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authormadmaxoft <madmaxoft@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-07-03 15:56:11 +0200
committermadmaxoft <madmaxoft@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-07-03 15:56:11 +0200
commite27a5db409fe1d71c42235609a9fe06020b6201b (patch)
tree28376a912b0f01f89c048f7eb25becf10ceb287c /source
parentUpdated LimitWorld. (Patch by tonibm19) (diff)
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Diffstat (limited to '')
-rw-r--r--source/Bindings.cpp4
-rw-r--r--source/Inventory.cpp8
-rw-r--r--source/Inventory.h12
-rw-r--r--source/ItemGrid.cpp52
-rw-r--r--source/ItemGrid.h21
-rw-r--r--source/Items/ItemBucket.h6
6 files changed, 74 insertions, 29 deletions
diff --git a/source/Bindings.cpp b/source/Bindings.cpp
index 63d414194..ed48a8563 100644
--- a/source/Bindings.cpp
+++ b/source/Bindings.cpp
@@ -12978,7 +12978,7 @@ static int tolua_AllToLua_cInventory_AddItems00(lua_State* tolua_S)
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'AddItems'", NULL);
#endif
{
- int tolua_ret = (int) self->AddItems(*a_ItemStackList,a_AllowNewStacks);
+ int tolua_ret = (int) self->AddItems(*a_ItemStackList,a_AllowNewStacks,false);
tolua_pushnumber(tolua_S,(lua_Number)tolua_ret);
}
}
@@ -15821,7 +15821,7 @@ static int tolua_AllToLua_cItemGrid_AddItem00(lua_State* tolua_S)
if (!self) tolua_error(tolua_S,"invalid 'self' in function 'AddItem'", NULL);
#endif
{
- int tolua_ret = (int) self->AddItem(*a_ItemStack,a_AllowNewStacks);
+ int tolua_ret = (int) self->AddItem(*a_ItemStack,a_AllowNewStacks, false);
tolua_pushnumber(tolua_S,(lua_Number)tolua_ret);
}
}
diff --git a/source/Inventory.cpp b/source/Inventory.cpp
index fc52d4621..b56f50ed7 100644
--- a/source/Inventory.cpp
+++ b/source/Inventory.cpp
@@ -98,7 +98,7 @@ int cInventory::HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int
-int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
+int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
{
cItem ToAdd(a_Item);
int res = 0;
@@ -112,7 +112,7 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
}
}
- res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks);
+ res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
if (ToAdd.m_ItemCount == 0)
{
@@ -127,12 +127,12 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
-int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
+int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
{
int TotalAdded = 0;
for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
{
- int NumAdded = AddItem(*itr, a_AllowNewStacks);
+ int NumAdded = AddItem(*itr, a_AllowNewStacks, a_tryToFillEquippedFirst);
if (itr->m_ItemCount == NumAdded)
{
itr = a_ItemStackList.erase(itr);
diff --git a/source/Inventory.h b/source/Inventory.h
index 395ca8982..9ddd00ecd 100644
--- a/source/Inventory.h
+++ b/source/Inventory.h
@@ -66,17 +66,23 @@ public:
/** Adds as many items out of a_ItemStack as can fit.
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
if a_AllowNewStacks is set to true, empty slots can be used for the rest.
+ If a_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or
+ compatible with added items)
+ if a_tryToFillEquippedFirst is set to false, the regular order applies.
Returns the number of items that fit.
*/
- int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true);
+ int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true, bool a_tryToFillEquippedFirst = false);
/** Same as AddItem, but works on an entire list of item stacks.
The a_ItemStackList is modified to reflect the leftover items.
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
- if a_AllowNewStacks is set to true, empty slots can be used for the rest
+ if a_AllowNewStacks is set to true, empty slots can be used for the rest.
+ If a_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or
+ compatible with added items)
+ if a_tryToFillEquippedFirst is set to false, the regular order applies.
Returns the total number of items that fit.
