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Fix bag bar drag/drop with container bags
Allow equipped bags to be moved through the shared inventory pickup/drop flow, including dragging from bag contents to bag bar and back from bag bar into bag/backpack slots. Changes: - Add InventoryScreen APIs to begin pickup from an equipment slot and drop held item into a target equipment slot. - Treat inventory type 18 (bags) as valid drops on BAG1-BAG4 during slot validation. - Route equipment placement in online mode through swapContainerItems with explicit src/dst addressing for deterministic bag slot moves. - Update bag bar hover-drop path to use InventoryScreen drop API instead of direct local slot mutation. - On bag bar drag start, hand off to inventory held-item drag when inventory/character UI is open so drops into bag/backpack slots work.
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3 changed files with 93 additions and 35 deletions
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@ -395,6 +395,13 @@ game::EquipSlot InventoryScreen::getEquipSlotForType(uint8_t inventoryType, game
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case 26: // Ranged
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return game::EquipSlot::RANGED;
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case 16: return game::EquipSlot::BACK;
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case 18: {
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for (int i = 0; i < game::Inventory::NUM_BAG_SLOTS; ++i) {
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auto slot = static_cast<game::EquipSlot>(static_cast<int>(game::EquipSlot::BAG1) + i);
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if (inv.getEquipSlot(slot).empty()) return slot;
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}
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return game::EquipSlot::BAG1;
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}
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case 19: return game::EquipSlot::TABARD;
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case 20: return game::EquipSlot::CHEST; // Robe
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default: return game::EquipSlot::NUM_SLOTS;
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@ -518,40 +525,56 @@ void InventoryScreen::placeInBag(game::Inventory& inv, int bagIndex, int slotInd
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void InventoryScreen::placeInEquipment(game::Inventory& inv, game::EquipSlot slot) {
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if (!holdingItem) return;
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if (gameHandler_) {
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if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
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gameHandler_->autoEquipItemBySlot(heldBackpackIndex);
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cancelPickup(inv);
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return;
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}
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if (heldSource == HeldSource::BAG) {
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gameHandler_->autoEquipItemInBag(heldBagIndex, heldBagSlotIndex);
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cancelPickup(inv);
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return;
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}
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if (heldSource == HeldSource::EQUIPMENT) {
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cancelPickup(inv);
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return;
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}
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}
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// Validate: check if the held item can go in this slot
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if (heldItem.inventoryType > 0) {
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game::EquipSlot validSlot = getEquipSlotForType(heldItem.inventoryType, inv);
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if (validSlot == game::EquipSlot::NUM_SLOTS) return;
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bool valid = false;
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if (heldItem.inventoryType == 18) {
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valid = (slot >= game::EquipSlot::BAG1 && slot <= game::EquipSlot::BAG4);
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} else {
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game::EquipSlot validSlot = getEquipSlotForType(heldItem.inventoryType, inv);
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if (validSlot == game::EquipSlot::NUM_SLOTS) return;
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bool valid = (slot == validSlot);
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if (!valid) {
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if (heldItem.inventoryType == 11)
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valid = (slot == game::EquipSlot::RING1 || slot == game::EquipSlot::RING2);
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else if (heldItem.inventoryType == 12)
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valid = (slot == game::EquipSlot::TRINKET1 || slot == game::EquipSlot::TRINKET2);
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valid = (slot == validSlot);
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if (!valid) {
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if (heldItem.inventoryType == 11)
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valid = (slot == game::EquipSlot::RING1 || slot == game::EquipSlot::RING2);
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else if (heldItem.inventoryType == 12)
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valid = (slot == game::EquipSlot::TRINKET1 || slot == game::EquipSlot::TRINKET2);
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}
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}
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if (!valid) return;
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} else {
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return;
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}
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if (gameHandler_) {
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uint8_t dstBag = 0xFF;
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uint8_t dstSlot = static_cast<uint8_t>(slot);
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uint8_t srcBag = 0xFF;
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uint8_t srcSlot = 0;
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if (heldSource == HeldSource::BACKPACK && heldBackpackIndex >= 0) {
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srcSlot = static_cast<uint8_t>(23 + heldBackpackIndex);
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} else if (heldSource == HeldSource::BAG && heldBagIndex >= 0 && heldBagSlotIndex >= 0) {
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srcBag = static_cast<uint8_t>(19 + heldBagIndex);
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srcSlot = static_cast<uint8_t>(heldBagSlotIndex);
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} else if (heldSource == HeldSource::EQUIPMENT && heldEquipSlot != game::EquipSlot::NUM_SLOTS) {
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srcSlot = static_cast<uint8_t>(heldEquipSlot);
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} else {
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cancelPickup(inv);
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return;
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}
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if (srcBag == dstBag && srcSlot == dstSlot) {
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cancelPickup(inv);
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return;
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}
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gameHandler_->swapContainerItems(srcBag, srcSlot, dstBag, dstSlot);
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cancelPickup(inv);
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return;
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}
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const auto& target = inv.getEquipSlot(slot);
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if (target.empty()) {
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inv.setEquipSlot(slot, heldItem);
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@ -657,6 +680,20 @@ void InventoryScreen::renderHeldItem() {
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}
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}
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bool InventoryScreen::dropHeldItemToEquipSlot(game::Inventory& inv, game::EquipSlot slot) {
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if (!holdingItem) return false;
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placeInEquipment(inv, slot);
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return !holdingItem;
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}
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bool InventoryScreen::beginPickupFromEquipSlot(game::Inventory& inv, game::EquipSlot slot) {
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if (holdingItem) return false;
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const auto& eq = inv.getEquipSlot(slot);
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if (eq.empty()) return false;
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pickupFromEquipment(inv, slot);
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return holdingItem;
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}
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// ============================================================
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// Bags window (B key) — bottom of screen, no equipment panel
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// ============================================================
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@ -1392,12 +1429,16 @@ void InventoryScreen::renderItemSlot(game::Inventory& inventory, const game::Ite
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if (kind == SlotKind::BACKPACK && (backpackIndex >= 0 || isBagSlot)) {
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validDrop = true;
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} else if (kind == SlotKind::EQUIPMENT && heldItem.inventoryType > 0) {
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game::EquipSlot validSlot = getEquipSlotForType(heldItem.inventoryType, inventory);
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validDrop = (equipSlot == validSlot);
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if (!validDrop && heldItem.inventoryType == 11)
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validDrop = (equipSlot == game::EquipSlot::RING1 || equipSlot == game::EquipSlot::RING2);
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if (!validDrop && heldItem.inventoryType == 12)
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validDrop = (equipSlot == game::EquipSlot::TRINKET1 || equipSlot == game::EquipSlot::TRINKET2);
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if (heldItem.inventoryType == 18) {
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validDrop = (equipSlot >= game::EquipSlot::BAG1 && equipSlot <= game::EquipSlot::BAG4);
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} else {
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game::EquipSlot validSlot = getEquipSlotForType(heldItem.inventoryType, inventory);
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validDrop = (equipSlot == validSlot);
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if (!validDrop && heldItem.inventoryType == 11)
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validDrop = (equipSlot == game::EquipSlot::RING1 || equipSlot == game::EquipSlot::RING2);
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if (!validDrop && heldItem.inventoryType == 12)
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validDrop = (equipSlot == game::EquipSlot::TRINKET1 || equipSlot == game::EquipSlot::TRINKET2);
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}
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}
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}
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