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-rw-r--r--source/UI/Window.cpp49
1 files changed, 47 insertions, 2 deletions
diff --git a/source/UI/Window.cpp b/source/UI/Window.cpp
index 1f023cb03..f5c62692f 100644
--- a/source/UI/Window.cpp
+++ b/source/UI/Window.cpp
@@ -386,6 +386,51 @@ void cWindow::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea
+bool cWindow::CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks)
+{
+ // First ask the slot areas from a_Area till the end of list:
+ bool ShouldCollect = false;
+ for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
+ {
+ if (&a_Area == *itr)
+ {
+ ShouldCollect = true;
+ }
+ if (!ShouldCollect)
+ {
+ continue;
+ }
+ if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
+ {
+ // a_Dragging is full
+ return true;
+ }
+ }
+
+ // a_Dragging still not full, ask slot areas before a_Area in the list:
+ for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
+ {
+ if (*itr == &a_Area)
+ {
+ // All areas processed
+ return false;
+ }
+ if ((*itr)->CollectItemsToHand(a_Dragging, a_Player, a_CollectFullStacks))
+ {
+ // a_Dragging is full
+ return true;
+ }
+ }
+ // Shouldn't reach here
+ // a_Area is expected to be part of m_SlotAreas[], so the "return false" in the loop above should have returned already
+ ASSERT(!"This branch should not be reached");
+ return false;
+}
+
+
+
+
+
void cWindow::SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum)
{
int SlotBase = 0;
@@ -583,7 +628,7 @@ int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int
// Modify the item at the slot
cItem AtSlot(*Area->GetSlot(LocalSlotNum, a_Player));
- int MaxStack = ItemHandler(AtSlot.m_ItemType)->GetMaxStackSize();
+ int MaxStack = AtSlot.GetMaxStackSize();
if (AtSlot.IsEmpty())
{
// Empty, just move all of it there:
@@ -592,7 +637,7 @@ int cWindow::DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int
Area->SetSlot(LocalSlotNum, a_Player, ToStore);
NumDistributed += ToStore.m_ItemCount;
}
- else
+ else if (AtSlot.IsStackableWith(a_Item))
{
// Occupied, add and cap at MaxStack:
int CanStore = std::min(a_NumToEachSlot, (int)MaxStack - AtSlot.m_ItemCount);