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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2015-05-18 15:30:16 +0200
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2015-05-18 15:30:16 +0200
commit0dbba305b6b96f81fe5f9b457dfb4f63d4a420c9 (patch)
treedc5046599788117404826792986eb073ef3b27db
parentMerge branch 'master' of https://github.com/mc-server/MCServer (diff)
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-rw-r--r--src/Entities/Pickup.cpp1
-rw-r--r--src/Inventory.cpp30
-rw-r--r--src/Inventory.h10
-rw-r--r--src/Items/ItemBucket.h4
-rw-r--r--src/Items/ItemEmptyMap.h2
-rw-r--r--src/Items/ItemMushroomSoup.h2
6 files changed, 33 insertions, 16 deletions
diff --git a/src/Entities/Pickup.cpp b/src/Entities/Pickup.cpp
index f2f76dbf9..520765b29 100644
--- a/src/Entities/Pickup.cpp
+++ b/src/Entities/Pickup.cpp
@@ -228,6 +228,7 @@ bool cPickup::CollectedBy(cPlayer & a_Dest)
m_Item.m_ItemCount -= NumAdded;
m_World->BroadcastCollectEntity(*this, a_Dest);
+
// Also send the "pop" sound effect with a somewhat random pitch (fast-random using EntityID ;)
m_World->BroadcastSoundEffect("random.pop", GetPosX(), GetPosY(), GetPosZ(), 0.5, (float)(0.75 + ((float)((GetUniqueID() * 23) % 32)) / 64));
if (m_Item.m_ItemCount <= 0)
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index c595da5b0..f08dd1896 100644
--- a/src/Inventory.cpp
+++ b/src/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, bool a_tryToFillEquippedFirst)
+int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
{
cItem ToAdd(a_Item);
int res = 0;
@@ -116,8 +116,30 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
}
}
- res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks, a_tryToFillEquippedFirst ? m_EquippedSlotNum : -1);
+ for (int SlotIdx = 0; SlotIdx < m_InventorySlots.GetNumSlots(); ++SlotIdx)
+ {
+ auto & Slot = m_InventorySlots.GetSlot(SlotIdx);
+ if (Slot.IsEqual(a_Item))
+ {
+ cItemHandler Handler(Slot.m_ItemType);
+ int AmountToAdd = std::min(static_cast<char>(Handler.GetMaxStackSize() - Slot.m_ItemCount), ToAdd.m_ItemCount);
+ res += AmountToAdd;
+
+ cItem SlotAdjusted(Slot);
+ SlotAdjusted.m_ItemCount += AmountToAdd;
+ m_InventorySlots.SetSlot(SlotIdx, SlotAdjusted);
+
+ ToAdd.m_ItemCount -= AmountToAdd;
+ if (ToAdd.m_ItemCount == 0)
+ {
+ return res;
+ }
+ }
+ }
+
+ res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks);
ToAdd.m_ItemCount = a_Item.m_ItemCount - res;
+
if (ToAdd.m_ItemCount == 0)
{
return res;
@@ -131,12 +153,12 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks, bool a_tryT
-int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst)
+int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks)
{
int TotalAdded = 0;
for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
{
- int NumAdded = AddItem(*itr, a_AllowNewStacks, a_tryToFillEquippedFirst);
+ int NumAdded = AddItem(*itr, a_AllowNewStacks);
if (itr->m_ItemCount == NumAdded)
{
itr = a_ItemStackList.erase(itr);
diff --git a/src/Inventory.h b/src/Inventory.h
index b2a8f658b..5501399bd 100644
--- a/src/Inventory.h
+++ b/src/Inventory.h
@@ -70,23 +70,17 @@ 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, bool a_tryToFillEquippedFirst = false);
+ int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true);
/** 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_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, bool a_tryToFillEquippedFirst);
+ int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks);
/** Removes the specified item from the inventory, as many as possible, up to a_ItemStack.m_ItemCount.
Returns the number of items that were removed. */
diff --git a/src/Items/ItemBucket.h b/src/Items/ItemBucket.h
index 015720415..47429551a 100644
--- a/src/Items/ItemBucket.h
+++ b/src/Items/ItemBucket.h
@@ -96,7 +96,7 @@ public:
ASSERT(!"Inventory bucket mismatch");
return true;
}
- if (a_Player->GetInventory().AddItem(cItem(NewItem), true, true) != 1)
+ if (a_Player->GetInventory().AddItem(cItem(NewItem)) != 1)
{
// The bucket didn't fit, toss it as a pickup:
a_Player->TossPickup(cItem(NewItem));
@@ -137,7 +137,7 @@ public:
return false;
}
cItem Item(E_ITEM_BUCKET, 1);
- if (!a_Player->GetInventory().AddItem(Item, true, true))
+ if (!a_Player->GetInventory().AddItem(Item))
{
return false;
}
diff --git a/src/Items/ItemEmptyMap.h b/src/Items/ItemEmptyMap.h
index 6e944b4da..fba8c0a2c 100644
--- a/src/Items/ItemEmptyMap.h
+++ b/src/Items/ItemEmptyMap.h
@@ -60,7 +60,7 @@ public:
return true;
}
- a_Player->GetInventory().AddItem(cItem(E_ITEM_MAP, 1, (short)(NewMap->GetID() & 0x7fff)), true, true);
+ a_Player->GetInventory().AddItem(cItem(E_ITEM_MAP, 1, (short)(NewMap->GetID() & 0x7fff)));
return true;
}
diff --git a/src/Items/ItemMushroomSoup.h b/src/Items/ItemMushroomSoup.h
index dba313ec5..1a761cbf1 100644
--- a/src/Items/ItemMushroomSoup.h
+++ b/src/Items/ItemMushroomSoup.h
@@ -41,7 +41,7 @@ public:
// Return a bowl to the inventory
if (!a_Player->IsGameModeCreative())
{
- a_Player->GetInventory().AddItem(cItem(E_ITEM_BOWL), true, true);
+ a_Player->GetInventory().AddItem(cItem(E_ITEM_BOWL));
}
return true;
}