Merge branch 'master' into Inventory
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@@ -155,6 +155,24 @@ int cInventory::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a
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int cInventory::RemoveItem(const cItem & a_ItemStack)
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{
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int RemovedItems = m_HotbarSlots.RemoveItem(a_ItemStack);
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if (RemovedItems < a_ItemStack.m_ItemCount)
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{
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cItem Temp(a_ItemStack);
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Temp.m_ItemCount -= RemovedItems;
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RemovedItems += m_InventorySlots.RemoveItem(Temp);
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}
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return RemovedItems;
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}
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bool cInventory::RemoveOneEquippedItem(void)
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{
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if (m_HotbarSlots.GetSlot(m_EquippedSlotNum).IsEmpty())
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@@ -483,21 +501,21 @@ int cInventory::ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum)
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#if 0
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bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */ )
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bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode /* = 0 */)
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{
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// Fill already present stacks
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if( a_Mode < 2 )
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if (a_Mode < 2)
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{
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int MaxStackSize = cItemHandler::GetItemHandler(a_Item.m_ItemType)->GetMaxStackSize();
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for(int i = 0; i < a_Size; i++)
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for (int i = 0; i < a_Size; i++)
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{
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if( m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType && m_Slots[i + a_Offset].m_ItemCount < MaxStackSize && m_Slots[i + a_Offset].m_ItemDamage == a_Item.m_ItemDamage )
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if (m_Slots[i + a_Offset].m_ItemType == a_Item.m_ItemType && m_Slots[i + a_Offset].m_ItemCount < MaxStackSize && m_Slots[i + a_Offset].m_ItemDamage == a_Item.m_ItemDamage)
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{
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int NumFree = MaxStackSize - m_Slots[i + a_Offset].m_ItemCount;
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if( NumFree >= a_Item.m_ItemCount )
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if (NumFree >= a_Item.m_ItemCount)
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{
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// printf("1. Adding %i items ( free: %i )\n", a_Item.m_ItemCount, NumFree );
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// printf("1. Adding %i items ( free: %i)\n", a_Item.m_ItemCount, NumFree);
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m_Slots[i + a_Offset].m_ItemCount += a_Item.m_ItemCount;
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a_Item.m_ItemCount = 0;
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a_bChangedSlots[i + a_Offset] = true;
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@@ -505,7 +523,7 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
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}
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else
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{
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// printf("2. Adding %i items\n", NumFree );
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// printf("2. Adding %i items\n", NumFree);
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m_Slots[i + a_Offset].m_ItemCount += (char)NumFree;
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a_Item.m_ItemCount -= (char)NumFree;
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a_bChangedSlots[i + a_Offset] = true;
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@@ -514,12 +532,12 @@ bool cInventory::AddToBar( cItem & a_Item, const int a_Offset, const int a_Size,
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}
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}
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if( a_Mode > 0 )
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if (a_Mode > 0)
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{
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// If we got more left, find first empty slot
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for(int i = 0; i < a_Size && a_Item.m_ItemCount > 0; i++)
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for (int i = 0; i < a_Size && a_Item.m_ItemCount > 0; i++)
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{
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if( m_Slots[i + a_Offset].m_ItemType == -1 )
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if (m_Slots[i + a_Offset].m_ItemType == -1)
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{
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m_Slots[i + a_Offset] = a_Item;
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a_Item.m_ItemCount = 0;
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