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-rw-r--r--src/UI/SlotArea.cpp791
1 files changed, 783 insertions, 8 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index 88977e005..fcf5f6f6b 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -13,6 +13,8 @@
#include "Window.h"
#include "../CraftingRecipes.h"
#include "../Root.h"
+#include "../FastRandom.h"
+#include "../BlockArea.h"
@@ -145,6 +147,7 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
FreeSlots = 0;
}
int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
+
Slot.m_ItemCount += (char)Filling;
DraggingItem.m_ItemCount -= (char)Filling;
if (DraggingItem.m_ItemCount <= 0)
@@ -167,7 +170,6 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
{
m_ParentWindow.BroadcastWholeWindow();
}
-
}
@@ -242,7 +244,7 @@ void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
-void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
+void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
for (int i = 0; i < m_NumSlots; i++)
{
@@ -262,7 +264,7 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
{
NumFit = a_ItemStack.m_ItemCount;
}
- if (a_Apply)
+ if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
@@ -483,6 +485,7 @@ void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
// Get the current recipe:
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
+ const cItem & Result = Recipe.GetResult();
cItem * PlayerSlots = GetPlayerSlots(a_Player) + 1;
cCraftingGrid Grid(PlayerSlots, m_GridSize, m_GridSize);
@@ -490,16 +493,16 @@ void cSlotAreaCrafting::ClickedResult(cPlayer & a_Player)
// If possible, craft:
if (DraggingItem.IsEmpty())
{
- DraggingItem = Recipe.GetResult();
+ DraggingItem = Result;
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
}
- else if (DraggingItem.IsEqual(Recipe.GetResult()))
+ else if (DraggingItem.IsEqual(Result))
{
- cItemHandler * Handler = ItemHandler(Recipe.GetResult().m_ItemType);
- if (DraggingItem.m_ItemCount + Recipe.GetResult().m_ItemCount <= Handler->GetMaxStackSize())
+ cItemHandler * Handler = ItemHandler(Result.m_ItemType);
+ if (DraggingItem.m_ItemCount + Result.m_ItemCount <= Handler->GetMaxStackSize())
{
- DraggingItem.m_ItemCount += Recipe.GetResult().m_ItemCount;
+ DraggingItem.m_ItemCount += Result.m_ItemCount;
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(PlayerSlots);
}
@@ -593,6 +596,704 @@ cCraftingRecipe & cSlotAreaCrafting::GetRecipeForPlayer(cPlayer & a_Player)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaAnvil:
+
+cSlotAreaAnvil::cSlotAreaAnvil(cAnvilWindow & a_ParentWindow) :
+ cSlotAreaTemporary(3, a_ParentWindow),
+ m_MaximumCost(0)
+{
+}
+
+
+
+
+
+void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+{
+ ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
+ if (a_SlotNum != 2)
+ {
+ super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
+ UpdateResult(a_Player);
+ return;
+ }
+
+ bool bAsync = false;
+ if (GetSlot(a_SlotNum, a_Player) == NULL)
+ {
+ LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
+ return;
+ }
+
+ if (a_ClickAction == caDblClick)
+ {
+ return;
+ }
+
+ if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
+ {
+ ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
+ return;
+ }
+
+ cItem Slot(*GetSlot(a_SlotNum, a_Player));
+ if (!Slot.IsSameType(a_ClickedItem))
+ {
+ LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
+ LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
+ LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
+ bAsync = true;
+ }
+ cItem & DraggingItem = a_Player.GetDraggingItem();
+
+ if (Slot.IsEmpty())
+ {
+ return;
+ }
+ if (!DraggingItem.IsEmpty())
+ {
+ if (!(DraggingItem.IsEqual(Slot) && ((DraggingItem.m_ItemCount + Slot.m_ItemCount) <= cItemHandler::GetItemHandler(Slot)->GetMaxStackSize())))
