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Implemented inventory dblclick.

Implements #229.
This commit is contained in:
madmaxoft 2013-11-10 18:42:46 +01:00
parent fe07012952
commit bd664e0a90
4 changed files with 133 additions and 5 deletions

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@ -50,15 +50,20 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickA
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);
return;
}
LOGD("Shift clicked, but the player is dragging an item: %s", ItemToFullString(a_Player.GetDraggingItem()).c_str());
return;
case caDblClick:
{
DblClicked(a_Player, a_SlotNum);
return;
}
}
cItem Slot(*GetSlot(a_SlotNum, a_Player));
@ -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)
{
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:

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@ -40,9 +40,12 @@ public:
/// 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);
/// 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);
/// 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.
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);
/// 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:
int m_NumSlots;
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)
{
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);
/// 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
void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum);