Implemented vanilla-like shift click.
This fixes many visual bugs.
This commit is contained in:
parent
b6fd400276
commit
8591935a4b
@ -291,6 +291,23 @@ const cFurnaceRecipe::cRecipe * cFurnaceRecipe::GetRecipeFrom(const cItem & a_In
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bool cFurnaceRecipe::IsFuel(const cItem & a_Item) const
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{
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for (FuelList::const_iterator itr = m_pState->Fuel.begin(); itr != m_pState->Fuel.end(); ++itr)
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{
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const cFuel & Fuel = *itr;
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if ((Fuel.In->m_ItemType == a_Item.m_ItemType) && (Fuel.In->m_ItemCount <= a_Item.m_ItemCount))
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{
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return true;
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}
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}
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return false;
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}
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int cFurnaceRecipe::GetBurnTime(const cItem & a_Fuel) const
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int cFurnaceRecipe::GetBurnTime(const cItem & a_Fuel) const
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{
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{
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int BestFuel = 0;
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int BestFuel = 0;
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@ -35,6 +35,9 @@ public:
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/** Returns a recipe for the specified input, nullptr if no recipe found */
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/** Returns a recipe for the specified input, nullptr if no recipe found */
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const cRecipe * GetRecipeFrom(const cItem & a_Ingredient) const;
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const cRecipe * GetRecipeFrom(const cItem & a_Ingredient) const;
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/** Returns true if the item is a fuel, false if not. */
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bool IsFuel(const cItem & a_Item) const;
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/** Returns the amount of time that the specified fuel burns, in ticks */
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/** Returns the amount of time that the specified fuel burns, in ticks */
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int GetBurnTime(const cItem & a_Fuel) const;
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int GetBurnTime(const cItem & a_Fuel) const;
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@ -55,6 +55,24 @@ public:
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a_PosZ = m_BlockZ;
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a_PosZ = m_BlockZ;
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}
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}
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Anvil Slot
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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}
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else
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{
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// Inventory or Hotbar
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AreasInOrder.push_back(m_SlotAreas[0]); /* Anvil */
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}
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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protected:
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protected:
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cSlotAreaAnvil * m_AnvilSlotArea;
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cSlotAreaAnvil * m_AnvilSlotArea;
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AString m_RepairedItemName;
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AString m_RepairedItemName;
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@ -26,14 +26,48 @@ public:
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cWindow(wtBeacon, "Beacon"),
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cWindow(wtBeacon, "Beacon"),
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m_Beacon(a_Beacon)
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m_Beacon(a_Beacon)
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{
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{
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m_ShouldDistributeToHotbarFirst = true;
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m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *this));
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m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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}
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cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
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cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Beacon Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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if (cSlotAreaBeacon::IsPlaceableItem(a_ItemStack.m_ItemType) && (a_ItemStack.m_ItemCount == 1))
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{
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AreasInOrder.push_back(m_SlotAreas[0]); /* Beacon */
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}
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if (a_ClickedArea == m_SlotAreas[1])
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{
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// Inventory Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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}
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else
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{
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// Hotbar Area
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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}
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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// cWindow Overrides:
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// cWindow Overrides:
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virtual void OpenedByPlayer(cPlayer & a_Player) override
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virtual void OpenedByPlayer(cPlayer & a_Player) override
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{
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{
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@ -56,8 +56,6 @@ public:
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_ShouldDistributeToHotbarFirst = false;
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// Play the opening sound:
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// Play the opening sound:
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m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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m_World->BroadcastSoundEffect("random.chestopen", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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@ -110,6 +108,25 @@ public:
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cWindow::OpenedByPlayer(a_Player);
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cWindow::OpenedByPlayer(a_Player);
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}
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}
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Chest Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Hotbar or Inventory
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AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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protected:
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protected:
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cWorld * m_World;
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cWorld * m_World;
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int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
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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:
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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}
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Crafting Area
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if (a_Slot == 0)
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{
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// Result Slot
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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}
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else
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{
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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}
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
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}
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else if (a_ClickedArea == m_SlotAreas[1])
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{
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// Inventory Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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else
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{
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// Hotbar
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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};
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};
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@ -25,11 +25,30 @@ public:
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cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
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cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) :
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cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
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cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
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{
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
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m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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}
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// DropSpenser Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Inventory or Hotbar
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AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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};
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};
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@ -70,6 +70,25 @@ public:
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return m_PropertyValue[a_Property];
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return m_PropertyValue[a_Property];
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}
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}
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Enchanting Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Inventory or Hotbar
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AreasInOrder.push_back(m_SlotAreas[0]); /* Enchanting */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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cSlotArea * m_SlotArea;
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cSlotArea * m_SlotArea;
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protected:
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protected:
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@ -29,7 +29,6 @@ public:
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m_BlockY(a_EnderChest->GetPosY()),
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m_BlockY(a_EnderChest->GetPosY()),
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m_BlockZ(a_EnderChest->GetPosZ())
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m_BlockZ(a_EnderChest->GetPosZ())
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{
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *this));
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m_SlotAreas.push_back(new cSlotAreaEnderChest(a_EnderChest, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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m_World->BroadcastSoundEffect("random.chestclosed", (double)m_BlockX, (double)m_BlockY, (double)m_BlockZ, 1, 1);
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}
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}
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Chest Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Hotbar or Inventory
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AreasInOrder.push_back(m_SlotAreas[0]); /* Chest */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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}
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protected:
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protected:
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cWorld * m_World;
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cWorld * m_World;
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int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet
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int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet
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#pragma once
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#pragma once
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#include "Window.h"
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#include "Window.h"
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#include "../Root.h"
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cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
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cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace) :
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cWindow(wtFurnace, "Furnace")
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cWindow(wtFurnace, "Furnace")
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{
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
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m_SlotAreas.push_back(new cSlotAreaFurnace(a_Furnace, *this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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}
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
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{
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cSlotAreas AreasInOrder;
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if (a_ClickedArea == m_SlotAreas[0])
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{
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// Furnace Area
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if (a_Slot == 2)
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{
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// Result Slot
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AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
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}
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else
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{
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// Furnace Input/Fuel Slot
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||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
@ -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);
|
||||||
|
}
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
|
@ -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;
|
||||||
};
|
};
|
||||||
|
@ -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));
|
||||||
|
@ -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())
|
||||||
{
|
{
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
@ -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
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -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;
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user