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cWindow: Fix slot area priority when double click stacking. (#4086)

Fixes #4084
This commit is contained in:
peterbell10 2018-01-15 11:35:27 +00:00 committed by GitHub
parent ad22922393
commit a72891fbb0
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GPG Key ID: 4AEE18F83AFDEB23
2 changed files with 6 additions and 34 deletions

View File

@ -421,43 +421,15 @@ void cWindow::DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cS
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)
// Ask to collect items from each slot area in order:
for (auto Area : m_SlotAreas)
{
if (&a_Area == *itr)
if (Area->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
{
ShouldCollect = true;
}
if (!ShouldCollect)
{
continue;
}
if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
{
// a_Dragging is full
return true;
return true; // a_Dragging is full
}
}
// 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;
return false; // All areas processed
}

View File

@ -169,7 +169,7 @@ public:
If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */
void DistributeStackToAreas(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.
/** Called on DblClicking to collect all stackable items from all areas into hand.
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. */