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-rw-r--r--src/Inventory.cpp92
1 files changed, 74 insertions, 18 deletions
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index d8b67835e..42c243f17 100644
--- a/src/Inventory.cpp
+++ b/src/Inventory.cpp
@@ -121,35 +121,38 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
}
}
- for (int SlotIdx = 0; SlotIdx < m_InventorySlots.GetNumSlots(); ++SlotIdx)
+ // Add to existing stacks in the hotbar.
+ res += m_HotbarSlots.AddItem(ToAdd, false);
+ ToAdd.m_ItemCount = static_cast<char>(a_Item.m_ItemCount - res);
+ if (ToAdd.m_ItemCount == 0)
{
- 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;
+ return res;
+ }
- cItem SlotAdjusted(Slot);
- SlotAdjusted.m_ItemCount += AmountToAdd;
- m_InventorySlots.SetSlot(SlotIdx, SlotAdjusted);
+ // Add to existing stacks in main inventory.
+ res += m_InventorySlots.AddItem(ToAdd, false);
+ ToAdd.m_ItemCount = static_cast<char>(a_Item.m_ItemCount - res);
+ if (ToAdd.m_ItemCount == 0)
+ {
+ return res;
+ }
- ToAdd.m_ItemCount -= AmountToAdd;
- if (ToAdd.m_ItemCount == 0)
- {
- return res;
- }
- }
+ // All existing stacks are now filled.
+ if (!a_AllowNewStacks)
+ {
+ return res;
}
- res += m_HotbarSlots.AddItem(ToAdd, a_AllowNewStacks);
+ // Try adding new stacks to the hotbar.
+ res += m_HotbarSlots.AddItem(ToAdd, true);
ToAdd.m_ItemCount = static_cast<char>(a_Item.m_ItemCount - res);
if (ToAdd.m_ItemCount == 0)
{
return res;
}
- res += m_InventorySlots.AddItem(ToAdd, a_AllowNewStacks);
+ // Try adding new stacks to the main inventory.
+ res += m_InventorySlots.AddItem(ToAdd, true);
return res;
}
@@ -219,6 +222,50 @@ bool cInventory::RemoveOneEquippedItem(void)
+int cInventory::ReplaceOneEquippedItem(const cItem & a_Item, bool a_TryOtherSlots)
+{
+ // Ignore whether there was an item in the slot to remove.
+ RemoveOneEquippedItem();
+
+ auto EquippedItem = GetEquippedItem();
+ if (EquippedItem.IsEmpty())
+ {
+ SetEquippedItem(a_Item);
+ return a_Item.m_ItemCount;
+ }
+
+ // Handle case when equipped item is the same as the replacement item.
+ cItem ItemsToAdd = a_Item;
+ if (EquippedItem.IsEqual(ItemsToAdd))
+ {
+ cItemHandler Handler(ItemsToAdd.m_ItemType);
+ auto AmountToAdd = std::min(static_cast<char>(Handler.GetMaxStackSize() - EquippedItem.m_ItemCount), ItemsToAdd.m_ItemCount);
+
+ EquippedItem.m_ItemCount += AmountToAdd;
+ SetEquippedItem(EquippedItem);
+ ItemsToAdd.m_ItemCount -= AmountToAdd;
+ }
+
+ auto ItemsAdded = a_Item.m_ItemCount - ItemsToAdd.m_ItemCount;
+
+ if (ItemsToAdd.m_ItemCount == 0)
+ {
+ return ItemsAdded;
+ }
+
+ if (!a_TryOtherSlots)
+ {
+ return ItemsAdded;
+ }
+
+ // Try the rest of the inventory.
+ return AddItem(ItemsToAdd) + ItemsAdded;
+}
+
+
+
+
+
int cInventory::HowManyItems(const cItem & a_Item)
{
return
@@ -300,6 +347,15 @@ void cInventory::SetShieldSlot(const cItem & a_Item)
+void cInventory::SetEquippedItem(const cItem & a_Item)
+{
+ SetHotbarSlot(GetEquippedSlotNum(), a_Item);
+}
+
+
+
+
+
void cInventory::SendEquippedSlot()
{
int EquippedSlotNum = cInventory::invArmorCount + cInventory::invInventoryCount + GetEquippedSlotNum();