+ {
+ return;
+ }
+ }
+
+ if (!CanTakeResultItem(a_Player))
+ {
+ return;
+ }
+
+ cItem NewItem = cItem(Slot);
+ NewItem.m_ItemCount += DraggingItem.m_ItemCount;
+
+ Slot.Empty();
+ DraggingItem.Empty();
+ SetSlot(a_SlotNum, a_Player, Slot);
+
+ DraggingItem = NewItem;
+ OnTakeResult(a_Player);
+
+ if (bAsync)
+ {
+ m_ParentWindow.BroadcastWholeWindow();
+ }
+}
+
+
+
+
+
+void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
+{
+ if (a_SlotNum != 2)
+ {
+ super::ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
+ UpdateResult(a_Player);
+ return;
+ }
+
+ // Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
+ cItem Slot(*GetSlot(a_SlotNum, a_Player));
+
+ if (Slot.IsEmpty() || !CanTakeResultItem(a_Player))
+ {
+ return;
+ }
+
+ m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
+ if (Slot.IsEmpty())
+ {
+ Slot.Empty();
+ OnTakeResult(a_Player);
+ }
+ SetSlot(a_SlotNum, a_Player, Slot);
+
+ // Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
+ m_ParentWindow.BroadcastWholeWindow();
+}
+
+
+
+
+
+void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
+{
+ for (int i = 0; i < 2; i++)
+ {
+ const cItem * Slot = GetSlot(i, a_Player);
+ if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
+ {
+ // Different items
+ continue;
+ }
+ int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
+ if (NumFit <= 0)
+ {
+ // Full stack already
+ continue;
+ }
+ if (NumFit > a_ItemStack.m_ItemCount)
+ {
+ NumFit = a_ItemStack.m_ItemCount;
+ }
+ if (a_ShouldApply)
+ {
+ cItem NewSlot(a_ItemStack);
+ NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
+ SetSlot(i, a_Player, NewSlot);
+ }
+ a_ItemStack.m_ItemCount -= NumFit;
+ if (a_ItemStack.IsEmpty())
+ {
+ UpdateResult(a_Player);
+ return;
+ }
+ } // for i - Slots
+ UpdateResult(a_Player);
+}
+
+
+
+
+
+void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
+{
+ if (!a_Player.IsGameModeCreative())
+ {
+ a_Player.DeltaExperience(cPlayer::XpForLevel(m_MaximumCost));
+ }
+ SetSlot(0, a_Player, cItem());
+
+ if (m_StackSizeToBeUsedInRepair > 0)
+ {
+ const cItem * Item = GetSlot(1, a_Player);
+ if (!Item->IsEmpty() && (Item->m_ItemCount > m_StackSizeToBeUsedInRepair))
+ {
+ cItem NewSecondItem(*Item);
+ NewSecondItem.m_ItemCount -= m_StackSizeToBeUsedInRepair;
+ SetSlot(1, a_Player, NewSecondItem);
+ }
+ else
+ {
+ SetSlot(1, a_Player, cItem());
+ }
+ }
+ else
+ {
+ SetSlot(1, a_Player, cItem());
+ }
+ m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
+
+ m_MaximumCost = 0;
+ ((cAnvilWindow*)&m_ParentWindow)->SetRepairedItemName("", NULL);
+
+ int PosX, PosY, PosZ;
+ ((cAnvilWindow*)&m_ParentWindow)->GetBlockPos(PosX, PosY, PosZ);
+
+ BLOCKTYPE Block;
+ NIBBLETYPE BlockMeta;
+ a_Player.GetWorld()->GetBlockTypeMeta(PosX, PosY, PosZ, Block, BlockMeta);
+
+ cFastRandom Random;
+ if (!a_Player.IsGameModeCreative() && (Block == E_BLOCK_ANVIL) && (Random.NextFloat(1.0F) < 0.12F))
+ {
+ NIBBLETYPE Orientation = BlockMeta & 0x3;
+ NIBBLETYPE AnvilDamage = BlockMeta >> 2;
+ ++AnvilDamage;
+
+ if (AnvilDamage > 2)
+ {
+ // Anvil will break
+ a_Player.GetWorld()->SetBlock(PosX, PosY, PosZ, E_BLOCK_AIR, (NIBBLETYPE)0);
+ a_Player.GetWorld()->BroadcastSoundParticleEffect(1020, PosX, PosY, PosZ, 0);
+ a_Player.CloseWindow(false);
+ }
+ else
+ {
+ a_Player.GetWorld()->SetBlockMeta(PosX, PosY, PosZ, Orientation | (AnvilDamage << 2));
+ a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
+ }
+ }
+ else
+ {
+ a_Player.GetWorld()->BroadcastSoundParticleEffect(1021, PosX, PosY, PosZ, 0);
+ }
+}
+
+
+
+
+
+bool cSlotAreaAnvil::CanTakeResultItem(cPlayer & a_Player)
+{
+ return (
+ (
+ a_Player.IsGameModeCreative() || // Is the player in gamemode?
