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LuaWindow: Initial code, the window can be opened, but not much manipulated

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1532 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-05-30 19:34:09 +00:00
parent 4e0ea176d0
commit 9684f90f83
17 changed files with 1077 additions and 62 deletions

View File

@@ -101,6 +101,39 @@ void cWindow::SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & 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();
@@ -264,9 +297,9 @@ void cWindow::OwnerDestroyed()
// Close window for each player. Note that the last one needs special handling
while (m_OpenedBy.size() > 1)
{
(*m_OpenedBy.begin() )->CloseWindow((char)GetWindowType());
(*m_OpenedBy.begin() )->CloseWindow();
}
(*m_OpenedBy.begin() )->CloseWindow((char)GetWindowType());
(*m_OpenedBy.begin() )->CloseWindow();
}