Empty buckets replace fluid buckets on use and vice versa (patch contributed by Mgueydan)
Fixes FS #277. API change: added an optional parameter to cItemGrid:AddItem(), cItemGrid:AddItems(), cInventory:AddItem() and cInventory:AddItems() git-svn-id: http://mc-server.googlecode.com/svn/trunk@1643 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -12978,7 +12978,7 @@ static int tolua_AllToLua_cInventory_AddItems00(lua_State* tolua_S)
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'AddItems'", NULL);
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#endif
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{
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int tolua_ret = (int) self->AddItems(*a_ItemStackList,a_AllowNewStacks);
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int tolua_ret = (int) self->AddItems(*a_ItemStackList,a_AllowNewStacks,false);
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tolua_pushnumber(tolua_S,(lua_Number)tolua_ret);
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}
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}
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@ -15821,7 +15821,7 @@ static int tolua_AllToLua_cItemGrid_AddItem00(lua_State* tolua_S)
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'AddItem'", NULL);
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#endif
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{
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int tolua_ret = (int) self->AddItem(*a_ItemStack,a_AllowNewStacks);
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int tolua_ret = (int) self->AddItem(*a_ItemStack,a_AllowNewStacks, false);
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tolua_pushnumber(tolua_S,(lua_Number)tolua_ret);
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}
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}
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@ -98,7 +98,7 @@ int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int
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int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
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int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
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{
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cItem ToAdd(a_Item);
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int res = 0;
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@ -112,7 +112,7 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
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}
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}
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res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks);
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res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
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ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
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if (ToAdd.m_ItemCount == 0)
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{
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@ -127,12 +127,12 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
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int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
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int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
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{
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int TotalAdded = 0;
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for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
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{
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int NumAdded = AddItem(*itr, a_AllowNewStacks);
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int NumAdded = AddItem(*itr, a_AllowNewStacks, a_tryToFillEquippedFirst);
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if (itr->m_ItemCount == NumAdded)
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{
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itr = a_ItemStackList.erase(itr);
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@ -66,17 +66,23 @@ public:
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/** Adds as many items out of a_ItemStack as can fit.
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If a_AllowNewStacks is set to false, only existing stacks can be topped up;
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if a_AllowNewStacks is set to true, empty slots can be used for the rest.
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If a_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or
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compatible with added items)
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if a_tryToFillEquippedFirst is set to false, the regular order applies.
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Returns the number of items that fit.
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*/
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int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true);
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int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true, bool a_tryToFillEquippedFirst = false);
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/** Same as AddItem, but works on an entire list of item stacks.
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The a_ItemStackList is modified to reflect the leftover items.
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If a_AllowNewStacks is set to false, only existing stacks can be topped up;
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if a_AllowNewStacks is set to true, empty slots can be used for the rest
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if a_AllowNewStacks is set to true, empty slots can be used for the rest.
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If a_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or
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compatible with added items)
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if a_tryToFillEquippedFirst is set to false, the regular order applies.
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Returns the total number of items that fit.
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*/
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int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks);
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int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst);
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/// Removes one item out of the currently equipped item stack, returns true if successful, false if empty-handed
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bool RemoveOneEquippedItem(void);
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@ -240,20 +240,51 @@ int cItemGrid::HowManyCanFit(const cItem & a_ItemStack)
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int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks)
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int cItemGrid::AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack)
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{
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int PrevCount = 0;
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if (m_Slots[a_Slot].IsEmpty())
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{
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m_Slots[a_Slot] = a_ItemStack;
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PrevCount = 0;
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}
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else
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{
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PrevCount = m_Slots[a_Slot].m_ItemCount;
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}
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m_Slots[a_Slot].m_ItemCount = std::min(a_MaxStack, PrevCount + a_Num);
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int toReturn = m_Slots[a_Slot].m_ItemCount - PrevCount;
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TriggerListeners(a_Slot);
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return toReturn;
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}
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int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_PrioritarySlot)
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{
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int NumLeft = a_ItemStack.m_ItemCount;
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int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
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// Try prioritarySlot first:
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if (
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(a_PrioritarySlot != -1) &&
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(
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m_Slots[a_PrioritarySlot].IsEmpty() ||
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m_Slots[a_PrioritarySlot].IsStackableWith(a_ItemStack)
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)
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)
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{
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NumLeft -= AddItemToSlot(a_ItemStack, a_PrioritarySlot, NumLeft, MaxStack);
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}
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// Scan existing stacks:
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for (int i = m_NumSlots - 1; i >= 0; i--)
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{
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if (m_Slots[i].IsStackableWith(a_ItemStack))
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{
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int PrevCount = m_Slots[i].m_ItemCount;
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m_Slots[i].m_ItemCount = std::min(MaxStack, PrevCount + NumLeft);
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NumLeft -= m_Slots[i].m_ItemCount - PrevCount;
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TriggerListeners(i);
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NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
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}
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if (NumLeft <= 0)
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{
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@ -271,10 +302,7 @@ int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks)
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{
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if (m_Slots[i].IsEmpty())
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{
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m_Slots[i] = a_ItemStack;
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m_Slots[i].m_ItemCount = std::min(MaxStack, NumLeft);
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NumLeft -= m_Slots[i].m_ItemCount;
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TriggerListeners(i);
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NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
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}
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if (NumLeft <= 0)
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{
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@ -289,12 +317,12 @@ int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks)
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int cItemGrid::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
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int cItemGrid::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, int a_PrioritarySlot)
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{
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int TotalAdded = 0;
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for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
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{
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int NumAdded = AddItem(*itr, a_AllowNewStacks);
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int NumAdded = AddItem(*itr, a_AllowNewStacks, a_PrioritarySlot);
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if (itr->m_ItemCount == NumAdded)
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{
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itr = a_ItemStackList.erase(itr);
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@ -76,18 +76,24 @@ public:
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/** Adds as many items out of a_ItemStack as can fit.
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If a_AllowNewStacks is set to false, only existing stacks can be topped up;
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if a_AllowNewStacks is set to true, empty slots can be used for the rest
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if a_AllowNewStacks is set to true, empty slots can be used for the rest.
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If a_PrioritarySlot is set to a positive value, then the corresponding slot will be used in
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first (if empty or compatible with added items)
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if a_PrioritarySlot is set to -1, regular order apply
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Returns the number of items that fit.
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*/
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int AddItem(cItem & a_ItemStack, bool a_AllowNewStacks = true);
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int AddItem(cItem & a_ItemStack, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1);
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/** Same as AddItem, but works on an entire list of item stacks.
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The a_ItemStackList is modified to reflect the leftover items.
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If a_AllowNewStacks is set to false, only existing stacks can be topped up;
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if a_AllowNewStacks is set to true, empty slots can be used for the rest
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if a_AllowNewStacks is set to true, empty slots can be used for the rest.
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If a_PrioritarySlot is set to a positive value, then the corresponding slot will be used in
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first (if empty or compatible with added items)
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if a_PrioritarySlot is set to -1, regular order apply
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Returns the total number of items that fit.
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*/
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int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true);
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int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1);
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/** Adds (or subtracts, if a_AddToCount is negative) to the count of items in the specified slot.
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If the slot is empty, ignores the call.
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@ -160,7 +166,7 @@ public:
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void RemoveListener(cListener & a_Listener);
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// tolua_begin
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protected:
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int m_Width;
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int m_Height;
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@ -173,6 +179,11 @@ protected:
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/// Calls all m_Listeners for the specified slot number
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void TriggerListeners(int a_SlotNum);
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/** Adds up to a_Num items out of a_ItemStack, as many as can fit, in specified slot
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Returns the number of items that did fit.
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*/
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int AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack);
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} ;
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// tolua_end
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@ -90,7 +90,7 @@ public:
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// Give new bucket, filled with fluid:
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cItem Item(NewItem, 1);
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a_Player->GetInventory().AddItem(Item);
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a_Player->GetInventory().AddItem(Item, true, true);
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// Remove water / lava block
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a_Player->GetWorld()->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
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@ -136,7 +136,7 @@ public:
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return false;
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}
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cItem Item(E_ITEM_BUCKET, 1);
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if (!a_Player->GetInventory().AddItem(Item))
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if (!a_Player->GetInventory().AddItem(Item,true,true))
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{
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return false;
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}
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@ -157,4 +157,4 @@ public:
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return true;
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}
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};
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};
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