*/
- int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks);
+ int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst);
/// Removes one item out of the currently equipped item stack, returns true if successful, false if empty-handed
bool RemoveOneEquippedItem(void);
diff --git a/source/ItemGrid.cpp b/source/ItemGrid.cpp
index 1154250f1..e4bcec46e 100644
--- a/source/ItemGrid.cpp
+++ b/source/ItemGrid.cpp
@@ -240,20 +240,51 @@ int cItemGrid::HowManyCanFit(const cItem & a_ItemStack)
-int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks)
+int cItemGrid::AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack)
+{
+ int PrevCount = 0;
+ if (m_Slots[a_Slot].IsEmpty())
+ {
+ m_Slots[a_Slot] = a_ItemStack;
+ PrevCount = 0;
+ }
+ else
+ {
+ PrevCount = m_Slots[a_Slot].m_ItemCount;
+ }
+ m_Slots[a_Slot].m_ItemCount = std::min(a_MaxStack, PrevCount + a_Num);
+ int toReturn = m_Slots[a_Slot].m_ItemCount - PrevCount;
+ TriggerListeners(a_Slot);
+ return toReturn;
+}
+
+
+
+
+
+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();
-
+
+ // Try prioritarySlot first:
+ if (
+ (a_PrioritarySlot != -1) &&
+ (
+ m_Slots[a_PrioritarySlot].IsEmpty() ||
+ m_Slots[a_PrioritarySlot].IsStackableWith(a_ItemStack)
+ )
+ )
+ {
+ NumLeft -= AddItemToSlot(a_ItemStack, a_PrioritarySlot, NumLeft, MaxStack);
+ }
+
// Scan existing stacks:
for (int i = m_NumSlots - 1; i >= 0; i--)
{
if (m_Slots[i].IsStackableWith(a_ItemStack))
{
- int PrevCount = m_Slots[i].m_ItemCount;
- m_Slots[i].m_ItemCount = std::min(MaxStack, PrevCount + NumLeft);
- NumLeft -= m_Slots[i].m_ItemCount - PrevCount;
- TriggerListeners(i);
+ NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
}
if (NumLeft <= 0)
{
@@ -271,10 +302,7 @@ int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks)
{
if (m_Slots[i].IsEmpty())
{
- m_Slots[i] = a_ItemStack;
- m_Slots[i].m_ItemCount = std::min(MaxStack, NumLeft);
- NumLeft -= m_Slots[i].m_ItemCount;
- TriggerListeners(i);
+ NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
}
if (NumLeft <= 0)
{
@@ -289,12 +317,12 @@ int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks)
-int cItemGrid::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
+int cItemGrid::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, int a_PrioritarySlot)
{
int TotalAdded = 0;
for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
{
- int NumAdded = AddItem(*itr, a_AllowNewStacks);
+ int NumAdded = AddItem(*itr, a_AllowNewStacks, a_PrioritarySlot);
if (itr->m_ItemCount == NumAdded)
{
itr = a_ItemStackList.erase(itr);
diff --git a/source/ItemGrid.h b/source/ItemGrid.h
index 6b2713c45..45f978530 100644
--- a/source/ItemGrid.h
+++ b/source/ItemGrid.h
@@ -76,18 +76,24 @@ public:
/** Adds as many items out of a_ItemStack as can fit.
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
- if a_AllowNewStacks is set to true, empty slots can be used for the rest
+ if a_AllowNewStacks is set to true, empty slots can be used for the rest.
+ If a_PrioritarySlot is set to a positive value, then the corresponding slot will be used in
+ first (if empty or compatible with added items)
+ if a_PrioritarySlot is set to -1, regular order apply
Returns the number of items that fit.
*/
- int AddItem(cItem & a_ItemStack, bool a_AllowNewStacks = true);
+ int AddItem(cItem & a_ItemStack, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1);
/** Same as AddItem, but works on an entire list of item stacks.
The a_ItemStackList is modified to reflect the leftover items.
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
- if a_AllowNewStacks is set to true, empty slots can be used for the rest
+ if a_AllowNewStacks is set to true, empty slots can be used for the rest.
+ If a_PrioritarySlot is set to a positive value, then the corresponding slot will be used in
+ first (if empty or compatible with added items)
+ if a_PrioritarySlot is set to -1, regular order apply
Returns the total number of items that fit.
*/
- int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true);
+ int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1);
/** Adds (or subtracts, if a_AddToCount is negative) to the count of items in the specified slot.
If the slot is empty, ignores the call.
@@ -160,7 +166,7 @@ public:
void RemoveListener(cListener & a_Listener);
// tolua_begin
-
+
protected:
int m_Width;
int m_Height;
@@ -173,6 +179,11 @@ protected:
/// Calls all m_Listeners for the specified slot number
void TriggerListeners(int a_SlotNum);
+
+ /** Adds up to a_Num items out of a_ItemStack, as many as can fit, in specified slot
+ Returns the number of items that did fit.
+ */
+ int AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack);
} ;
// tolua_end
diff --git a/source/Items/ItemBucket.h b/source/Items/ItemBucket.h
index 4792fa62d..e4adc98b8 100644
--- a/source/Items/ItemBucket.h
+++ b/source/Items/ItemBucket.h
@@ -90,7 +90,7 @@ public:
// Give new bucket, filled with fluid:
cItem Item(NewItem, 1);
- a_Player->GetInventory().AddItem(Item);
+ a_Player->GetInventory().AddItem(Item, true, true);
// Remove water / lava block
a_Player->GetWorld()->SetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
@@ -136,7 +136,7 @@ public:
return false;
}
cItem Item(E_ITEM_BUCKET, 1);
- if (!a_Player->GetInventory().AddItem(Item))
+ if (!a_Player->GetInventory().AddItem(Item,true,true))
{
return false;
}
@@ -157,4 +157,4 @@ public:
return true;
}
-}; \ No newline at end of file
+};