+ (a_Player.GetXpLevel() >= m_MaximumCost) // or the player have enough exp?
+ ) &&
+ (!GetSlot(2, a_Player)->IsEmpty()) && // Is a item in the result slot?
+ (m_MaximumCost > 0) // When no maximum cost is set, the item isn't set from the UpdateResult() method and can't be a valid enchanting result.
+ );
+}
+
+
+
+
+
+void cSlotAreaAnvil::OnPlayerRemoved(cPlayer & a_Player)
+{
+ TossItems(a_Player, 0, 2);
+ super::OnPlayerRemoved(a_Player);
+}
+
+
+
+
+
+void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
+{
+ cItem Input(*GetSlot(0, a_Player));
+ cItem SecondInput(*GetSlot(1, a_Player));
+ cItem Output(*GetSlot(2, a_Player));
+
+ if (Input.IsEmpty() && !Output.IsEmpty())
+ {
+ Output.Empty();
+ SetSlot(2, a_Player, Output);
+ m_ParentWindow.SetProperty(0, 0, a_Player);
+ return;
+ }
+
+ m_MaximumCost = 0;
+ m_StackSizeToBeUsedInRepair = 0;
+ int RepairCost = cItemHandler::GetItemHandler(Input)->GetRepairCost();
+ int NeedExp = 0;
+ if (!SecondInput.IsEmpty())
+ {
+ RepairCost += cItemHandler::GetItemHandler(SecondInput)->GetRepairCost();
+ if (Input.IsDamageable() && cItemHandler::GetItemHandler(Input)->CanRepairWithRawMaterial(SecondInput.m_ItemType))
+ {
+ // Tool and armor repair with special item (iron / gold / diamond / ...)
+ int DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
+ if (DamageDiff < 0)
+ {
+ // No enchantment
+ Output.Empty();
+ SetSlot(2, a_Player, Output);
+ m_ParentWindow.SetProperty(0, 0, a_Player);
+ return;
+ }
+
+ int x = 0;
+ while ((DamageDiff > 0) && (x < SecondInput.m_ItemCount))
+ {
+ Input.m_ItemDamage -= DamageDiff;
+ NeedExp += std::max(1, DamageDiff / 100) + Input.m_Enchantments.Count();
+ DamageDiff = std::min((int)Input.m_ItemDamage, (int)Input.GetMaxDamage() / 4);
+
+ ++x;
+ }
+ m_StackSizeToBeUsedInRepair = x;
+ }
+ else
+ {
+ // Tool and armor repair with two tools / armors
+ if (!Input.IsSameType(SecondInput) || !Input.IsDamageable())
+ {
+ // No enchantment
+ Output.Empty();
+ SetSlot(2, a_Player, Output);
+ m_ParentWindow.SetProperty(0, 0, a_Player);
+ return;
+ }
+
+ int FirstDamageDiff = Input.GetMaxDamage() - Input.m_ItemDamage;
+ int SecondDamageDiff = SecondInput.GetMaxDamage() - SecondInput.m_ItemDamage;
+ int Damage = SecondDamageDiff + Input.GetMaxDamage() * 12 / 100;
+
+ int NewItemDamage = Input.GetMaxDamage() - (FirstDamageDiff + Damage);
+ if (NewItemDamage > 0)
+ {
+ NewItemDamage = 0;
+ }
+
+ if (NewItemDamage < Input.m_ItemDamage)
+ {
+ Input.m_ItemDamage = NewItemDamage;
+ NeedExp += std::max(1, Damage / 100);
+ }
+
+ // TODO: Add enchantments.
