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Crafting window crafting result shift-click handling

git-svn-id: http://mc-server.googlecode.com/svn/trunk@736 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2012-08-14 14:41:57 +00:00
parent 8f79074c42
commit 004401a70a

View File

@ -18,6 +18,21 @@
/* These numbers are valid for the underlying cInventory object, because that's where we're sending the
MoveItem() and HowManyCanFit() function calls
*/
enum
{
SLOT_INVENTORY_MIN = 9,
SLOT_INVENTORY_MAX = 35,
SLOT_HOTBAR_MIN = 36,
SLOT_HOTBAR_MAX = 44
} ;
cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible ) cCraftingWindow::cCraftingWindow( cWindowOwner* a_Owner, bool a_bInventoryVisible )
: cWindow(a_Owner, a_bInventoryVisible, cWindow::Workbench, 1) : cWindow(a_Owner, a_bInventoryVisible, cWindow::Workbench, 1)
{ {
@ -162,7 +177,44 @@ void cCraftingWindow::ShiftClicked(cPacket_WindowClick * a_ClickPacket, cPlayer
void cCraftingWindow::ShiftClickedCraftingResult(short a_Slot, cPlayer & a_Player) void cCraftingWindow::ShiftClickedCraftingResult(short a_Slot, cPlayer & a_Player)
{ {
// TODO // Craft until either the recipe changes (due to ingredients) or there's not enough storage for the result
cInventory & Inventory = a_Player.GetInventory();
cItem * CraftingResult = GetSlot(SLOT_CRAFTING_RESULT);
if ((CraftingResult == NULL) || CraftingResult->IsEmpty())
{
return;
}
cItem ResultCopy = *CraftingResult;
int HowManyItemsWillFit = Inventory.HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
HowManyItemsWillFit += Inventory.HowManyCanFit(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
int HowManyPassesWillFit = HowManyItemsWillFit / CraftingResult->m_ItemCount;
for (int i = 0; i < HowManyPassesWillFit; i++)
{
// First try moving into the hotbar:
int NumMoved = Inventory.MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount, SLOT_HOTBAR_MIN, SLOT_HOTBAR_MAX);
// If something didn't fit, move into main inventory:
if (NumMoved < CraftingResult->m_ItemCount)
{
NumMoved += Inventory.MoveItem(CraftingResult->m_ItemID, CraftingResult->m_ItemHealth, CraftingResult->m_ItemCount - NumMoved, SLOT_INVENTORY_MIN, SLOT_INVENTORY_MAX);
ASSERT(NumMoved == CraftingResult->m_ItemCount); // We checked earlier that we can fit this many items
}
// "Use" the crafting recipe once:
cCraftingGrid Grid(GetSlots() + 1, 3, 3);
cCraftingRecipe Recipe(Grid);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
Recipe.ConsumeIngredients(Grid);
Grid.CopyToItems(GetSlots() + 1);
cRoot::Get()->GetCraftingRecipes()->GetRecipe(&a_Player, Grid, Recipe);
GetSlots()[SLOT_CRAFTING_RESULT] = Recipe.GetResult();
// If the recipe changed, abort:
if (!Recipe.GetResult().Equals(ResultCopy))
{
break;
}
}
} }
@ -171,14 +223,6 @@ void cCraftingWindow::ShiftClickedCraftingResult(short a_Slot, cPlayer & a_Playe
void cCraftingWindow::ShiftClickedCraftingGrid(short a_Slot, cPlayer & a_Player) void cCraftingWindow::ShiftClickedCraftingGrid(short a_Slot, cPlayer & a_Player)
{ {
enum
{
SLOT_INVENTORY_MIN = 9,
SLOT_INVENTORY_MAX = 35,
SLOT_HOTBAR_MIN = 36,
SLOT_HOTBAR_MAX = 44
} ;
cInventory & Inventory = a_Player.GetInventory(); cInventory & Inventory = a_Player.GetInventory();
cItem * Item = GetSlot(a_Slot); cItem * Item = GetSlot(a_Slot);
if ((Item == NULL) || Item->IsEmpty()) if ((Item == NULL) || Item->IsEmpty())