEnd(cPlayer & a_Player) -{ - // Process the entire action stored in the internal structures for inventory painting - // distribute as many items as possible - - const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots(); - cItem ToDistribute(a_Player.GetDraggingItem()); - int ToEachSlot = (int)ToDistribute.m_ItemCount / SlotNums.size(); - - int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, ToEachSlot, SlotNums); - - // Remove the items distributed from the dragging item: - a_Player.GetDraggingItem().m_ItemCount -= NumDistributed; - if (a_Player.GetDraggingItem().m_ItemCount == 0) - { - a_Player.GetDraggingItem().Empty(); - } - - SendWholeWindow(*a_Player.GetClientHandle()); -} - - - - - -void cWindow::OnRightPaintEnd(cPlayer & a_Player) -{ - // Process the entire action stored in the internal structures for inventory painting - // distribute one item into each slot - - const cSlotNums & SlotNums = a_Player.GetInventoryPaintSlots(); - cItem ToDistribute(a_Player.GetDraggingItem()); - - int NumDistributed = DistributeItemToSlots(a_Player, ToDistribute, 1, SlotNums); - - // Remove the items distributed from the dragging item: - a_Player.GetDraggingItem().m_ItemCount -= NumDistributed; - if (a_Player.GetDraggingItem().m_ItemCount == 0) - { - a_Player.GetDraggingItem().Empty(); - } - - SendWholeWindow(*a_Player.GetClientHandle()); -} - - - - - -int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums) -{ - if ((size_t)(a_Item.m_ItemCount) < a_SlotNums.size()) - { - LOGWARNING("%s: Distributing less items (%d) than slots (%u)", __FUNCTION__, (int)a_Item.m_ItemCount, a_SlotNums.size()); - // This doesn't seem to happen with the 1.5.1 client, so we don't worry about it for now - return 0; - } - - // Distribute to individual slots, keep track of how many items were actually distributed (full stacks etc.) - int NumDistributed = 0; - for (cSlotNums::const_iterator itr = a_SlotNums.begin(), end = a_SlotNums.end(); itr != end; ++itr) - { - int LocalSlotNum = 0; - cSlotArea * Area = GetSlotArea(*itr, LocalSlotNum); - if (Area == NULL) - { - LOGWARNING("%s: Bad SlotArea for slot %d", __FUNCTION__, *itr); - continue; - } - - // Modify the item at the slot - cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player)); - int MaxStack = ItemHandler(AtSlot.m_ItemType)->GetMaxStackSize(); - if (AtSlot.IsEmpty()) - { - // Empty, just move all of it there: - cItem ToStore(a_Item); - ToStore.m_ItemCount = std::min(a_NumToEachSlot, (int)MaxStack); - Area->SetSlot(LocalSlotNum, a_Player, ToStore); - NumDistributed += ToStore.m_ItemCount; - } - else - { - // Occupied, add and cap at MaxStack: - int CanStore = std::min(a_NumToEachSlot, (int)MaxStack - AtSlot.m_ItemCount); - AtSlot.m_ItemCount += CanStore; - Area->SetSlot(LocalSlotNum, a_Player, AtSlot); - NumDistributed += CanStore; - } - } // for itr - SlotNums[] - return NumDistributed; -} - - - - - -void cWindow::BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum) -{ - // Translate local slot num into global slot num: - int SlotNum = 0; - bool HasFound = false; - for (cSlotAreas::const_iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) - { - if (a_Area == *itr) - { - SlotNum += a_LocalSlotNum; - HasFound = true; - break; - } - SlotNum += (*itr)->GetNumSlots(); - } // for itr - m_SlotAreas[] - if (!HasFound) - { - LOGWARNING("%s: Invalid slot area parameter", __FUNCTION__); - ASSERT(!"Invalid slot area"); - return; - } - - // Broadcast the update packet: - cCSLock Lock(m_CS); - for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr) - { - (*itr)->GetClientHandle()->SendInventorySlot(m_WindowID, SlotNum, *a_Area->GetSlot(a_LocalSlotNum, **itr)); - } // for itr - m_OpenedBy[] -} - - - - - -void cWindow::SendWholeWindow(cClientHandle & a_Client) -{ - a_Client.SendWholeInventory(*this); -} - - - - - -void cWindow::BroadcastWholeWindow(void) -{ - cCSLock Lock(m_CS); - for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr) - { - SendWholeWindow(*(*itr)->GetClientHandle()); - } // for itr - m_OpenedBy[] -} - - - - - -void