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Implemented vanilla-like shift click.

This fixes many visual bugs.
This commit is contained in:
Howaner 2014-12-13 18:49:11 +01:00
parent b6fd400276
commit 8591935a4b
17 changed files with 400 additions and 105 deletions

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@ -291,6 +291,23 @@ const cFurnaceRecipe::cRecipe * cFurnaceRecipe::GetRecipeFrom(const cItem & a_In
bool cFurnaceRecipe::IsFuel(const cItem & a_Item) const
{
for (FuelList::const_iterator itr = m_pState->Fuel.begin(); itr != m_pState->Fuel.end(); ++itr)
{
const cFuel & Fuel = *itr;
if ((Fuel.In->m_ItemType == a_Item.m_ItemType) && (Fuel.In->m_ItemCount <= a_Item.m_ItemCount))
{
return true;
}
}
return false;
}
int cFurnaceRecipe::GetBurnTime(const cItem & a_Fuel) const int cFurnaceRecipe::GetBurnTime(const cItem & a_Fuel) const
{ {
int BestFuel = 0; int BestFuel = 0;

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@ -35,6 +35,9 @@ public:
/** Returns a recipe for the specified input, nullptr if no recipe found */ /** Returns a recipe for the specified input, nullptr if no recipe found */
const cRecipe * GetRecipeFrom(const cItem & a_Ingredient) const; const cRecipe * GetRecipeFrom(const cItem & a_Ingredient) const;
/** Returns true if the item is a fuel, false if not. */
bool IsFuel(const cItem & a_Item) const;
/** Returns the amount of time that the specified fuel burns, in ticks */ /** Returns the amount of time that the specified fuel burns, in ticks */
int GetBurnTime(const cItem & a_Fuel) const; int GetBurnTime(const cItem & a_Fuel) const;

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@ -55,6 +55,24 @@ public:
a_PosZ = m_BlockZ; a_PosZ = m_BlockZ;
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Anvil Slot
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
}
else
{
// Inventory or Hotbar
AreasInOrder.push_back(m_SlotAreas[0]); /* Anvil */
}
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
protected: protected:
cSlotAreaAnvil * m_AnvilSlotArea; cSlotAreaAnvil * m_AnvilSlotArea;
AString m_RepairedItemName; AString m_RepairedItemName;

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@ -26,14 +26,48 @@ public:
cWindow(wtBeacon, "Beacon"), cWindow(wtBeacon, "Beacon"),
m_Beacon(a_Beacon) m_Beacon(a_Beacon)
{ {
m_ShouldDistributeToHotbarFirst = true;
m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *this)); m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
} }
cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; } cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Beacon Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
}
else
{
if (cSlotAreaBeacon::IsPlaceableItem(a_ItemStack.m_ItemType) && (a_ItemStack.m_ItemCount == 1))
{
AreasInOrder.push_back(m_SlotAreas[0]); /* Beacon */
}
if (a_ClickedArea == m_SlotAreas[1])
{
// Inventory Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
}
else
{
// Hotbar Area
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
}
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
// cWindow Overrides: // cWindow Overrides:
virtual void OpenedByPlayer(cPlayer & a_Player) override virtual void OpenedByPlayer(cPlayer & a_Player) override
{ {

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@ -56,8 +56,6 @@ public:
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
m_ShouldDistributeToHotbarFirst = false;
// Play the opening sound: // Play the opening sound:
m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1); m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
@ -110,6 +108,25 @@ public:
cWindow::OpenedByPlayer(a_Player); cWindow::OpenedByPlayer(a_Player);
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Chest Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
}
else
{
// Hotbar or Inventory
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
protected: protected:
cWorld * m_World; cWorld * m_World;
int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet

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@ -28,6 +28,41 @@ public:
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Crafting Area
if (a_Slot == 0)
{
// Result Slot
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
}
else
{
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
}
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
}
else if (a_ClickedArea == m_SlotAreas[1])
{
// Inventory Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
else
{
// Hotbar
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
}; };

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@ -25,11 +25,30 @@ public:
cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) : cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper") cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
{ {
m_ShouldDistributeToHotbarFirst = false;
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this)); m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// DropSpenser Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
}
else
{
// Inventory or Hotbar
AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
}; };

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@ -70,6 +70,25 @@ public:
return m_PropertyValue[a_Property]; return m_PropertyValue[a_Property];
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Enchanting Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
}
else
{
// Inventory or Hotbar
AreasInOrder.push_back(m_SlotAreas[0]); /* Enchanting */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
cSlotArea * m_SlotArea; cSlotArea * m_SlotArea;
protected: protected:

