#include "cPacket_CreateInventoryAction.h" #include "cPacket_ItemData.h" cPacket_CreateInventoryAction::cPacket_CreateInventoryAction( const cPacket_CreateInventoryAction & a_Copy ) { m_PacketID = E_CREATE_INVENTORY_ACTION; m_Slot = a_Copy.m_Slot; m_ItemID = a_Copy.m_ItemID; m_Quantity = 0; m_Damage = 0; } bool cPacket_CreateInventoryAction::Parse(cSocket & a_Socket) { m_Socket = a_Socket; if( !ReadShort ( m_Slot ) ) return false; /* if( !ReadShort ( m_ItemID ) ) return false; if( !ReadShort ( m_Quantity ) ) return false; if( !ReadShort ( m_Damage ) ) return false; */ cPacket_ItemData Item; Item.Parse(m_Socket); m_ItemID = Item.m_ItemID; m_Quantity = Item.m_ItemCount; m_Damage = Item.m_ItemUses; return true; } bool cPacket_CreateInventoryAction::Send(cSocket & a_Socket) { //LOG("InventoryChange:"); unsigned int TotalSize = c_Size; cPacket_ItemData Item; TotalSize += Item.GetSize(m_ItemID); char* Message = new char[TotalSize]; if( m_ItemID <= 0 ) m_ItemID = -1; // Fix, to make sure no invalid values are sent. // WARNING: HERE ITS -1, BUT IN NAMED ENTITY SPAWN PACKET ITS 0 !! //LOG("cPacket_CreateInventoryAction: Sending Creative item ID: %i", m_ItemID ); unsigned int i = 0; AppendByte ( (char)m_PacketID, Message, i ); AppendShort ( m_Slot, Message, i ); Item.AppendItem(Message, i, m_ItemID, m_Quantity, m_Damage); bool RetVal = !cSocket::IsSocketError( SendData( a_Socket, Message, TotalSize, 0 ) ); delete [] Message; return RetVal; }