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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{
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int BestFuel = 0;
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@ -34,6 +34,9 @@ public:
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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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/** 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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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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}
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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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cSlotAreaAnvil * m_AnvilSlotArea;
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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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m_Beacon(a_Beacon)
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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 cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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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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virtual void OpenedByPlayer(cPlayer & a_Player) override
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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 cSlotAreaHotBar(*this));
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m_ShouldDistributeToHotbarFirst = false;
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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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@ -109,6 +107,25 @@ public:
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cWindow::OpenedByPlayer(a_Player);
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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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cWorld * m_World;
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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 cSlotAreaHotBar(*this));
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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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@ -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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cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper")
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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 cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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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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@ -70,6 +70,25 @@ public:
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return m_PropertyValue[a_Property];
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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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protected:
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m_BlockY(a_EnderChest->GetPosY()),
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m_BlockZ(a_EnderChest->GetPosZ())
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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 cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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@ -50,6 +49,25 @@ public:
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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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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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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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@ -10,6 +10,7 @@
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#pragma once
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#include "Window.h"
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#include "../Root.h"
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@ -24,11 +25,55 @@ public:
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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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{
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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 cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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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 */
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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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}
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else
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{
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cFurnaceRecipe * FurnaceRecipes = cRoot::Get()->GetFurnaceRecipe();
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if ((FurnaceRecipes->GetRecipeFrom(a_ItemStack) != nullptr) || (FurnaceRecipes->IsFuel(a_ItemStack)))
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{
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// The item is a valid input item or fuel
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AreasInOrder.push_back(m_SlotAreas[0]); /* Furnace Area */
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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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}
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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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};
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cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper) :
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super(wtHopper, "Hopper")
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaItemGrid(a_Hopper->GetContents(), *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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}
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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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// Hopper 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]); /* Hopper */
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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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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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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[3]); /* Hotbar */
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AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
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}
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else
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{
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AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
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AreasInOrder.push_back(m_SlotAreas[3]); /* 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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// Armor Area
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AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
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AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
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super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
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}
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else if (a_ClickedArea == m_SlotAreas[2])
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{
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// Inventory Area
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AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
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AreasInOrder.push_back(m_SlotAreas[3]); /* 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]); /* Armor */