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@ -29,7 +29,6 @@ public:
m_BlockY(a_EnderChest->GetPosY()), m_BlockY(a_EnderChest->GetPosY()),
m_BlockZ(a_EnderChest->GetPosZ()) m_BlockZ(a_EnderChest->GetPosZ())
{ {
m_ShouldDistributeToHotbarFirst = false;
m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *this)); m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
@ -50,6 +49,25 @@ public:
m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1); m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Chest Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
}
else
{
// Hotbar or Inventory
AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
protected: protected:
cWorld * m_World; cWorld * m_World;
int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet

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@ -10,6 +10,7 @@
#pragma once #pragma once
#include "Window.h" #include "Window.h"
#include "../Root.h"
@ -24,11 +25,55 @@ public:
cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) : cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
cWindow(wtFurnace, "Furnace") cWindow(wtFurnace, "Furnace")
{ {
m_ShouldDistributeToHotbarFirst = false;
m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this)); m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Furnace Area
if (a_Slot == 2)
{
// Result Slot
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
}
else
{
// Furnace Input/Fuel Slot
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
else
{
cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe();
if ((FurnaceRecipes->GetRecipeFrom(a_ItemStack) != nullptr) || (FurnaceRecipes->IsFuel(a_ItemStack)))
{
// The item is a valid input item or fuel
AreasInOrder.push_back(m_SlotAreas[0]); /* Furnace Area */
}
else if (a_ClickedArea == m_SlotAreas[1])
{
// Inventory Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
}
else
{
// Hotbar Area
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
}
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
}; };

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@ -25,11 +25,30 @@ public:
cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) : cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) :
super(wtHopper, "Hopper") super(wtHopper, "Hopper")
{ {
m_ShouldDistributeToHotbarFirst = false;
m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *this)); m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Hopper Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
}
else
{
// Inventory or Hotbar
AreasInOrder.push_back(m_SlotAreas[0]); /* Hopper */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
}; };

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@ -31,6 +31,50 @@ public:
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
} }
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Crafting Area
if (a_Slot == 0)
{
// Result Slot
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
}
else
{
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
}
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
}
else if (a_ClickedArea == m_SlotAreas[1])
{
// Armor Area
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
else if (a_ClickedArea == m_SlotAreas[2])
{
// Inventory Area
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
else
{
// Hotbar
AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}
protected: protected:
cPlayer & m_Player; cPlayer & m_Player;
}; };

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@ -26,7 +26,6 @@ public:
cWindow(wtChest, "Minecart with Chest"), cWindow(wtChest, "Minecart with Chest"),
m_ChestCart(a_ChestCart) m_ChestCart(a_ChestCart)
{ {
m_ShouldDistributeToHotbarFirst = false;
m_SlotAreas.push_back(new cSlotAreaMinecartWithChest(a_ChestCart, *this)); m_SlotAreas.push_back(new cSlotAreaMinecartWithChest(a_ChestCart, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this));

