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authorHowaner <franzi.moos@googlemail.com>2014-05-04 11:11:07 +0200
committerHowaner <franzi.moos@googlemail.com>2014-05-05 17:34:35 +0200
commitecc62dbb9c8d7fcce7e385285ff701a002462137 (patch)
tree88350e38daf5b7ba6de53de9fe8427186c6e84b6 /src/UI/SlotArea.cpp
parentThis isn't a enchantment table :D (diff)
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Diffstat (limited to 'src/UI/SlotArea.cpp')
-rw-r--r--src/UI/SlotArea.cpp87
1 files changed, 83 insertions, 4 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index 1e488de62..7b9f4e628 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -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())
{