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author | Pablo Beltrán <spekdrum@gmail.com> | 2017-05-24 08:09:58 +0200 |
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committer | Mattes D <github@xoft.cz> | 2017-05-24 08:09:58 +0200 |
commit | 84bdba345d9b34a59337009d0880aa74d3b2d689 (patch) | |
tree | b9b4e5580591c94d23e0ac0de6ce9e980101c6ef /src | |
parent | Store cChunk::m_BlockEntities in a map (#3717) (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/ClientHandle.cpp | 10 | ||||
-rw-r--r-- | src/Inventory.cpp | 57 | ||||
-rw-r--r-- | src/Inventory.h | 21 | ||||
-rw-r--r-- | src/UI/InventoryWindow.cpp | 1 | ||||
-rw-r--r-- | src/UI/SlotArea.h | 17 |
5 files changed, 97 insertions, 9 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp index 669138f72..17b93a62c 100644 --- a/src/ClientHandle.cpp +++ b/src/ClientHandle.cpp @@ -1111,6 +1111,11 @@ void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eB // A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch) return; } + // When bow is in off-hand / shield slot + if (m_Player->GetInventory().GetShieldSlot().m_ItemType == E_ITEM_BOW) + { + ItemHandler = cItemHandler::GetItemHandler(m_Player->GetInventory().GetShieldSlot()); + } ItemHandler->OnItemShoot(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); } return; @@ -1524,6 +1529,11 @@ void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, e ItemHandler->OnItemUse(World, m_Player, PluginInterface, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); } + // Charge bow when it's in slot off-hand / shield + if ((a_BlockFace == BLOCK_FACE_NONE) && (m_Player->GetInventory().GetShieldSlot().m_ItemType == E_ITEM_BOW)) + { + m_Player->StartChargingBow(); + } } diff --git a/src/Inventory.cpp b/src/Inventory.cpp index 5add53a12..ad356d3ae 100644 --- a/src/Inventory.cpp +++ b/src/Inventory.cpp @@ -21,6 +21,7 @@ cInventory::cInventory(cPlayer & a_Owner) : m_ArmorSlots (1, 4), // 1 x 4 slots m_InventorySlots(9, 3), // 9 x 3 slots m_HotbarSlots (9, 1), // 9 x 1 slots + m_ShieldSlots (1, 1), // 1 x 1 slots m_Owner(a_Owner) { // Ask each ItemGrid to report changes to us: @@ -40,6 +41,7 @@ void cInventory::Clear(void) m_ArmorSlots.Clear(); m_InventorySlots.Clear(); m_HotbarSlots.Clear(); + m_ShieldSlots.Clear(); } @@ -178,7 +180,12 @@ int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks) int cInventory::RemoveItem(const cItem & a_ItemStack) { - int RemovedItems = m_HotbarSlots.RemoveItem(a_ItemStack); + int RemovedItems = m_ShieldSlots.RemoveItem(a_ItemStack); + + if (RemovedItems < a_ItemStack.m_ItemCount) + { + RemovedItems += m_HotbarSlots.RemoveItem(a_ItemStack); + } if (RemovedItems < a_ItemStack.m_ItemCount) { @@ -214,7 +221,8 @@ int cInventory::HowManyItems(const cItem & a_Item) return m_ArmorSlots.HowManyItems(a_Item) + m_InventorySlots.HowManyItems(a_Item) + - m_HotbarSlots.HowManyItems(a_Item); + m_HotbarSlots.HowManyItems(a_Item) + + m_ShieldSlots.HowManyItems(a_Item); } @@ -280,6 +288,15 @@ void cInventory::SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item) +void cInventory::SetShieldSlot(const cItem & a_Item) +{ + m_ShieldSlots.SetSlot(0, a_Item); +} + + + + + void cInventory::SendEquippedSlot() { int EquippedSlotNum = cInventory::invArmorCount + cInventory::invInventoryCount + GetEquippedSlotNum(); @@ -354,6 +371,15 @@ const cItem & cInventory::GetHotbarSlot(int a_SlotNum) const +const cItem & cInventory::GetShieldSlot() const +{ + return m_ShieldSlots.GetSlot(0); +} + + + + + const cItem & cInventory::GetEquippedItem(void) const { return GetHotbarSlot(m_EquippedSlotNum); @@ -617,13 +643,18 @@ void cInventory::SaveToJson(Json::Value & a_Value) a_Value.append(JSON_Item); } - // The hotbar is the last: + // The hotbar: for (int i = 0; i < invHotbarCount; i++) { Json::Value JSON_Item; m_HotbarSlots.GetSlot(i).GetJson(JSON_Item); a_Value.append(JSON_Item); } + + // Shield slot is the last + Json::Value JSON_Item; + m_ShieldSlots.GetSlot(0).GetJson(JSON_Item); + a_Value.append(JSON_Item); } @@ -678,8 +709,14 @@ const cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotN