Fix armor in survival mode.
This commit is contained in:
@@ -1091,6 +1091,80 @@ void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bo
|
||||
|
||||
|
||||
|
||||
void cSlotAreaArmor::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
|
||||
{
|
||||
ASSERT((a_SlotNum >= 0) && (a_SlotNum < GetNumSlots()));
|
||||
|
||||
bool bAsync = false;
|
||||
if (GetSlot(a_SlotNum, a_Player) == NULL)
|
||||
{
|
||||
LOGWARNING("GetSlot(%d) returned NULL! Ignoring click", a_SlotNum);
|
||||
return;
|
||||
}
|
||||
|
||||
if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
|
||||
{
|
||||
ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
|
||||
return;
|
||||
}
|
||||
|
||||
//Armors haven't a dbl click
|
||||
if (a_ClickAction == caDblClick)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
cItem Slot(*GetSlot(a_SlotNum, a_Player));
|
||||
if (!Slot.IsSameType(a_ClickedItem))
|
||||
{
|
||||
LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
|
||||
LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
|
||||
LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
|
||||
bAsync = true;
|
||||
}
|
||||
cItem & DraggingItem = a_Player.GetDraggingItem();
|
||||
if ((a_ClickAction != caRightClick) && (a_ClickAction != caLeftClick))
|
||||
{
|
||||
LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
|
||||
m_ParentWindow.BroadcastWholeWindow();
|
||||
return;
|
||||
}
|
||||
|
||||
if (DraggingItem.IsEmpty() || CanPlaceInSlot(a_SlotNum, DraggingItem))
|
||||
{
|
||||
// Swap contents
|
||||
cItem tmp(DraggingItem);
|
||||
DraggingItem = Slot;
|
||||
Slot = tmp;
|
||||
}
|
||||
|
||||
SetSlot(a_SlotNum, a_Player, Slot);
|
||||
if (bAsync)
|
||||
{
|
||||
m_ParentWindow.BroadcastWholeWindow();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
bool cSlotAreaArmor::CanPlaceInSlot(int a_SlotNum, const cItem & a_Item)
|
||||
{
|
||||
switch (a_SlotNum)
|
||||
{
|
||||
case 0: return ItemCategory::IsHelmet (a_Item.m_ItemType);
|
||||
case 1: return ItemCategory::IsChestPlate(a_Item.m_ItemType);
|
||||
case 2: return ItemCategory::IsLeggings (a_Item.m_ItemType);
|
||||
case 3: return ItemCategory::IsBoots (a_Item.m_ItemType);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// cSlotAreaItemGrid:
|
||||
|
||||
|
||||
Reference in New Issue
Block a user