+ }
+ }
+
+ int NameChangeExp = 0;
+ const AString & RepairedItemName = ((cAnvilWindow*)&m_ParentWindow)->GetRepairedItemName();
+ if (RepairedItemName.empty())
+ {
+ // Remove custom name
+ if (!Input.m_CustomName.empty())
+ {
+ NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
+ NeedExp += NameChangeExp;
+ Input.m_CustomName = "";
+ }
+ }
+ else if (RepairedItemName != Input.m_CustomName)
+ {
+ // Change custom name
+ NameChangeExp = (Input.IsDamageable()) ? 4 : (Input.m_ItemCount * 5);
+ NeedExp += NameChangeExp;
+
+ if (!Input.m_CustomName.empty())
+ {
+ RepairCost += NameChangeExp / 2;
+ }
+
+ Input.m_CustomName = RepairedItemName;
+ }
+
+ // TODO: Add enchantment exp cost.
+
+ m_MaximumCost = RepairCost + NeedExp;
+
+ if (NeedExp < 0)
+ {
+ Input.Empty();
+ }
+
+ if (NameChangeExp == NeedExp && NameChangeExp > 0 && m_MaximumCost >= 40)
+ {
+ m_MaximumCost = 39;
+ }
+ if (m_MaximumCost >= 40 && !a_Player.IsGameModeCreative())
+ {
+ Input.Empty();
+ }
+
+ /* TODO: Add repair cost to cItem and not ItemHandler. This is required for this function!
+ if (!Input.IsEmpty())
+ {
+ RepairCost = max(cItemHandler::GetItemHandler(Input)->GetRepairCost(), cItemHandler::GetItemHandler(SecondInput)->GetRepairCost());
+ if (!Input.m_CustomName.empty())
+ {
+ RepairCost -= 9;
+ }
+ RepairCost = max(RepairCost, 0);
+ RepairCost += 2;
+ }*/
+
+ SetSlot(2, a_Player, Input);
+ m_ParentWindow.SetProperty(0, m_MaximumCost, a_Player);
+}
+
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cSlotAreaEnchanting:
+
+cSlotAreaEnchanting::cSlotAreaEnchanting(cEnchantingWindow & a_ParentWindow) :
+ cSlotAreaTemporary(1, a_ParentWindow)
+{
+ a_ParentWindow.m_SlotArea = this;
+}
+
+
+
+
+
+void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+{
+ ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
+
+ bool bAsync = false;
+ if (GetSlot(a_SlotNum, a_Player) == NULL)
+ {
+ LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
+ return;
+ }
+
+ switch (a_ClickAction)
+ {
+ case caShiftLeftClick:
+ case caShiftRightClick:
+ {
+ ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
+ return;
+ }
+
+ case caDblClick:
+ {
+ DblClicked(a_Player, a_SlotNum);
+ return;
+ }
+ default:
+ {
+ break;
+ }
+ }
+
+ cItem Slot(*GetSlot(a_SlotNum, a_Player));
+ if (!Slot.IsSameType(a_ClickedItem))
+ {
+ LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
+ LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
+ LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
+ bAsync = true;
+ }
+ cItem & DraggingItem = a_Player.GetDraggingItem();
+ switch (a_ClickAction)
+ {
+ case caRightClick:
+ {
+ // Right-clicked
+ if (DraggingItem.IsEmpty())
+ {
+ DraggingItem = Slot.CopyOne();
+ Slot.Empty();
+ break;
+ }
+
+ if (Slot.IsEmpty())
+ {
