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// 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();
}
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