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author | madmaxoft <github@xoft.cz> | 2014-05-18 23:10:23 +0200 |
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committer | madmaxoft <github@xoft.cz> | 2014-05-18 23:10:23 +0200 |
commit | e69a11012fb7543d47230663a01af2a7ec20960c (patch) | |
tree | 2c4a5b6759f76059736bdf5b30ea17f2a6ee8570 /src/Inventory.h | |
parent | Updated SandVillage prefabs to latest Gallery content. (diff) | |
parent | There's no "round" function in MSVC2008. (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/Inventory.h | 41 |
1 files changed, 22 insertions, 19 deletions
diff --git a/src/Inventory.h b/src/Inventory.h index 1ad7c4776..39aef1538 100644 --- a/src/Inventory.h +++ b/src/Inventory.h @@ -56,13 +56,13 @@ public: // tolua_begin - /// Removes all items from the entire inventory + /** Removes all items from the entire inventory */ void Clear(void); - /// Returns number of items out of a_ItemStack that can fit in the storage + /** Returns number of items out of a_ItemStack that can fit in the storage */ int HowManyCanFit(const cItem & a_ItemStack, bool a_ConsiderEmptySlots); - /// Returns how many items of the specified type would fit into the slot range specified + /** Returns how many items of the specified type would fit into the slot range specified */ int HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots); /** Adds as many items out of a_ItemStack as can fit. @@ -86,33 +86,36 @@ public: */ int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst); - /// Removes one item out of the currently equipped item stack, returns true if successful, false if empty-handed + /** Removes one item out of the currently equipped item stack, returns true if successful, false if empty-handed */ bool RemoveOneEquippedItem(void); - /// Returns the number of items of type a_Item that are stored + /** Returns the number of items of type a_Item that are stored */ int HowManyItems(const cItem & a_Item); - /// Returns true if there are at least as many items of type a_ItemStack as in a_ItemStack + /** Returns true if there are at least as many items of type a_ItemStack as in a_ItemStack */ bool HasItems(const cItem & a_ItemStack); + + /** Sends the equipped item slot to the client */ + void SendEquippedSlot(); - /// Returns the cItemGrid object representing the armor slots + /** Returns the cItemGrid object representing the armor slots */ cItemGrid & GetArmorGrid(void) { return m_ArmorSlots; } - /// Returns the cItemGrid object representing the main inventory slots + /** Returns the cItemGrid object representing the main inventory slots */ cItemGrid & GetInventoryGrid(void) { return m_InventorySlots; } - /// Returns the cItemGrid object representing the hotbar slots + /** Returns the cItemGrid object representing the hotbar slots */ cItemGrid & GetHotbarGrid(void) { return m_HotbarSlots; } - /// Returns the player associated with this inventory + /** Returns the player associated with this inventory */ cPlayer & GetOwner(void) { return m_Owner; } - /// Copies the non-empty slots into a_ItemStacks; preserves the original a_Items contents + /** Copies the non-empty slots into a_ItemStacks; preserves the original a_Items contents */ void CopyToItems(cItems & a_Items); // tolua_end - /// Returns the player associated with this inventory (const version) + /** Returns the player associated with this inventory (const version) */ const cPlayer & GetOwner(void) const { return m_Owner; } // tolua_begin @@ -136,10 +139,10 @@ public: */ int ChangeSlotCount(int a_SlotNum, int a_AddToCount); - /// Adds the specified damage to the specified item; deletes the item and returns true if the item broke. + /** Adds the specified damage to the specified item; deletes the item and returns true if the item broke. */ bool DamageItem(int a_SlotNum, short a_Amount); - /// Adds the specified damage to the currently held item; deletes the item and returns true if the item broke. + /** Adds the specified damage to the currently held item; deletes the item and returns true if the item broke. */ bool DamageEquippedItem(short a_Amount = 1); const cItem & GetEquippedHelmet (void) const { return m_ArmorSlots.GetSlot(0); } @@ -149,13 +152,13 @@ public: // tolua_end - /// Sends the slot contents to the owner + /** Sends the slot contents to the owner */ void SendSlot(int a_SlotNum); - /// Update items (e.g. Maps) + /** Update items (e.g. Maps) */ void UpdateItems(void); - /// Converts an armor slot number into the ID for the EntityEquipment packet + /** Converts an armor slot number into the ID for the EntityEquipment packet */ static int ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum); void SaveToJson(Json::Value & a_Value); @@ -172,10 +175,10 @@ protected: cPlayer & m_Owner; - /// Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return NULL for invalid SlotNum + /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return NULL for invalid SlotNum */ const cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum) const; - /// Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return NULL for invalid SlotNum + /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return NULL for invalid SlotNum */ cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum); // cItemGrid::cListener override: |