Fixes #2052
This commit is contained in:
parent
007bac638b
commit
0dbba305b6
@ -228,6 +228,7 @@ bool cPickup::CollectedBy(cPlayer & a_Dest)
|
||||
|
||||
m_Item.m_ItemCount -= NumAdded;
|
||||
m_World->BroadcastCollectEntity(*this, a_Dest);
|
||||
|
||||
// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
|
||||
m_World->BroadcastSoundEffect("random.pop", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
|
||||
if (m_Item.m_ItemCount <= 0)
|
||||
|
@ -98,7 +98,7 @@ int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int
|
||||
|
||||
|
||||
|
||||
int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
|
||||
int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
|
||||
{
|
||||
cItem ToAdd(a_Item);
|
||||
int res = 0;
|
||||
@ -116,8 +116,30 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
|
||||
}
|
||||
}
|
||||
|
||||
res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
|
||||
for (int SlotIdx = 0; SlotIdx < m_InventorySlots.GetNumSlots(); ++SlotIdx)
|
||||
{
|
||||
auto & Slot = m_InventorySlots.GetSlot(SlotIdx);
|
||||
if (Slot.IsEqual(a_Item))
|
||||
{
|
||||
cItemHandler Handler(Slot.m_ItemType);
|
||||
int AmountToAdd = std::min(static_cast<char>(Handler.GetMaxStackSize() - Slot.m_ItemCount), ToAdd.m_ItemCount);
|
||||
res += AmountToAdd;
|
||||
|
||||
cItem SlotAdjusted(Slot);
|
||||
SlotAdjusted.m_ItemCount += AmountToAdd;
|
||||
m_InventorySlots.SetSlot(SlotIdx, SlotAdjusted);
|
||||
|
||||
ToAdd.m_ItemCount -= AmountToAdd;
|
||||
if (ToAdd.m_ItemCount == 0)
|
||||
{
|
||||
return res;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks);
|
||||
ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
|
||||
|
||||
if (ToAdd.m_ItemCount == 0)
|
||||
{
|
||||
return res;
|
||||
@ -131,12 +153,12 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
|
||||
|
||||
|
||||
|
||||
int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
|
||||
int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
|
||||
{
|
||||
int TotalAdded = 0;
|
||||
for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
|
||||
{
|
||||
int NumAdded = AddItem(*itr, a_AllowNewStacks, a_tryToFillEquippedFirst);
|
||||
int NumAdded = AddItem(*itr, a_AllowNewStacks);
|
||||
if (itr->m_ItemCount == NumAdded)
|
||||
{
|
||||
itr = a_ItemStackList.erase(itr);
|
||||
|
@ -70,23 +70,17 @@ public:
|
||||
/** Adds as many items out of a_ItemStack as can fit.
|
||||
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
|
||||
if a_AllowNewStacks is set to true, empty slots can be used for the rest.
|
||||
If a_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or
|
||||
compatible with added items)
|
||||
if a_tryToFillEquippedFirst is set to false, the regular order applies.
|
||||
Returns the number of items that fit.
|
||||
*/
|
||||
int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true, bool a_tryToFillEquippedFirst = false);
|
||||
int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true);
|
||||
|
||||
/** Same as AddItem, but works on an entire list of item stacks.
|
||||
The a_ItemStackList is modified to reflect the leftover items.
|
||||
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
|
||||
if a_AllowNewStacks is set to true, empty slots can be used for the rest.
|
||||
If a_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or
|
||||
compatible with added items)
|
||||
if a_tryToFillEquippedFirst is set to false, the regular order applies.
|
||||
Returns the total number of items that fit.
|
||||
*/
|
||||
int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst);
|
||||
int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks);
|
||||
|
||||
/** Removes the specified item from the inventory, as many as possible, up to a_ItemStack.m_ItemCount.
|
||||
Returns the number of items that were removed. */
|
||||
|
@ -96,7 +96,7 @@ public:
|
||||
ASSERT(!"Inventory bucket mismatch");
|
||||
return true;
|
||||
}
|
||||
if (a_Player->GetInventory().AddItem(cItem(NewItem), true, true) != 1)
|
||||
if (a_Player->GetInventory().AddItem(cItem(NewItem)) != 1)
|
||||
{
|
||||
// The bucket didn't fit, toss it as a pickup:
|
||||
a_Player->TossPickup(cItem(NewItem));
|
||||
@ -137,7 +137,7 @@ public:
|
||||
return false;
|
||||
}
|
||||
cItem Item(E_ITEM_BUCKET, 1);
|
||||
if (!a_Player->GetInventory().AddItem(Item, true, true))
|
||||
if (!a_Player->GetInventory().AddItem(Item))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
@ -60,7 +60,7 @@ public:
|
||||
return true;
|
||||
}
|
||||
|
||||
a_Player->GetInventory().AddItem(cItem(E_ITEM_MAP, 1, (short)(NewMap->GetID() & 0x7fff)), true, true);
|
||||
a_Player->GetInventory().AddItem(cItem(E_ITEM_MAP, 1, (short)(NewMap->GetID() & 0x7fff)));
|
||||
|
||||
return true;
|
||||
}
|
||||
|
@ -41,7 +41,7 @@ public:
|
||||
// Return a bowl to the inventory
|
||||
if (!a_Player->IsGameModeCreative())
|
||||
{
|
||||
a_Player->GetInventory().AddItem(cItem(E_ITEM_BOWL), true, true);
|
||||
a_Player->GetInventory().AddItem(cItem(E_ITEM_BOWL));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user