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author | Nate <palmern22@gmail.com> | 2018-08-17 10:08:06 +0200 |
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committer | peterbell10 <peterbell10@live.co.uk> | 2018-08-17 10:08:06 +0200 |
commit | e7b552603f760ab2f7868b3fa4d73e3ee6158dbf (patch) | |
tree | a2342a1762975c2f2be58e82dddf18d2a06b00c0 /src/UI | |
parent | Fix: Create players folder recursively (#4283) (diff) | |
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Diffstat (limited to 'src/UI')
-rw-r--r-- | src/UI/SlotArea.cpp | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/src/UI/SlotArea.cpp b/src/UI/SlotArea.cpp index 0c69e33b0..e3c9bf5e8 100644 --- a/src/UI/SlotArea.cpp +++ b/src/UI/SlotArea.cpp @@ -1482,7 +1482,21 @@ void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickActio bAsync = true; } cItem & DraggingItem = a_Player.GetDraggingItem(); + if (a_SlotNum == 1) + { + // Lapis slot can have a full stack handle it normally, also check for empty hand + if ((DraggingItem.IsEmpty()) || ((DraggingItem.m_ItemType == E_ITEM_DYE) && (DraggingItem.m_ItemDamage == E_META_DYE_BLUE))) + { + return cSlotArea::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem); + } + if (bAsync) + { + m_ParentWindow.BroadcastWholeWindow(); + } + return; + } + // Slot 0 is where the item to enhance goes. if (DraggingItem.IsEmpty()) { // DraggingItem is empty -> Switch draggingitem and slot @@ -1521,6 +1535,28 @@ void cSlotAreaEnchanting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickActio void cSlotAreaEnchanting::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots, bool a_BackFill) { + if ((a_ItemStack.m_ItemType == E_ITEM_DYE) && (a_ItemStack.m_ItemDamage == E_META_DYE_BLUE)) + { + // It's lapis, put it in the lapis spot. + const cItem * Slot = GetSlot(1, a_Player); + char NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount; + if (NumFit <= 0) + { + // Full stack already + return; + } + NumFit = std::min(NumFit, a_ItemStack.m_ItemCount); + + if (a_Apply) + { + cItem NewSlot(a_ItemStack); + NewSlot.m_ItemCount = Slot->m_ItemCount + NumFit; + SetSlot(1, a_Player, NewSlot); + } + a_ItemStack.m_ItemCount -= NumFit; + // Return so we don't put overflow into the enchantment slot + return; + } const cItem * Slot = GetSlot(0, a_Player); if (!Slot->IsEmpty()) { |