a_GridSlotNum = a_SlotNum; return &m_InventorySlots; } - a_GridSlotNum = a_SlotNum - invInventoryCount; - return &m_HotbarSlots; + a_SlotNum -= invInventoryCount; + if (a_SlotNum < invHotbarCount) + { + a_GridSlotNum = a_SlotNum; + return &m_HotbarSlots; + } + a_GridSlotNum = a_SlotNum - invHotbarCount; + return &m_ShieldSlots; } @@ -701,8 +738,14 @@ cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum) a_GridSlotNum = a_SlotNum; return &m_InventorySlots; } - a_GridSlotNum = a_SlotNum - invInventoryCount; - return &m_HotbarSlots; + a_SlotNum -= invInventoryCount; + if (a_SlotNum < invHotbarCount) + { + a_GridSlotNum = a_SlotNum; + return &m_HotbarSlots; + } + a_GridSlotNum = a_SlotNum - invHotbarCount; + return &m_ShieldSlots; } diff --git a/src/Inventory.h b/src/Inventory.h index ec159ec8e..2507cceed 100644 --- a/src/Inventory.h +++ b/src/Inventory.h @@ -43,11 +43,13 @@ public: invArmorCount = 4, invInventoryCount = 9 * 3, invHotbarCount = 9, + invShieldCount = 1, // Number of slots in shield slots grid invArmorOffset = 0, invInventoryOffset = invArmorOffset + invArmorCount, invHotbarOffset = invInventoryOffset + invInventoryCount, - invNumSlots = invHotbarOffset + invHotbarCount + invShieldOffset = invHotbarOffset + invHotbarCount, // Offset where shield slots start + invNumSlots = invShieldOffset + invShieldCount } ; // tolua_end @@ -120,17 +122,31 @@ public: // tolua_begin + /** Returns current item in a_SlotNum slot */ const cItem & GetSlot(int a_SlotNum) const; + /** Returns current item in a_ArmorSlotNum in armor slots */ const cItem & GetArmorSlot(int a_ArmorSlotNum) const; + /** Returns current item in a_ArmorSlotNum in inventory slots */ const cItem & GetInventorySlot(int a_InventorySlotNum) const; + /** Returns current item in a_ArmorSlotNum in hotbar slots */ const cItem & GetHotbarSlot(int a_HotBarSlotNum) const; + /** Returns current item in shield slot */ + const cItem & GetShieldSlot() const; + /** Returns current equiped item */ const cItem & GetEquippedItem(void) const; + /** Puts a_Item item in a_SlotNum slot number */ void SetSlot(int a_SlotNum, const cItem & a_Item); + /** Puts a_Item item in a_ArmorSlotNum slot number in armor slots */ void SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item); + /** Puts a_Item item in a_InventorySlotNum slot number in inventory slots */ void SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item); + /** Puts a_Item item in a_HotBarSlotNum slot number in hotbar slots */ void SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item); - + /** Sets current item in shield slot */ + void SetShieldSlot(const cItem & a_Item); + /** Sets equiped item to the a_SlotNum slot number */ void SetEquippedSlotNum(int a_SlotNum); + /** Returns slot number of equiped item */ int GetEquippedSlotNum(void) { return m_EquippedSlotNum; } /** Adds (or subtracts, if a_AddToCount is negative) to the count of items in the specified slot. @@ -170,6 +186,7 @@ protected: cItemGrid m_ArmorSlots; cItemGrid m_InventorySlots; cItemGrid m_HotbarSlots; + cItemGrid m_ShieldSlots; int m_EquippedSlotNum; diff --git a/src/UI/InventoryWindow.cpp b/src/UI/InventoryWindow.cpp index 0f876e559..571651d20 100644 --- a/src/UI/InventoryWindow.cpp +++ b/src/UI/InventoryWindow.cpp @@ -19,6 +19,7 @@ cInventoryWindow::cInventoryWindow(cPlayer & a_Player) : m_SlotAreas.push_back(new cSlotAreaArmor(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); + m_SlotAreas.push_back(new cSlotAreaShield(*this)); } diff --git a/src/UI/SlotArea.h b/src/UI/SlotArea.h index 005ba6e7f..5a94a26af 100644 --- a/src/UI/SlotArea.h +++ b/src/UI/SlotArea.h @@ -145,6 +145,23 @@ public: +/** Handles the shield of each player */ +class cSlotAreaShield : + public cSlotAreaInventoryBase +{ + typedef cSlotAreaInventoryBase super; + +public: + cSlotAreaShield(cWindow & a_ParentWindow) : + cSlotAreaInventoryBase(cInventory::invShieldCount, cInventory::invShieldOffset, a_ParentWindow) + { + } +}; + + + + + /** Handles the armor area of the player's inventory */ class cSlotAreaArmor : public cSlotAreaInventoryBase |