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-rw-r--r--source/UI/Window.cpp886
1 files changed, 0 insertions, 886 deletions
diff --git a/source/UI/Window.cpp b/source/UI/Window.cpp
deleted file mode 100644
index f5c62692f..000000000
--- a/source/UI/Window.cpp
+++ /dev/null
@@ -1,886 +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(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 == wtInventory)
- {
- 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(*this);
-}
-
-
-
-
-
-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 != wtInventory) && 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
-}
-
-
-
-
-
-bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks)
-{
- // First ask the slot areas from a_Area till the end of list:
- bool ShouldCollect = false;
- for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
- {
- if (&a_Area == *itr)
- {
- ShouldCollect = true;
- }
- if (!ShouldCollect)
- {
- continue;
- }
- if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
- {
- // a_Dragging is full
- return true;
- }
- }
-
- // a_Dragging still not full, ask slot areas before a_Area in the list:
- for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
- {
- if (*itr == &a_Area)
- {
- // All areas processed
- return false;
- }
- if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
- {
- // a_Dragging is full
- return true;
- }
- }
- // Shouldn't reach here
- // a_Area is expected to be part of m_SlotAreas[], so the "return false" in the loop above should have returned already
- ASSERT(!"This branch should not be reached");
- return false;
-}
-
-
-
-
-
-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 = AtSlot.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 if (AtSlot.IsStackableWith(a_Item))
- {
- // 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(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));
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cCraftingWindow:
-
-cCraftingWindow::cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
- cWindow(wtWorkbench, "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(wtChest, "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(wtChest, "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(wtDropSpenser, "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(wtHopper, "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(wtFurnace, "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));
-}
-
-
-
-