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Fixed rclk in doublechests

FS #284

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1127 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-01-08 05:01:06 +00:00
parent 8798c529d2
commit 71d71410fd
4 changed files with 84 additions and 12 deletions

View File

@ -211,7 +211,7 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaChest:
cSlotAreaChest::cSlotAreaChest(cChestEntity *a_Chest, cWindow &a_ParentWindow) :
cSlotAreaChest::cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow) :
cSlotArea(27, a_ParentWindow),
m_Chest(a_Chest)
{
@ -240,6 +240,53 @@ void cSlotAreaChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaDoubleChest:
cSlotAreaDoubleChest::cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow) :
cSlotArea(54, a_ParentWindow),
m_TopChest(a_TopChest),
m_BottomChest(a_BottomChest)
{
}
const cItem * cSlotAreaDoubleChest::GetSlot(int a_SlotNum, cPlayer & a_Player)
{
// a_SlotNum ranges from 0 to 53, use that to index the correct chest's inventory:
if (a_SlotNum < 27)
{
return m_TopChest->GetSlot(a_SlotNum);
}
else
{
return m_BottomChest->GetSlot(a_SlotNum - 27);
}
}
void cSlotAreaDoubleChest::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
{
if (a_SlotNum < 27)
{
m_TopChest->SetSlot(a_SlotNum, a_Item);
}
else
{
m_BottomChest->SetSlot(a_SlotNum - 27, a_Item);
}
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cSlotAreaCrafting:

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@ -232,6 +232,24 @@ protected:
class cSlotAreaDoubleChest :
public cSlotArea
{
public:
cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow);
virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) override;
virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
protected:
cChestEntity * m_TopChest;
cChestEntity * m_BottomChest;
} ;
class cSlotAreaDispenser :
public cSlotArea
{

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@ -28,6 +28,7 @@ cWindow::cWindow(cWindow::WindowType a_WindowType, const AString & a_WindowTitle
, m_WindowTitle(a_WindowTitle)
, m_Owner(NULL)
, m_IsDestroyed(false)
, m_ShouldDistributeToHotbarFirst(true)
{
if (a_WindowType == Inventory)
{
@ -259,18 +260,23 @@ void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea
// Then ask any remaining slots
for (int Pass = 0; Pass < 2; ++Pass)
{
// First distribute into the hotbar:
if (a_ExcludeArea != m_SlotAreas.back())
if (m_ShouldDistributeToHotbarFirst)
{
m_SlotAreas.back()->DistributeStack(a_ItemStack, a_Player, a_ShouldApply, (Pass == 0));
if (a_ItemStack.IsEmpty())
// First distribute into the hotbar:
if (a_ExcludeArea != m_SlotAreas.back())
{
// Distributed it all
return;
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:
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end() - 1; itr != end; ++itr)
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)
{
@ -432,11 +438,12 @@ cChestWindow::cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_Secon
m_BlockY(a_PrimaryChest->GetPosY()),
m_BlockZ(a_PrimaryChest->GetPosZ())
{
m_SlotAreas.push_back(new cSlotAreaChest(a_PrimaryChest, *this));
m_SlotAreas.push_back(new cSlotAreaChest(a_SecondaryChest, *this));
m_SlotAreas.push_back(new cSlotAreaDoubleChest(a_PrimaryChest, a_SecondaryChest, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
m_ShouldDistributeToHotbarFirst = false;
// Play the opening sound:
m_World->BroadcastSoundEffect("random.chestopen", m_BlockX * 8, m_BlockY * 8, m_BlockZ * 8, 1, 1);

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@ -106,7 +106,6 @@ public:
protected:
cSlotAreas m_SlotAreas;
private:
char m_WindowID;
int m_WindowType;
AString m_WindowTitle;
@ -114,7 +113,8 @@ private:
cCriticalSection m_CS;
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;