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Merge branch 'master' into WolfUpdate

This commit is contained in:
madmaxoft 2013-11-10 21:42:56 +01:00
commit dde491ee0e
8 changed files with 180 additions and 7 deletions

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@ -1,6 +1,6 @@
/* /*
** Lua binding: AllToLua ** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 11/09/13 19:50:08. ** Generated automatically by tolua++-1.0.92 on 11/10/13 18:40:47.
*/ */
#ifndef __cplusplus #ifndef __cplusplus
@ -15845,6 +15845,38 @@ static int tolua_AllToLua_cItem_IsFullStack00(lua_State* tolua_S)
} }
#endif //#ifndef TOLUA_DISABLE #endif //#ifndef TOLUA_DISABLE
/* method: GetMaxStackSize of class cItem */
#ifndef TOLUA_DISABLE_tolua_AllToLua_cItem_GetMaxStackSize00
static int tolua_AllToLua_cItem_GetMaxStackSize00(lua_State* tolua_S)
{
#ifndef TOLUA_RELEASE
tolua_Error tolua_err;
if (
!tolua_isusertype(tolua_S,1,"const cItem",0,&tolua_err) ||
!tolua_isnoobj(tolua_S,2,&tolua_err)
)
goto tolua_lerror;
else
#endif
{
const cItem* self = (const cItem*) tolua_tousertype(tolua_S,1,0);
#ifndef TOLUA_RELEASE
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'GetMaxStackSize'", NULL);
#endif
{
char tolua_ret = (char) self->GetMaxStackSize();
tolua_pushnumber(tolua_S,(lua_Number)tolua_ret);
}
}
return 1;
#ifndef TOLUA_RELEASE
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'GetMaxStackSize'.",&tolua_err);
return 0;
#endif
}
#endif //#ifndef TOLUA_DISABLE
/* get function: m_ItemType of class cItem */ /* get function: m_ItemType of class cItem */
#ifndef TOLUA_DISABLE_tolua_get_cItem_m_ItemType #ifndef TOLUA_DISABLE_tolua_get_cItem_m_ItemType
static int tolua_get_cItem_m_ItemType(lua_State* tolua_S) static int tolua_get_cItem_m_ItemType(lua_State* tolua_S)
@ -30521,6 +30553,7 @@ TOLUA_API int tolua_AllToLua_open (lua_State* tolua_S)
tolua_function(tolua_S,"IsDamageable",tolua_AllToLua_cItem_IsDamageable00); tolua_function(tolua_S,"IsDamageable",tolua_AllToLua_cItem_IsDamageable00);
tolua_function(tolua_S,"IsStackableWith",tolua_AllToLua_cItem_IsStackableWith00); tolua_function(tolua_S,"IsStackableWith",tolua_AllToLua_cItem_IsStackableWith00);
tolua_function(tolua_S,"IsFullStack",tolua_AllToLua_cItem_IsFullStack00); tolua_function(tolua_S,"IsFullStack",tolua_AllToLua_cItem_IsFullStack00);
tolua_function(tolua_S,"GetMaxStackSize",tolua_AllToLua_cItem_GetMaxStackSize00);
tolua_variable(tolua_S,"m_ItemType",tolua_get_cItem_m_ItemType,tolua_set_cItem_m_ItemType); tolua_variable(tolua_S,"m_ItemType",tolua_get_cItem_m_ItemType,tolua_set_cItem_m_ItemType);
tolua_variable(tolua_S,"m_ItemCount",tolua_get_cItem_m_ItemCount,tolua_set_cItem_m_ItemCount); tolua_variable(tolua_S,"m_ItemCount",tolua_get_cItem_m_ItemCount,tolua_set_cItem_m_ItemCount);
tolua_variable(tolua_S,"m_ItemDamage",tolua_get_cItem_m_ItemDamage,tolua_set_cItem_m_ItemDamage); tolua_variable(tolua_S,"m_ItemDamage",tolua_get_cItem_m_ItemDamage,tolua_set_cItem_m_ItemDamage);

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@ -1,6 +1,6 @@
/* /*
** Lua binding: AllToLua ** Lua binding: AllToLua
** Generated automatically by tolua++-1.0.92 on 11/09/13 19:50:08. ** Generated automatically by tolua++-1.0.92 on 11/10/13 18:40:47.
*/ */
/* Exported function */ /* Exported function */

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@ -122,6 +122,15 @@ bool cItem::IsFullStack(void) const
char cItem::GetMaxStackSize(void) const
{
return ItemHandler(m_ItemType)->GetMaxStackSize();
}
/// Returns the cItemHandler responsible for this item type /// Returns the cItemHandler responsible for this item type
cItemHandler * cItem::GetHandler(void) const cItemHandler * cItem::GetHandler(void) const
{ {

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@ -133,6 +133,9 @@ public:
/// Returns true if the item is stacked up to its maximum stacking. /// Returns true if the item is stacked up to its maximum stacking.
bool IsFullStack(void) const; bool IsFullStack(void) const;
/// Returns the maximum amount of stacked items of this type.
char GetMaxStackSize(void) const;
// tolua_end // tolua_end
/// Returns the cItemHandler responsible for this item type /// Returns the cItemHandler responsible for this item type

