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https://github.com/neoStudiosLCE/neoLegacy.git
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58 lines
1.8 KiB
C++
58 lines
1.8 KiB
C++
#pragma once
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#include "AbstractContainerMenu.h"
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#include "Random.h"
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#include "EnchantmentInstance.h"
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class EnchantmentMenu : public AbstractContainerMenu
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{
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// 4J Stu Made these public for UI menus, perhaps should make friend class?
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public:
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static const int INGREDIENT_SLOT = 0;
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static const int LAPIS_SLOT = 1;
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static const int INV_SLOT_START = EnchantmentMenu::INGREDIENT_SLOT + 2;
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static const int INV_SLOT_END = EnchantmentMenu::INV_SLOT_START + 9 * 3;
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static const int USE_ROW_SLOT_START = EnchantmentMenu::INV_SLOT_END;
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static const int USE_ROW_SLOT_END = EnchantmentMenu::USE_ROW_SLOT_START + 9;
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public:
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shared_ptr<Container> enchantSlots;
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shared_ptr<Container> lapisSlot;
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bool alreadyRan = false;
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bool en = false;
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// Header
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std::vector<EnchantmentInstance*>* cachedEnchantments[3] = { nullptr, nullptr, nullptr };
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int getLapisCount();
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//int iPad;
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Player* playerT;
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private:
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Level *level;
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int x, y, z;
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bool m_costsChanged; // 4J Added
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int bookcasesC = -1;
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public:
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int64_t nameSeed;
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bool wasLapis;
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Random random;
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public:
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int costs[3];
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int tempCosts[3];
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EnchantmentMenu(shared_ptr<Inventory> inventory, Level *level, int xt, int yt, int zt);
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virtual void addSlotListener(ContainerListener *listener);
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virtual void broadcastChanges();
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vector<EnchantmentInstance*> getEnchantment();
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virtual void setData(int id, int value);
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virtual void slotsChanged(int a);// 4J used to take a shared_ptr<Container> container but wasn't using it, so removed to simplify things
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virtual bool clickMenuButton(shared_ptr<Player> player, int i);
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virtual EnchantmentInstance* predictEnchantment(Player* player, int i);
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void removed(shared_ptr<Player> player);
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virtual bool stillValid(shared_ptr<Player> player);
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virtual shared_ptr<ItemInstance> quickMoveStack(shared_ptr<Player> player, int slotIndex);
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}; |