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authorMattes D <github@xoft.cz>2014-07-26 16:46:07 +0200
committerMattes D <github@xoft.cz>2014-07-26 16:46:07 +0200
commit3a6b3a16b8f4bdcc9468940428cf11f60e29c9ba (patch)
tree832b5e4ac6fb940a5effa310e858d7454dcf4f41
parentGit: Ignore AllFiles.lst (generated by cmake) (diff)
parentChange comment. (diff)
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-rw-r--r--src/Inventory.cpp12
-rw-r--r--src/ItemGrid.cpp6
-rw-r--r--src/UI/SlotArea.cpp17
-rw-r--r--src/UI/SlotArea.h2
4 files changed, 27 insertions, 10 deletions
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index 0f9716d89..3c2844612 100644
--- a/src/Inventory.cpp
+++ b/src/Inventory.cpp
@@ -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;
+ }
}
}
diff --git a/src/ItemGrid.cpp b/src/ItemGrid.cpp
index 38829cbf8..2344dc0a5 100644
--- a/src/ItemGrid.cpp
+++ b/src/ItemGrid.cpp
@@ -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())
{
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp
index 21b6ed0c8..b5f84c24c 100644
--- a/src/UI/SlotArea.cpp
+++ b/src/UI/SlotArea.cpp
@@ -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)
{
diff --git a/src/UI/SlotArea.h b/src/UI/SlotArea.h
index 7f37159b7..fa842bb81 100644
--- a/src/UI/SlotArea.h
+++ b/src/UI/SlotArea.h
@@ -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);
} ;