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Merge branch 'master' into Inventory

This commit is contained in:
Howaner
2014-07-26 13:27:27 +02:00
257 changed files with 3251 additions and 2012 deletions

View File

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