Example #1
0
bool cSlotArea::CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks)
{
	int NumSlots = GetNumSlots();
	for (int i = 0; i < NumSlots; i++)
	{
		const cItem & SlotItem = *GetSlot(i, a_Player);
		if (!SlotItem.IsEqual(a_Dragging))
		{
			continue;
		}
		int ToMove = a_Dragging.GetMaxStackSize() - a_Dragging.m_ItemCount;
		if (ToMove > SlotItem.m_ItemCount)
		{
			ToMove = SlotItem.m_ItemCount;
		}
		a_Dragging.m_ItemCount += ToMove;
		cItem NewSlot(SlotItem);
		NewSlot.m_ItemCount -= ToMove;
		SetSlot(i, a_Player, NewSlot);
		if (!NewSlot.IsEmpty())
		{
			// There are leftovers in the slot, so a_Dragging must be full
			return true;
		}
	}  // for i - Slots[]
	// a_Dragging may be full if there were exactly the number of items needed to fill it
	return a_Dragging.IsFullStack();
}
Example #2
0
int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_PrioritarySlot)
{
	int NumLeft = a_ItemStack.m_ItemCount;
	int MaxStack = a_ItemStack.GetMaxStackSize();

	// Try prioritarySlot first:
	if (
		(a_PrioritarySlot != -1) &&
		(
			m_Slots[a_PrioritarySlot].IsEmpty() ||
			m_Slots[a_PrioritarySlot].IsEqual(a_ItemStack)
		)
	)
	{
		NumLeft -= AddItemToSlot(a_ItemStack, a_PrioritarySlot, NumLeft, MaxStack);
	}

	// Scan existing stacks:
	for (int i = 0; i < m_NumSlots; i++)
	{
		if (m_Slots[i].IsEqual(a_ItemStack))
		{
			NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
		}
		if (NumLeft <= 0)
		{
			// All items fit
			return a_ItemStack.m_ItemCount;
		}
	}  // for i - m_Slots[]

	if (!a_AllowNewStacks)
	{
		return (a_ItemStack.m_ItemCount - NumLeft);
	}

	for (int i = 0; i < m_NumSlots; i++)
	{
		if (m_Slots[i].IsEmpty())
		{
			NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
		}
		if (NumLeft <= 0)
		{
			// All items fit
			return a_ItemStack.m_ItemCount;
		}
	}  // for i - m_Slots[]
	return (a_ItemStack.m_ItemCount - NumLeft);
}