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// EnchantingWindow.cpp

// Representing the UI window for the enchanting block

#include "Globals.h"
#include "EnchantingWindow.h"
#include "SlotArea.h"





cEnchantingWindow::cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
	cWindow(wtEnchantment, "Enchant"),
	m_SlotArea(),
	m_BlockX(a_BlockX),
	m_BlockY(a_BlockY),
	m_BlockZ(a_BlockZ)
{
	m_SlotArea = new cSlotAreaEnchanting(*this, m_BlockX, m_BlockY, m_BlockZ);
	m_SlotAreas.push_back(m_SlotArea);
	m_SlotAreas.push_back(new cSlotAreaInventory(*this));
	m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}





void cEnchantingWindow::SetProperty(short a_Property, short a_Value, cPlayer & a_Player)
{
	if ((a_Property < 0) || (static_cast<size_t>(a_Property) >= ARRAYCOUNT(m_PropertyValue)))
	{
		ASSERT(!"a_Property is invalid");
		return;
	}

	m_PropertyValue[a_Property] = a_Value;
	super::SetProperty(a_Property, a_Value, a_Player);
}






void cEnchantingWindow::SetProperty(short a_Property, short a_Value)
{
	if ((a_Property < 0) || (static_cast<size_t>(a_Property) >= ARRAYCOUNT(m_PropertyValue)))
	{
		ASSERT(!"a_Property is invalid");
		return;
	}

	m_PropertyValue[a_Property] = a_Value;
	super::SetProperty(a_Property, a_Value);
}





short cEnchantingWindow::GetPropertyValue(short a_Property)
{
	if ((a_Property < 0) || (static_cast<size_t>(a_Property) >= ARRAYCOUNT(m_PropertyValue)))
	{
		ASSERT(!"a_Property is invalid");
		return 0;
	}

	return m_PropertyValue[a_Property];
}





void cEnchantingWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
{
	cSlotAreas AreasInOrder;

	if (a_ClickedArea == m_SlotAreas[0])
	{
		// Enchanting 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
		AreasInOrder.push_back(m_SlotAreas[0]);  /* Enchanting */
		super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
	}
}