From e33e9111abe5bb7968f48bd2801bf182754e554c Mon Sep 17 00:00:00 2001 From: "sebi.noreply@gmail.com" Date: Wed, 24 Oct 2012 12:48:25 +0000 Subject: Fixed issues with pickups. * Now when picking up max. stack amount is checked. * Added cInventory::AddItemAnyAmount() which will not fail if it cannot add all items (it will just modify amount) * If there is no space in inventory and picking up stacked items, it will try to fill stacks already in inventory, partially picking up the item. * When closing inventory player will drop any items it's currently 'dragging' git-svn-id: http://mc-server.googlecode.com/svn/trunk@1008 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Inventory.cpp | 37 ++++++++++++++++++++++++++++++++++--- source/Inventory.h | 1 + source/Pickup.cpp | 8 ++++++-- source/Player.cpp | 11 +++++++++-- source/UI/SlotArea.cpp | 3 ++- 5 files changed, 52 insertions(+), 8 deletions(-) diff --git a/source/Inventory.cpp b/source/Inventory.cpp index 5ed2e0763..9417f6a14 100644 --- a/source/Inventory.cpp +++ b/source/Inventory.cpp @@ -89,6 +89,36 @@ bool cInventory::AddItem( cItem & a_Item ) +bool cInventory::AddItemAnyAmount( cItem & a_Item ) +{ + bool ChangedSlots[c_NumSlots]; + memset( ChangedSlots, false, c_NumSlots * sizeof( bool ) ); + + char StartCount = a_Item.m_ItemCount; + if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 0 ); + if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 0 ); + if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_HotOffset, c_HotSlots, ChangedSlots, 2 ); + if( a_Item.m_ItemCount > 0 ) AddToBar( a_Item, c_MainOffset, c_MainSlots, ChangedSlots, 2 ); + + if (a_Item.m_ItemCount == StartCount) + return false; + + for (unsigned int i = 0; i < c_NumSlots; i++) + { + if (ChangedSlots[i]) + { + LOGD("cInventory::AddItemAnyAmount(): Item was added to %i ID:%i Count:%i", i, m_Slots[i].m_ItemID, m_Slots[i].m_ItemCount); + SendSlot(i); + } + } + + return true; +} + + + + + // TODO: Right now if you dont have enough items, the items you did have are removed, and the function returns false anyway bool cInventory::RemoveItem( cItem & a_Item ) { @@ -347,11 +377,12 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, // Fill already present stacks if( a_Mode < 2 ) { + int MaxStackSize = cItemHandler::GetItemHandler(a_Item.m_ItemType)->GetMaxStackSize(); for(int i = 0; i < a_Size; i++) { - if( m_Slots[i + a_Offset].m_ItemID == a_Item.m_ItemID && m_Slots[i + a_Offset].m_ItemCount < 64 && m_Slots[i + a_Offset].m_ItemHealth == a_Item.m_ItemHealth ) + if( m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType && m_Slots[i + a_Offset].m_ItemCount < MaxStackSize && m_Slots[i + a_Offset].m_ItemHealth == a_Item.m_ItemHealth ) { - int NumFree = 64 - m_Slots[i + a_Offset].m_ItemCount; + int NumFree = MaxStackSize - m_Slots[i + a_Offset].m_ItemCount; if( NumFree >= a_Item.m_ItemCount ) { @@ -377,7 +408,7 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, // If we got more left, find first empty slot for(int i = 0; i < a_Size && a_Item.m_ItemCount > 0; i++) { - if( m_Slots[i + a_Offset].m_ItemID == -1 ) + if( m_Slots[i + a_Offset].m_ItemType == -1 ) { m_Slots[i + a_Offset] = a_Item; a_Item.m_ItemCount = 0; diff --git a/source/Inventory.h b/source/Inventory.h index 1dd22deec..bc6cb27f3 100644 --- a/source/Inventory.h +++ b/source/Inventory.h @@ -31,6 +31,7 @@ public: int GetSlotCountForType( int a_Type ); bool AddItem( cItem & a_Item ); //tolua_export + bool AddItemAnyAmount( cItem & a_Item ); //tolua_export bool RemoveItem( cItem & a_Item ); //tolua_export void SaveToJson(Json::Value & a_Value); diff --git a/source/Pickup.cpp b/source/Pickup.cpp index ea1f603a4..7ea730708 100644 --- a/source/Pickup.cpp +++ b/source/Pickup.cpp @@ -256,12 +256,16 @@ bool cPickup::CollectedBy( cPlayer* a_Dest ) return false; } - if (a_Dest->GetInventory().AddItem(*m_Item)) + if (a_Dest->GetInventory().AddItemAnyAmount(*m_Item)) { m_World->BroadcastCollectPickup(*this, *a_Dest); - m_bCollected = true; m_Timer = 0; + if( m_Item->m_ItemCount != 0 ) { + cItems Pickup; + Pickup.push_back(cItem(*m_Item)); + m_World->SpawnItemPickups(Pickup, m_Pos.x, m_Pos.y, m_Pos.z); + } return true; } diff --git a/source/Player.cpp b/source/Player.cpp index c7784c1b0..708eca9f4 100644 --- a/source/Player.cpp +++ b/source/Player.cpp @@ -443,6 +443,11 @@ void cPlayer::CloseWindow(char a_WindowType) if (m_CurrentWindow == m_InventoryWindow) { // The inventory window must not be closed and must not be even sent a close packet + if (IsDraggingItem()) // But we need to check if player is holding anything + { + LOGD("Player holds item in inventory window! Dropping it..."); + TossItem(true, GetDraggingItem().m_ItemCount); + } return; } @@ -791,10 +796,12 @@ void cPlayer::TossItem( cItem & Item = GetDraggingItem(); if (!Item.IsEmpty()) { + char OriginalItemAmount = Item.m_ItemCount; + Item.m_ItemCount = MIN(OriginalItemAmount, a_Amount); Drops.push_back(Item); - if (Item.m_ItemCount > a_Amount) + if (OriginalItemAmount > a_Amount) { - Item.m_ItemCount -= (char)a_Amount; + Item.m_ItemCount = OriginalItemAmount - (char)a_Amount; } else { diff --git a/source/UI/SlotArea.cpp b/source/UI/SlotArea.cpp index ec1192f2c..4b6d237ba 100644 --- a/source/UI/SlotArea.cpp +++ b/source/UI/SlotArea.cpp @@ -138,11 +138,12 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, } } + SetSlot(a_SlotNum, a_Player, Slot); if (bAsync) { m_ParentWindow.BroadcastWholeWindow(); } - SetSlot(a_SlotNum, a_Player, Slot); + } -- cgit v1.2.3