+ Slot = DraggingItem.CopyOne();
+ DraggingItem.m_ItemCount -= 1;
+ if (DraggingItem.m_ItemCount <= 0)
+ {
+ DraggingItem.Empty();
+ }
+ }
+ else if ((!DraggingItem.IsEqual(Slot)) && (DraggingItem.m_ItemCount == 1))
+ {
+ // Swap contents
+ cItem tmp(DraggingItem);
+ DraggingItem = Slot;
+ Slot = tmp;
+ }
+ break;
+ }
+
+ case caLeftClick:
+ {
+ // Left-clicked
+ if (DraggingItem.IsEmpty())
+ {
+ DraggingItem = Slot.CopyOne();
+ Slot.Empty();
+ break;
+ }
+
+ if (DraggingItem.IsEqual(Slot))
+ {
+ // Do nothing
+ break;
+ }
+
+ if (!Slot.IsEmpty())
+ {
+ if (DraggingItem.m_ItemCount == 1)
+ {
+ // Swap contents
+ cItem tmp(DraggingItem);
+ DraggingItem = Slot;
+ Slot = tmp;
+ }
+ }
+ else
+ {
+ Slot = DraggingItem.CopyOne();
+ DraggingItem.m_ItemCount -= 1;
+ if (DraggingItem.m_ItemCount <= 0)
+ {
+ DraggingItem.Empty();
+ }
+ }
+ break;
+ }
+ default:
+ {
+ LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
+ m_ParentWindow.BroadcastWholeWindow();
+ return;
+ }
+ } // switch (a_ClickAction
+
+ SetSlot(a_SlotNum, a_Player, Slot);
+ if (bAsync)
+ {
+ m_ParentWindow.BroadcastWholeWindow();
+ }
+ UpdateResult(a_Player);
+}
+
+
+
+
+
+void cSlotAreaEnchanting::DblClicked(cPlayer & a_Player, int a_SlotNum)
+{
+ cItem & Dragging = a_Player.GetDraggingItem();
+ if ((!Dragging.IsEmpty()) || (a_SlotNum != 0))
+ {
+ return;
+ }
+
+ cItem Item = *GetSlot(0, a_Player);
+ if (!m_ParentWindow.CollectItemsToHand(Item, *this, a_Player, false))
+ {
+ m_ParentWindow.CollectItemsToHand(Item, *this, a_Player, true);
+ }
+}
+
+
+
+
+
+void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
+{
+ const cItem * Slot = GetSlot(0, a_Player);
+ if (!Slot->IsEmpty())
+ {
+ return;
+ }
+
+ if (a_Apply)
+ {
+ SetSlot(0, a_Player, a_ItemStack.CopyOne());
+ }
+ a_ItemStack.m_ItemCount -= 1;
+ if (a_ItemStack.m_ItemCount <= 0)
+ {
+ a_ItemStack.Empty();
+ }
+
+ UpdateResult(a_Player);
+}
+
+
+
+
+
+void cSlotAreaEnchanting::OnPlayerRemoved(cPlayer & a_Player)
+{
+ // Toss the item in the enchanting slot
+ TossItems(a_Player, 0, 1);
+
+ super::OnPlayerRemoved(a_Player);
+}
+
+
+
+
+
+void cSlotAreaEnchanting::UpdateResult(cPlayer & a_Player)
+{
+ cItem Item = *GetSlot(0, a_Player);
+
+ if (Item.IsEmpty() || !Item.m_Enchantments.IsEmpty())
+ {
+ m_ParentWindow.SetProperty(0, 0, a_Player);
+ m_ParentWindow.SetProperty(1, 0, a_Player);
+ m_ParentWindow.SetProperty(2, 0, a_Player);
+ }
+ else if (cItem::IsEnchantable(Item.m_ItemType) || Item.m_ItemType == E_ITEM_BOOK)
+ {
+ int Bookshelves = std::min(GetBookshelvesCount(a_Player.GetWorld()), 15);
+
+ cFastRandom Random;
+ int base = (Random.GenerateRandomInteger(1, 8) + (int)floor((float)Bookshelves / 2) + Random.GenerateRandomInteger(0, Bookshelves));
+ int topSlot = std::max(base / 3, 1);