cWindow::BroadcastProgress(int a_Progressbar, int a_Value) -{ - cCSLock Lock(m_CS); - for (cPlayerList::iterator itr = m_OpenedBy.begin(); itr != m_OpenedBy.end(); ++itr) - { - (*itr)->GetClientHandle()->SendWindowProperty(*this, a_Progressbar, a_Value); - } // for itr - m_OpenedBy[] -} - - - - - -void cWindow::SetProperty(int a_Property, int a_Value) -{ - cCSLock Lock(m_CS); - for (cPlayerList::iterator itr = m_OpenedBy.begin(), end = m_OpenedBy.end(); itr != end; ++itr) - { - (*itr)->GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value); - } // for itr - m_OpenedBy[] -} - - - - - -void cWindow::SetProperty(int a_Property, int a_Value, cPlayer & a_Player) -{ - a_Player.GetClientHandle()->SendWindowProperty(*this, a_Property, a_Value); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cInventoryWindow: - -cInventoryWindow::cInventoryWindow(cPlayer & a_Player) : - cWindow(cWindow::Inventory, "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)); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cCraftingWindow: - -cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) : - cWindow(cWindow::Workbench, "Crafting Table") -{ - m_SlotAreas.push_back(new cSlotAreaCrafting(3, *this)); - m_SlotAreas.push_back(new cSlotAreaInventory(*this)); - m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cChestWindow: - -cChestWindow::cChestWindow(cChestEntity * a_Chest) : - cWindow(cWindow::Chest, "Chest"), - m_World(a_Chest->GetWorld()), - m_BlockX(a_Chest->GetPosX()), - m_BlockY(a_Chest->GetPosY()), - m_BlockZ(a_Chest->GetPosZ()) -{ - m_SlotAreas.push_back(new cSlotAreaChest(a_Chest, *this)); - m_SlotAreas.push_back(new cSlotAreaInventory(*this)); - m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); - - // Play the opening sound: - m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1); - - // Send out the chest-open packet: - m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST); -} - - - - - -cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest) : - cWindow(cWindow::Chest, "Double Chest"), - m_World(a_PrimaryChest->GetWorld()), - m_BlockX(a_PrimaryChest->GetPosX()), - m_BlockY(a_PrimaryChest->GetPosY()), - m_BlockZ(a_PrimaryChest->GetPosZ()) -{ - m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this)); - m_SlotAreas.push_back(new cSlotAreaInventory(*this)); - m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); - - m_ShouldDistributeToHotbarFirst = false; - - // Play the opening sound: - m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1); - - // Send out the chest-open packet: - m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 1, E_BLOCK_CHEST); -} - - - - - -cChestWindow::~cChestWindow() -{ - // Send out the chest-close packet: - m_World->BroadcastBlockAction(m_BlockX, m_BlockY, m_BlockZ, 1, 0, E_BLOCK_CHEST); - - m_World->BroadcastSoundEffect("random.chestclosed", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cDropSpenserWindow: - -cDropSpenserWindow::cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) : - cWindow(cWindow::DropSpenser, "Dropspenser") -{ - m_ShouldDistributeToHotbarFirst = false; - m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this)); - m_SlotAreas.push_back(new cSlotAreaInventory(*this)); - m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cHopperWindow: - -cHopperWindow::cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) : - super(cWindow::Hopper, "Hopper") -{ - m_ShouldDistributeToHotbarFirst = false; - m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *this)); - m_SlotAreas.push_back(new cSlotAreaInventory(*this)); - m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); -} - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cFurnaceWindow: - -cFurnaceWindow::cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) : - cWindow(cWindow::Furnace, "Furnace") -{ - m_ShouldDistributeToHotbarFirst = false; - m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this)); - m_SlotAreas.push_back(new cSlotAreaInventory(*this)); - m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); -} - - - - |