From fdf83870925d30560ec7f853fdc19ec6c9e29155 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Thu, 20 Sep 2012 20:10:46 +0000 Subject: UI: Added shift-click support to most slot areas, except crafting. Also fixed survival inventory's crafting grid not working. git-svn-id: http://mc-server.googlecode.com/svn/trunk@868 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/UI/SlotArea.cpp | 131 +++++++++++++++++++++++++++++++++++++++---------- 1 file changed, 106 insertions(+), 25 deletions(-) (limited to 'source/UI/SlotArea.cpp') diff --git a/source/UI/SlotArea.cpp b/source/UI/SlotArea.cpp index 744492bff..60929be2f 100644 --- a/source/UI/SlotArea.cpp +++ b/source/UI/SlotArea.cpp @@ -48,6 +48,17 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, return; } + if (a_IsShiftPressed) + { + if (!a_Player.IsDraggingItem()) + { + ShiftClicked(a_Player, a_SlotNum, a_ClickedItem); + return; + } + LOGD("Shift clicked, but the player is draggint an item: %s", ItemToFullString(a_Player.GetDraggingItem())); + return; + } + cItem Slot(*GetSlot(a_SlotNum, a_Player)); if (!Slot.IsEqual(a_ClickedItem)) { @@ -138,31 +149,57 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotAreaArmor: - -cSlotAreaArmor::cSlotAreaArmor(cWindow & a_ParentWindow) : - cSlotArea(4, a_ParentWindow) +void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem) { + // 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)); + m_ParentWindow.DistributeStack(Slot, a_Player, this, true); + if (Slot.IsEmpty()) + { + // Empty the slot completely, the cilent doesn't like left-over ItemType with zero count + Slot.Empty(); + } + 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(); } -const cItem * cSlotAreaArmor::GetSlot(int a_SlotNum, cPlayer & a_Player) -{ - // a_SlotNum ranges from 0 to 3, map that to the armor slots in player's inventory, 5 to 8: - return a_Player.GetInventory().GetSlot(a_SlotNum + 5); -} - - - - - -void cSlotAreaArmor::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) +void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots) { - *(a_Player.GetInventory().GetSlot(a_SlotNum + 5)) = a_Item; + for (int i = 0; i < m_NumSlots; i++) + { + const cItem * Slot = GetSlot(i, a_Player); + if (!Slot->IsSameType(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_Apply) + { + cItem NewSlot(a_ItemStack.m_ItemType, Slot->m_ItemCount + NumFit, a_ItemStack.m_ItemDamage); + SetSlot(i, a_Player, NewSlot); + } + a_ItemStack.m_ItemCount -= NumFit; + if (a_ItemStack.IsEmpty()) + { + return; + } + } // for i - Slots } @@ -390,10 +427,11 @@ void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cSlotAreaInventory: +// cSlotAreaInventoryBase: -cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) : - cSlotArea(27 + 9, a_ParentWindow) // 27 internal slots, 9 hotbar slots +cSlotAreaInventoryBase::cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow) : + cSlotArea(a_NumSlots, a_ParentWindow), + m_SlotOffset(a_SlotOffset) { } @@ -401,7 +439,7 @@ cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) : -void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) +void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem) { if ((a_Player.GetGameMode() == eGameMode_Creative) && (m_ParentWindow.GetWindowType() == cWindow::Inventory)) { @@ -419,19 +457,62 @@ void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRig -const cItem * cSlotAreaInventory::GetSlot(int a_SlotNum, cPlayer & a_Player) +const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player) { // a_SlotNum ranges from 0 to 35, map that to the player's inventory slots 9 to 44 - return a_Player.GetInventory().GetSlot(a_SlotNum + 9); + return a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset); } -void cSlotAreaInventory::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) +void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) { - *(a_Player.GetInventory().GetSlot(a_SlotNum + 9)) = a_Item; + *(a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset)) = a_Item; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cSlotAreaArmor: + +void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) +{ + if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty()) + { + if (a_ShouldApply) + { + SetSlot(0, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage)); + } + a_ItemStack.m_ItemCount -= 1; + } + else if (ItemCategory::IsChestPlate(a_ItemStack.m_ItemType) && GetSlot(1, a_Player)->IsEmpty()) + { + if (a_ShouldApply) + { + SetSlot(1, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage)); + } + a_ItemStack.m_ItemCount -= 1; + } + else if (ItemCategory::IsLeggings(a_ItemStack.m_ItemType) && GetSlot(2, a_Player)->IsEmpty()) + { + if (a_ShouldApply) + { + SetSlot(2, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage)); + } + a_ItemStack.m_ItemCount -= 1; + } + else if (ItemCategory::IsBoots(a_ItemStack.m_ItemType) && GetSlot(3, a_Player)->IsEmpty()) + { + if (a_ShouldApply) + { + SetSlot(3, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage)); + } + a_ItemStack.m_ItemCount -= 1; + } } -- cgit v1.2.3