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@ -207,7 +207,7 @@ void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_
{ {
// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover: // Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
cItem Slot(*GetSlot(a_SlotNum, a_Player)); cItem Slot(*GetSlot(a_SlotNum, a_Player));
m_ParentWindow.DistributeStack(Slot, a_Player, this, true); m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
if (Slot.IsEmpty()) if (Slot.IsEmpty())
{ {
// Empty the slot completely, the client doesn't like left-over ItemType with zero count // Empty the slot completely, the client doesn't like left-over ItemType with zero count
@ -342,31 +342,31 @@ void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{ {
for (int i = 0; i < m_NumSlots; i++) for (int i = 0; i < m_NumSlots; i++)
{ {
const cItem * Slot = GetSlot(i, a_Player); int SlotNum = (a_BackFill) ? (m_NumSlots - 1 - i) : i;
const cItem * Slot = GetSlot(SlotNum, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots)) if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{ {
// Different items // Different items
continue; continue;
} }
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount; char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0) if (NumFit <= 0)
{ {
// Full stack already // Full stack already
continue; continue;
} }
if (NumFit > a_ItemStack.m_ItemCount) NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
{
NumFit = a_ItemStack.m_ItemCount;
}
if (a_ShouldApply) if (a_ShouldApply)
{ {
cItem NewSlot(a_ItemStack); cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit; NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(i, a_Player, NewSlot); SetSlot(SlotNum, a_Player, NewSlot);
} }
a_ItemStack.m_ItemCount -= NumFit; a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty()) if (a_ItemStack.IsEmpty())
@ -591,12 +591,13 @@ void cSlotAreaCrafting::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem &
void cSlotAreaCrafting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) void cSlotAreaCrafting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{ {
UNUSED(a_ItemStack); UNUSED(a_ItemStack);
UNUSED(a_Player); UNUSED(a_Player);
UNUSED(a_ShouldApply); UNUSED(a_ShouldApply);
UNUSED(a_KeepEmptySlots); UNUSED(a_KeepEmptySlots);
UNUSED(a_BackFill);
} }
@ -658,7 +659,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
{ {
// Try distributing the result. If it fails, bail out: // Try distributing the result. If it fails, bail out:
cItem ResultCopy(Result); cItem ResultCopy(Result);
m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, false); m_ParentWindow.DistributeStack(ResultCopy, 0, a_Player, this, false);
if (!ResultCopy.IsEmpty()) if (!ResultCopy.IsEmpty())
{ {
// Couldn't distribute all of it. Bail out // Couldn't distribute all of it. Bail out
@ -667,7 +668,7 @@ void cSlotAreaCrafting::ShiftClickedResult(cPlayer & a_Player)
// Distribute the result, this time for real: // Distribute the result, this time for real:
ResultCopy = Result; ResultCopy = Result;
m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, true); m_ParentWindow.DistributeStack(ResultCopy, 0, a_Player, this, true);
// Remove the ingredients from the crafting grid and update the recipe: // Remove the ingredients from the crafting grid and update the recipe:
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player); cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
@ -896,7 +897,7 @@ void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem
return; return;
} }
m_ParentWindow.DistributeStack(Slot, a_Player, this, true); m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
if (Slot.IsEmpty()) if (Slot.IsEmpty())
{ {
Slot.Empty(); Slot.Empty();
@ -912,31 +913,31 @@ void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem
void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{ {
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
const cItem * Slot = GetSlot(i, a_Player); int SlotNum = (a_BackFill) ? (2 - 1 - i) : i;
const cItem * Slot = GetSlot(SlotNum, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots)) if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{ {
// Different items // Different items
continue; continue;
} }
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount; char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0) if (NumFit <= 0)
{ {
// Full stack already // Full stack already
continue; continue;
} }
if (NumFit > a_ItemStack.m_ItemCount) NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
{
NumFit = a_ItemStack.m_ItemCount;
}
if (a_ShouldApply) if (a_ShouldApply)
{ {
cItem NewSlot(a_ItemStack); cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit; NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(i, a_Player, NewSlot); SetSlot(SlotNum, a_Player, NewSlot);
} }
a_ItemStack.m_ItemCount -= NumFit; a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty()) if (a_ItemStack.IsEmpty())
@ -1053,7 +1054,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
cItem SecondInput(*GetSlot(1, a_Player)); cItem SecondInput(*GetSlot(1, a_Player));
cItem Output(*GetSlot(2, a_Player)); cItem Output(*GetSlot(2, a_Player));
if (Input.IsEmpty() && !Output.IsEmpty()) if (Input.IsEmpty())
{ {
Output.Empty(); Output.Empty();
SetSlot(2, a_Player, Output); SetSlot(2, a_Player, Output);
@ -1337,7 +1338,7 @@ void cSlotAreaBeacon::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_
void cSlotAreaBeacon::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) void cSlotAreaBeacon::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{ {
const cItem * Slot = GetSlot(0, a_Player); const cItem * Slot = GetSlot(0, a_Player);
if (!Slot->IsEmpty() || !IsPlaceableItem(a_ItemStack.m_ItemType) || (a_ItemStack.m_ItemCount != 1)) if (!Slot->IsEmpty() || !IsPlaceableItem(a_ItemStack.m_ItemType) || (a_ItemStack.m_ItemCount != 1))
@ -1504,7 +1505,7 @@ void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickActio
void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots) void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots, bool a_BackFill)
{ {
const cItem * Slot = GetSlot(0, a_Player); const cItem * Slot = GetSlot(0, a_Player);
if (!Slot->IsEmpty()) if (!Slot->IsEmpty())
@ -1834,38 +1835,50 @@ void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a
void cSlotAreaFurnace::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) void cSlotAreaFurnace::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{ {
for (int i = 0; i < 2; i++) int SlotNum;
cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe();
if (FurnaceRecipes->GetRecipeFrom(a_ItemStack) != nullptr)
{ {
const cItem * Slot = GetSlot(i, a_Player); SlotNum = 0;
}
else if (FurnaceRecipes->IsFuel(a_ItemStack))
{
SlotNum = 1;
}
else
{
return;
}
const cItem * Slot = GetSlot(SlotNum, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots)) if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{ {
// Different items // Different items
continue; return;
} }
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0) if (NumFit <= 0)
{ {
// Full stack already // Full stack already
continue; return;
}
if (NumFit > a_ItemStack.m_ItemCount)
{
NumFit = a_ItemStack.m_ItemCount;
} }
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
if (a_ShouldApply) if (a_ShouldApply)
{ {
cItem NewSlot(a_ItemStack); cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit; NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(i, a_Player, NewSlot); SetSlot(SlotNum, a_Player, NewSlot);
} }
a_ItemStack.m_ItemCount -= NumFit; a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty()) if (a_ItemStack.IsEmpty())
{ {
return; return;
} }
} // for i - Slots
} }
@ -2014,7 +2027,7 @@ void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cI
//////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////////////////////////////
// cSlotAreaArmor: // cSlotAreaArmor:
void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill)
{ {
if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty()) if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty())
{ {