View File

@ -50,16 +50,21 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
return; return;
} }
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick)) switch (a_ClickAction)
{ {
if (!a_Player.IsDraggingItem()) case caShiftLeftClick:
case caShiftRightClick:
{ {
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem); ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return; return;
} }
LOGD("Shift clicked, but the player is dragging an item: %s", ItemToFullString(a_Player.GetDraggingItem()).c_str());
case caDblClick:
{
DblClicked(a_Player, a_SlotNum);
return; return;
} }
}
cItem Slot(*GetSlot(a_SlotNum, a_Player)); cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsSameType(a_ClickedItem)) if (!Slot.IsSameType(a_ClickedItem))
@ -182,6 +187,36 @@ void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_
void cSlotArea::DblClicked(cPlayer & a_Player, int a_SlotNum)
{
cItem & Dragging = a_Player.GetDraggingItem();
if (Dragging.IsEmpty())
{
// Move the item in the dblclicked slot into hand:
Dragging = *GetSlot(a_SlotNum, a_Player);
cItem EmptyItem;
SetSlot(a_SlotNum, a_Player, EmptyItem);
}
if (Dragging.IsEmpty())
{
LOGD("%s DblClicked with an empty hand over empty slot, ignoring", a_Player.GetName().c_str());
return;
}
// Add as many items from the surrounding area into hand as possible:
// First skip full stacks, then if there's still space, process full stacks as well:
if (!m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, false))
{
m_ParentWindow.CollectItemsToHand(Dragging, *this, a_Player, true);
}
m_ParentWindow.BroadcastWholeWindow(); // We need to broadcast, in case the window was a chest opened by multiple players
}
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots) void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
{ {
for (int i = 0; i < m_NumSlots; i++) for (int i = 0; i < m_NumSlots; i++)
@ -220,6 +255,39 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
bool cSlotArea::CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks)
{
int NumSlots = GetNumSlots();
for (int i = 0; i < NumSlots; i++)
{
const cItem & SlotItem = *GetSlot(i, a_Player);
if (!SlotItem.IsStackableWith(a_Dragging))
{
continue;
}
int ToMove = a_Dragging.GetMaxStackSize() - a_Dragging.m_ItemCount;
if (ToMove > SlotItem.m_ItemCount)
{
ToMove = SlotItem.m_ItemCount;
}
a_Dragging.m_ItemCount += ToMove;
cItem NewSlot(SlotItem);
NewSlot.m_ItemCount -= ToMove;
SetSlot(i, a_Player, NewSlot);
if (!NewSlot.IsEmpty())
{
// There are leftovers in the slot, so a_Dragging must be full
return true;
}
} // for i - Slots[]
// a_Dragging may be full if there were exactly the number of items needed to fill it
return a_Dragging.IsFullStack();
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaChest: // cSlotAreaChest:

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@ -40,9 +40,12 @@ public:
/// 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); virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem);
/// Called from Clicked if it is a valid shiftclick /// Called from Clicked when the action is a shiftclick (left or right)
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem); virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
/// Called from Clicked when the action is a caDblClick
virtual void DblClicked(cPlayer & a_Player, int a_SlotNum);
/// Called when a new player opens the same parent window. The window already tracks the player. CS-locked. /// Called when a new player opens the same parent window. The window already tracks the player. CS-locked.
virtual void OnPlayerAdded(cPlayer & a_Player) {} ; virtual void OnPlayerAdded(cPlayer & a_Player) {} ;
@ -57,6 +60,12 @@ public:
*/ */
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);
/// Called on DblClicking to collect all stackable items into hand.
/// The items are accumulated in a_Dragging and removed from the slots immediately.
/// If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
/// Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill.
virtual bool CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks);
protected: protected:
int m_NumSlots; int m_NumSlots;
cWindow & m_ParentWindow; cWindow & m_ParentWindow;

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@ -386,6 +386,51 @@ void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea
bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks)
{
// First ask the slot areas from a_Area till the end of list:
bool ShouldCollect = false;
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
if (&a_Area == *itr)
{
ShouldCollect = true;
}
if (!ShouldCollect)
{
continue;
}
if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
{
// a_Dragging is full
return true;
}
}
// a_Dragging still not full, ask slot areas before a_Area in the list:
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
if (*itr == &a_Area)
{
// All areas processed
return false;
}
if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
{
// a_Dragging is full
return true;
}
}
// Shouldn't reach here
// a_Area is expected to be part of m_SlotAreas[], so the "return false" in the loop above should have returned already
ASSERT(!"This branch should not be reached");
return false;
}
void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum) void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum)
{ {
int SlotBase = 0; int SlotBase = 0;

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@ -156,6 +156,12 @@ public:
*/ */
void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply); void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply);
/// 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 /// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea
void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum); void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum);