Implement horse inventory (#4053)
* Implement horse inventory * Fix sign conversions * Add API doc for ItemCategory::IsHorseArmor * Improve HandleOpenHorseInventory comment and style fixes.
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committed by
Alexander Harkness
parent
e585595ae6
commit
0bacda3269
61
src/UI/HorseWindow.cpp
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61
src/UI/HorseWindow.cpp
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// HorseWindow.cpp
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// Representing the UI window for a horse entity
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#include "Globals.h"
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#include "Mobs/Horse.h"
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#include "UI/HorseWindow.h"
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#include "UI/SlotArea.h"
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cHorseWindow::cHorseWindow(cHorse & a_Horse):
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Super(wtAnimalChest, "Horse"),
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m_Horse(a_Horse)
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{
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m_SlotAreas.push_back(new cSlotAreaHorse(a_Horse, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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void cHorseWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Horse Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Inventory or Hotbar
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if (ItemCategory::IsHorseArmor(a_ItemStack.m_ItemType) || (a_ItemStack.m_ItemType == E_ITEM_SADDLE))
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{
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AreasInOrder.push_back(m_SlotAreas[0]); /* Horse */
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Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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}
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UInt32 cHorseWindow::GetHorseID() const
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{
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return m_Horse.GetUniqueID();
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}
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