View File

@ -71,7 +71,7 @@ public:
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled
*/ */
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots); virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill);
/// Called on DblClicking to collect all stackable items into hand. /// Called on DblClicking to collect all stackable items into hand.
/// The items are accumulated in a_Dragging and removed from the slots immediately. /// The items are accumulated in a_Dragging and removed from the slots immediately.
@ -156,7 +156,7 @@ public:
} }
/** Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.) */ /** Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.) */
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
/** Called when a player clicks in the window. Parameters taken from the click packet. */ /** Called when a player clicks in the window. Parameters taken from the click packet. */
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
@ -244,7 +244,7 @@ public:
virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
// Distributing items into this area is completely disabled // Distributing items into this area is completely disabled
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
protected: protected:
@ -288,7 +288,7 @@ public:
// cSlotArea overrides: // cSlotArea overrides:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) override; virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) override;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
// cSlotAreaTemporary overrides: // cSlotAreaTemporary overrides:
virtual void OnPlayerRemoved(cPlayer & a_Player) override; virtual void OnPlayerRemoved(cPlayer & a_Player) override;
@ -324,10 +324,10 @@ public:
cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow); cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow);
virtual ~cSlotAreaBeacon(); virtual ~cSlotAreaBeacon();
bool IsPlaceableItem(short a_ItemType); static bool IsPlaceableItem(short a_ItemType);
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
@ -352,7 +352,7 @@ public:
// cSlotArea overrides: // cSlotArea overrides:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
// cSlotAreaTemporary overrides: // cSlotAreaTemporary overrides:
@ -437,7 +437,7 @@ public:
virtual ~cSlotAreaFurnace(); virtual ~cSlotAreaFurnace();
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots, bool a_BackFill) override;
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;

View File

@ -32,7 +32,6 @@ cWindow::cWindow(WindowType a_WindowType, const AString & a_WindowTitle) :
m_WindowType(a_WindowType), m_WindowType(a_WindowType),
m_WindowTitle(a_WindowTitle), m_WindowTitle(a_WindowTitle),
m_IsDestroyed(false), m_IsDestroyed(false),
m_ShouldDistributeToHotbarFirst(true),
m_Owner(nullptr) m_Owner(nullptr)
{ {
if (a_WindowType == wtInventory) if (a_WindowType == wtInventory)
@ -392,43 +391,38 @@ bool cWindow::ForEachClient(cItemCallback<cClientHandle> & a_Callback)
void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply) void cWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
{ {
// Ask each slot area to take as much of the stack as it can. cSlotAreas Areas;
// First ask only slots that already have the same kind of item for (auto Area : m_SlotAreas)
// Then ask any remaining slots
for (int Pass = 0; Pass < 2; ++Pass)
{ {
if (m_ShouldDistributeToHotbarFirst) if (Area != a_ClickedArea)
{ {
// First distribute into the hotbar: Areas.push_back(Area);
if (a_ExcludeArea != m_SlotAreas.back())
{
m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
if (a_ItemStack.IsEmpty())
{
// Distributed it all
return;
}
} }
} }
// The distribute to all other areas: DistributeStack(a_ItemStack, a_Player, Areas, a_ShouldApply, false);
cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end();
for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr)
{
if (*itr == a_ExcludeArea)
{
continue;
} }
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill)
{
for (size_t i = 0; i < 2; i++)
{
for (cSlotAreas::iterator itr = a_AreasInOrder.begin(); itr != a_AreasInOrder.end(); ++itr)
{
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (i == 0), a_BackFill);
if (a_ItemStack.IsEmpty()) if (a_ItemStack.IsEmpty())
{ {
// Distributed it all // Distributed it all
return; return;
} }
} // for itr - m_SlotAreas[] }
} // for Pass - repeat twice }
} }

View File

@ -155,12 +155,14 @@ public:
if a_ShouldApply is true, the changes are written into the slots; if a_ShouldApply is true, the changes are written into the slots;
if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
*/ */
void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply); virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply);
/// Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area. void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
/// The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
/// If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting. /** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
/// Returns true if full stack has been collected, false if there's space remaining to fill. The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
Returns true if full stack has been collected, false if there's space remaining to fill. */
bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks); bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks);
/// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea /// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea
@ -177,7 +179,6 @@ protected:
cPlayerList m_OpenedBy; cPlayerList m_OpenedBy;
bool m_IsDestroyed; bool m_IsDestroyed;
bool m_ShouldDistributeToHotbarFirst; ///< If set (default), shift+click tries to distribute to hotbar first, then other areas. False for doublechests
cWindowOwner * m_Owner; cWindowOwner * m_Owner;