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Add anvil shift click.

This commit is contained in:
Howaner 2014-05-04 11:11:07 +02:00
parent ca3c9ce84d
commit ecc62dbb9c
2 changed files with 86 additions and 5 deletions

View File

@ -244,7 +244,7 @@ void cSlotArea::OnPlayerRemoved(cPlayer & a_Player)
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
for (int i = 0; i < m_NumSlots; i++)
{
@ -264,7 +264,7 @@ void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_
{
NumFit = a_ItemStack.m_ItemCount;
}
if (a_Apply)
if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
@ -630,6 +630,12 @@ void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
return;
}
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
{
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
return;
}
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (!Slot.IsSameType(a_ClickedItem))
{
@ -665,7 +671,7 @@ void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
SetSlot(a_SlotNum, a_Player, Slot);
DraggingItem = NewItem;
OnTakeResult(a_Player, NewItem);
OnTakeResult(a_Player);
if (bAsync)
{
@ -677,7 +683,80 @@ void cSlotAreaAnvil::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player, cItem a_ResultItem)
void cSlotAreaAnvil::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
{
if (a_SlotNum != 2)
{
super::ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
UpdateResult(a_Player);
return;
}
// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
cItem Slot(*GetSlot(a_SlotNum, a_Player));
if (Slot.IsEmpty() || !CanTakeResultItem(a_Player))
{
return;
}
m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
if (Slot.IsEmpty())
{
Slot.Empty();
OnTakeResult(a_Player);
}
SetSlot(a_SlotNum, a_Player, Slot);
// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
m_ParentWindow.BroadcastWholeWindow();
}
void cSlotAreaAnvil::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
{
for (int i = 0; i < 2; i++)
{
const cItem * Slot = GetSlot(i, a_Player);
if (!Slot->IsEqual(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
{
// Different items
continue;
}
int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
if (NumFit <= 0)
{
// Full stack already
continue;
}
if (NumFit > a_ItemStack.m_ItemCount)
{
NumFit = a_ItemStack.m_ItemCount;
}
if (a_ShouldApply)
{
cItem NewSlot(a_ItemStack);
NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit;
SetSlot(i, a_Player, NewSlot);
}
a_ItemStack.m_ItemCount -= NumFit;
if (a_ItemStack.IsEmpty())
{
UpdateResult(a_Player);
return;
}
} // for i - Slots
UpdateResult(a_Player);
}
void cSlotAreaAnvil::OnTakeResult(cPlayer & a_Player)
{
if (!a_Player.IsGameModeCreative())
{

View File

@ -270,13 +270,15 @@ public:
// cSlotArea overrides:
virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) override;
virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
// cSlotAreaTemporary overrides:
virtual void OnPlayerRemoved(cPlayer & a_Player) override;
bool CanTakeResultItem(cPlayer & a_Player);
void OnTakeResult(cPlayer & a_Player, cItem a_ResultItem);
void OnTakeResult(cPlayer & a_Player);
/** Handles a click in the item slot. */
void UpdateResult(cPlayer & a_Player);