Merge pull request #1207 from Howaner/Inventory

Inventory fixes
master
Mattes D 2014-07-26 16:46:07 +02:00
commit 3a6b3a16b8
4 changed files with 27 additions and 10 deletions

View File

@ -102,13 +102,17 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
{
cItem ToAdd(a_Item);
int res = 0;
// When the item is a armor, try to set it directly to the armor slot.
if (ItemCategory::IsArmor(a_Item.m_ItemType))
{
res = m_ArmorSlots.AddItem(ToAdd, a_AllowNewStacks);
ToAdd.m_ItemCount -= res;
if (ToAdd.m_ItemCount == 0)
for (size_t i = 0; i < (size_t)m_ArmorSlots.GetNumSlots(); i++)
{
return res;
if (m_ArmorSlots.GetSlot(i).IsEmpty() && cSlotAreaArmor::CanPlaceArmorInSlot(i, a_Item))
{
m_ArmorSlots.SetSlot(i, a_Item);
return a_Item.m_ItemCount;
}
}
}

View File

@ -269,7 +269,7 @@ int cItemGrid::AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, i
int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_PrioritarySlot)
{
int NumLeft = a_ItemStack.m_ItemCount;
int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
int MaxStack = a_ItemStack.GetMaxStackSize();
// Try prioritarySlot first:
if (
@ -284,7 +284,7 @@ int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_Priorit
}
// Scan existing stacks:
for (int i = m_NumSlots - 1; i >= 0; i--)
for (int i = 0; i < m_NumSlots; i++)
{
if (m_Slots[i].IsEqual(a_ItemStack))
{
@ -302,7 +302,7 @@ int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_Priorit
return (a_ItemStack.m_ItemCount - NumLeft);
}
for (int i = m_NumSlots - 1; i >= 0; i--)
for (int i = 0; i < m_NumSlots; i++)
{
if (m_Slots[i].IsEmpty())
{

View File

@ -1866,6 +1866,19 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
{
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
// When the player is in creative mode, the client sends the new item as a_ClickedItem, not the current item in the slot.
if (a_Player.IsGameModeCreative() && (m_ParentWindow.GetWindowType() == cWindow::wtInventory))
{
if ((a_ClickAction == caDropKey) || (a_ClickAction == caCtrlDropKey))
{
DropClicked(a_Player, a_SlotNum, (a_ClickAction == caCtrlDropKey));
return;
}
SetSlot(a_SlotNum, a_Player, a_ClickedItem);
return;
}
bool bAsync = false;
if (GetSlot(a_SlotNum, a_Player) == NULL)
{
@ -1913,7 +1926,7 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
return;
}
if (DraggingItem.IsEmpty() || CanPlaceInSlot(a_SlotNum, DraggingItem))
if (DraggingItem.IsEmpty() || CanPlaceArmorInSlot(a_SlotNum, DraggingItem))
{
// Swap contents
cItem tmp(DraggingItem);
@ -1932,7 +1945,7 @@ void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_C
bool cSlotAreaArmor::CanPlaceInSlot(int a_SlotNum, const cItem & a_Item)
bool cSlotAreaArmor::CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item)
{
switch (a_SlotNum)
{

View File

@ -161,7 +161,7 @@ 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) override;
bool CanPlaceInSlot(int a_SlotNum, const cItem & a_Item);
static bool CanPlaceArmorInSlot(int a_SlotNum, const cItem & a_Item);
} ;