+ int middleSlot = (base * 2) / 3 + 1;
+ int bottomSlot = std::max(base, Bookshelves * 2);
+
+ m_ParentWindow.SetProperty(0, topSlot, a_Player);
+ m_ParentWindow.SetProperty(1, middleSlot, a_Player);
+ m_ParentWindow.SetProperty(2, bottomSlot, a_Player);
+ }
+ else
+ {
+ m_ParentWindow.SetProperty(0, 0, a_Player);
+ m_ParentWindow.SetProperty(1, 0, a_Player);
+ m_ParentWindow.SetProperty(2, 0, a_Player);
+ }
+}
+
+
+
+
+
+int cSlotAreaEnchanting::GetBookshelvesCount(cWorld * a_World)
+{
+ int PosX, PosY, PosZ;
+ ((cEnchantingWindow*)&m_ParentWindow)->GetBlockPos(PosX, PosY, PosZ);
+
+ int Bookshelves = 0;
+ cBlockArea Area;
+ Area.Read(a_World, PosX - 2, PosX + 2, PosY, PosY + 1, PosZ - 2, PosZ + 2);
+
+ static const struct
+ {
+ int m_BookX, m_BookY, m_BookZ; // Coords to check for bookcases
+ int m_AirX, m_AirY, m_AirZ; // Coords to check for air; if not air, the bookcase won't be counted
+ } CheckCoords[] =
+ {
+ { 0, 0, 0, 1, 0, 1 }, // Bookcase at {0, 0, 0}, air at {1, 0, 1}
+ { 0, 0, 1, 1, 0, 1 }, // Bookcase at {0, 0, 1}, air at {1, 0, 1}
+ { 0, 0, 2, 1, 0, 2 }, // Bookcase at {0, 0, 2}, air at {1, 0, 2}
+ { 0, 0, 3, 1, 0, 3 }, // Bookcase at {0, 0, 3}, air at {1, 0, 3}
+ { 0, 0, 4, 1, 0, 3 }, // Bookcase at {0, 0, 4}, air at {1, 0, 3}
+ { 1, 0, 4, 1, 0, 3 }, // Bookcase at {1, 0, 4}, air at {1, 0, 3}
+ { 2, 0, 4, 2, 0, 3 }, // Bookcase at {2, 0, 4}, air at {2, 0, 3}
+ { 3, 0, 4, 3, 0, 3 }, // Bookcase at {3, 0, 4}, air at {3, 0, 3}
+ { 4, 0, 4, 3, 0, 3 }, // Bookcase at {4, 0, 4}, air at {3, 0, 3}
+ { 4, 0, 3, 3, 0, 3 }, // Bookcase at {4, 0, 3}, air at {3, 0, 3}
+ { 4, 0, 2, 3, 0, 2 }, // Bookcase at {4, 0, 2}, air at {3, 0, 2}
+ { 4, 0, 1, 3, 0, 1 }, // Bookcase at {4, 0, 1}, air at {3, 0, 1}
+ { 4, 0, 0, 3, 0, 1 }, // Bookcase at {4, 0, 0}, air at {3, 0, 1}
+ { 3, 0, 0, 3, 0, 1 }, // Bookcase at {3, 0, 0}, air at {3, 0, 1}
+ { 2, 0, 0, 2, 0, 1 }, // Bookcase at {2, 0, 0}, air at {2, 0, 1}
+ { 1, 0, 0, 1, 0, 1 }, // Bookcase at {1, 0, 0}, air at {1, 0, 1}
+
+ { 0, 1, 0, 1, 1, 1 }, // Bookcase at {0, 1, 0}, air at {1, 1, 1}
+ { 0, 1, 1, 1, 1, 1 }, // Bookcase at {0, 1, 1}, air at {1, 1, 1}
+ { 0, 1, 2, 1, 1, 2 }, // Bookcase at {0, 1, 2}, air at {1, 1, 2}
+ { 0, 1, 3, 1, 1, 3 }, // Bookcase at {0, 1, 3}, air at {1, 1, 3}
+ { 0, 1, 4, 1, 1, 3 }, // Bookcase at {0, 1, 4}, air at {1, 1, 3}
+ { 1, 1, 4, 1, 1, 3 }, // Bookcase at {1, 1, 4}, air at {1, 1, 3}
+ { 2, 1, 4, 2, 1, 3 }, // Bookcase at {2, 1, 4}, air at {2, 1, 3}
+ { 3, 1, 4, 3, 1, 3 }, // Bookcase at {3, 1, 4}, air at {3, 1, 3}
+ { 4, 1, 4, 3, 1, 3 }, // Bookcase at {4, 1, 4}, air at {3, 1, 3}
+ { 4, 1, 3, 3, 1, 3 }, // Bookcase at {4, 1, 3}, air at {3, 1, 3}
+ { 4, 1, 2, 3, 1, 2 }, // Bookcase at {4, 1, 2}, air at {3, 1, 2}
+ { 4, 1, 1, 3, 1, 1 }, // Bookcase at {4, 1, 1}, air at {3, 1, 1}
+ { 4, 1, 0, 3, 1, 1 }, // Bookcase at {4, 1, 0}, air at {3, 1, 1}
+ { 3, 1, 0, 3, 1, 1 }, // Bookcase at {3, 1, 0}, air at {3, 1, 1}
+ { 2, 1, 0, 2, 1, 1 }, // Bookcase at {2, 1, 0}, air at {2, 1, 1}
+ { 1, 1, 0, 1, 1, 1 }, // Bookcase at {1, 1, 0}, air at {1, 1, 1}
+ };
+
+ for (size_t i = 0; i < ARRAYCOUNT(CheckCoords); i++)
+ {
+ if (
+ (Area.GetRelBlockType(CheckCoords[i].m_AirX, CheckCoords[i].m_AirY, CheckCoords[i].m_AirZ) == E_BLOCK_AIR) && // There's air in the checkspot
+ (Area.GetRelBlockType(CheckCoords[i].m_BookX, CheckCoords[i].m_BookY, CheckCoords[i].m_BookZ) == E_BLOCK_BOOKCASE) // There's bookcase in the wanted place
+ )
+ {
+ Bookshelves++;
+ }
+ } // for i - CheckCoords
+
+ return Bookshelves;
+}
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaEnderChest:
cSlotAreaEnderChest::cSlotAreaEnderChest(cEnderChestEntity * a_EnderChest, cWindow & a_ParentWindow) :
@@ -787,6 +1488,80 @@ void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bo
+void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+{
+ ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
+
+ bool bAsync = false;
+ if (GetSlot(a_SlotNum, a_Player) == NULL)
+ {
+ LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
+ return;
+ }
+
+ if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
+ {
+ ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
+ return;
+ }
+
+ // Armors haven't a dbl click
+ if (a_ClickAction == caDblClick)
+ {
+ return;
+ }
+
+ cItem Slot(*GetSlot(a_SlotNum, a_Player));
+ if (!Slot.IsSameType(a_ClickedItem))
+ {
+ LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
+ LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
+ LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
+ bAsync = true;
+ }
+ cItem & DraggingItem = a_Player.GetDraggingItem();
+ if ((a_ClickAction != caRightClick) && (a_ClickAction != caLeftClick))
+ {
+ LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
+ m_ParentWindow.BroadcastWholeWindow();
+ return;
+ }
+
+ if (DraggingItem.IsEmpty() || CanPlaceInSlot(a_SlotNum, DraggingItem))
+ {
+ // Swap contents
+ cItem tmp(DraggingItem);
+ DraggingItem = Slot;
+ Slot = tmp;
+ }
+
+ SetSlot(a_SlotNum, a_Player, Slot);
+ if (bAsync)
+ {
+ m_ParentWindow.BroadcastWholeWindow();
+ }
+}
+
+
+
+
+
+bool cSlotAreaArmor::CanPlaceInSlot(int a_SlotNum, const cItem & a_Item)
+{
+ switch (a_SlotNum)
+ {
+ case 0: return ItemCategory::IsHelmet (a_Item.m_ItemType);
+ case 1: return ItemCategory::IsChestPlate(a_Item.m_ItemType);
+ case 2: return ItemCategory::IsLeggings (a_Item.m_ItemType);
+ case 3: return ItemCategory::IsBoots (a_Item.m_ItemType);
+ }
+ return false;
+}
+
+
+
+
+
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaItemGrid: