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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cPacket_CreativeInventoryAction.h"
#include "cPacket_ItemData.h"
cPacket_CreativeInventoryAction::cPacket_CreativeInventoryAction( const cPacket_CreativeInventoryAction & a_Copy )
{
m_PacketID = E_CREATIVE_INVENTORY_ACTION;
m_Slot = a_Copy.m_Slot;
m_ItemID = a_Copy.m_ItemID;
m_Quantity = a_Copy.m_Quantity;
m_Damage = a_Copy.m_Damage;
}
bool cPacket_CreativeInventoryAction::Parse(cSocket & a_Socket)
{
m_Socket = a_Socket;
if( !ReadShort ( m_Slot ) ) 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_CreativeInventoryAction::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;
}
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