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AreasInOrder.push_back(m_SlotAreas[2]); /* 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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protected:
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cPlayer & m_Player;
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@ -26,7 +26,6 @@ public:
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cWindow(wtChest, "Minecart with Chest"),
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m_ChestCart(a_ChestCart)
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{
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m_ShouldDistributeToHotbarFirst = false;
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m_SlotAreas.push_back(new cSlotAreaMinecartWithChest(a_ChestCart, *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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||||
|
@ -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:
|
||||
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())
|
||||
{
|
||||
// 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++)
|
||||
{
|
||||
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))
|
||||
{
|
||||
// Different items
|
||||
continue;
|
||||
}
|
||||
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
if (NumFit <= 0)
|
||||
{
|
||||
// Full stack already
|
||||
continue;
|
||||
}
|
||||
if (NumFit > a_ItemStack.m_ItemCount)
|
||||
{
|
||||
NumFit = a_ItemStack.m_ItemCount;
|
||||
}
|
||||
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
||||
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(i, a_Player, NewSlot);
|
||||
SetSlot(SlotNum, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
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_Player);
|
||||
UNUSED(a_ShouldApply);
|
||||
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:
|
||||
cItem ResultCopy(Result);
|
||||
m_ParentWindow.DistributeStack(ResultCopy, a_Player, this, false);
|
||||
m_ParentWindow.DistributeStack(ResultCopy, 0, a_Player, this, false);
|
||||
if (!ResultCopy.IsEmpty())
|
||||
{
|
||||
// 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:
|
||||
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:
|
||||
cCraftingRecipe & Recipe = GetRecipeForPlayer(a_Player);
|
||||
@ -896,7 +897,7 @@ void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem
|
||||
return;
|
||||
}
|
||||
|
||||
m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
|
||||
m_ParentWindow.DistributeStack(Slot, a_SlotNum, a_Player, this, true);
|
||||
if (Slot.IsEmpty())
|
||||
{
|
||||
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++)
|
||||
{
|
||||
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))
|
||||
{
|
||||
// Different items
|
||||
continue;
|
||||
}
|
||||
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
if (NumFit <= 0)
|
||||
{
|
||||
// Full stack already
|
||||
continue;
|
||||
}
|
||||
if (NumFit > a_ItemStack.m_ItemCount)
|
||||
{
|
||||
NumFit = a_ItemStack.m_ItemCount;
|
||||
}
|
||||
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
||||
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(i, a_Player, NewSlot);
|
||||
SetSlot(SlotNum, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
if (a_ItemStack.IsEmpty())
|
||||
@ -1053,7 +1054,7 @@ void cSlotAreaAnvil::UpdateResult(cPlayer & a_Player)
|
||||
cItem SecondInput(*GetSlot(1, a_Player));
|
||||
cItem Output(*GetSlot(2, a_Player));
|
||||
|
||||
if (Input.IsEmpty() && !Output.IsEmpty())
|
||||
if (Input.IsEmpty())
|
||||
{
|
||||
Output.Empty();
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
|
||||
{
|
||||
// Different items
|
||||
continue;
|
||||
}
|
||||
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
if (NumFit <= 0)
|
||||
{
|
||||
// Full stack already
|
||||
continue;
|
||||
}
|
||||
if (NumFit > a_ItemStack.m_ItemCount)
|
||||
{
|
||||
NumFit = a_ItemStack.m_ItemCount;
|
||||
}
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(i, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
if (a_ItemStack.IsEmpty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
} // for i - Slots
|
||||
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))
|
||||
{
|
||||
// Different items
|
||||
return;
|
||||
}
|
||||
|
||||
char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
|
||||
if (NumFit <= 0)
|
||||
{
|
||||
// Full stack already
|
||||
return;
|
||||
}
|
||||
NumFit = std::min(NumFit, a_ItemStack.m_ItemCount);
|
||||
|
||||
if (a_ShouldApply)
|
||||
{
|
||||
cItem NewSlot(a_ItemStack);
|
||||
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
|
||||
SetSlot(SlotNum, a_Player, NewSlot);
|
||||
}
|
||||
a_ItemStack.m_ItemCount -= NumFit;
|
||||
if (a_ItemStack.IsEmpty())
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -2014,7 +2027,7 @@ void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cI
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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())
|
||||
{
|
||||
|
@ -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_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.
|
||||
/// 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.) */
|
||||
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. */
|
||||
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;
|
||||
|
||||
// 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:
|
||||
@ -288,7 +288,7 @@ public:
|
||||
// cSlotArea overrides:
|
||||
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 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:
|
||||
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
|
||||
@ -324,10 +324,10 @@ public:
|
||||
cSlotAreaBeacon(cBeaconEntity * a_Beacon, cWindow & a_ParentWindow);
|
||||
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 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 void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
|
||||
|
||||
@ -352,7 +352,7 @@ public:
|
||||
|
||||
// cSlotArea overrides:
|
||||
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;
|
||||
|
||||
// cSlotAreaTemporary overrides:
|
||||
@ -437,7 +437,7 @@ public:
|
||||
virtual ~cSlotAreaFurnace();
|
||||
|
||||
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 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_WindowTitle(a_WindowTitle),
|
||||
m_IsDestroyed(false),
|
||||
m_ShouldDistributeToHotbarFirst(true),
|
||||
m_Owner(nullptr)
|
||||
{
|
||||
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.
|
||||
// First ask only slots that already have the same kind of item
|
||||
// Then ask any remaining slots
|
||||
for (int Pass = 0; Pass < 2; ++Pass)
|
||||
cSlotAreas Areas;
|
||||
for (auto Area : m_SlotAreas)
|
||||
{
|
||||
if (m_ShouldDistributeToHotbarFirst)
|
||||
if (Area != a_ClickedArea)
|
||||
{
|
||||
// First distribute into the hotbar:
|
||||
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;
|
||||
}
|
||||
}
|
||||
Areas.push_back(Area);
|
||||
}
|
||||
|
||||
// The distribute to all other areas:
|
||||
cSlotAreas::iterator end = m_ShouldDistributeToHotbarFirst ? (m_SlotAreas.end() - 1) : m_SlotAreas.end();
|
||||
for (cSlotAreas::iterator itr = m_SlotAreas.begin(); itr != end; ++itr)
|
||||
}
|
||||
|
||||
DistributeStack(a_ItemStack, a_Player, Areas, a_ShouldApply, false);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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)
|
||||
{
|
||||
if (*itr == a_ExcludeArea)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
|
||||
(*itr)->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (i == 0), a_BackFill);
|
||||
if (a_ItemStack.IsEmpty())
|
||||
{
|
||||
// Distributed it all
|
||||
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 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);
|
||||
|
||||
void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
|
||||
|
||||
/// Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
|
||||
/// 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.
|
||||
/** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
|
||||
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);
|
||||
|
||||
/// 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;
|
||||
|
||||
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;
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user