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-rw-r--r--src/Inventory.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/src/Inventory.cpp b/src/Inventory.cpp
index 37d4c0af2..35f087d79 100644
--- a/src/Inventory.cpp
+++ b/src/Inventory.cpp
@@ -27,7 +27,7 @@ cInventory::cInventory(cPlayer & a_Owner) :
m_ArmorSlots.AddListener(*this);
m_InventorySlots.AddListener(*this);
m_HotbarSlots.AddListener(*this);
-
+
SetEquippedSlotNum(0);
}
@@ -143,7 +143,7 @@ int cInventory::AddItem(const cItem & a_Item, bool a_AllowNewStacks)
{
return res;
}
-
+
res += m_InventorySlots.AddItem(ToAdd, a_AllowNewStacks);
return res;
}
@@ -200,7 +200,7 @@ bool cInventory::RemoveOneEquippedItem(void)
{
return false;
}
-
+
m_HotbarSlots.ChangeSlotCount(m_EquippedSlotNum, -1);
return true;
}
@@ -416,7 +416,7 @@ bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
{
return false;
}
-
+
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(a_SlotNum, GridSlotNum);
if (Grid == nullptr)
@@ -430,7 +430,7 @@ bool cInventory::DamageItem(int a_SlotNum, short a_Amount)
SendSlot(a_SlotNum);
return false;
}
-
+
// The item has broken, remove it:
Grid->EmptySlot(GridSlotNum);
return true;
@@ -600,7 +600,7 @@ void cInventory::SaveToJson(Json::Value & a_Value)
{
a_Value.append(EmptyItemJson);
}
-
+
// The 4 armor slots follow:
for (int i = 0; i < invArmorCount; i++)
{
@@ -633,24 +633,24 @@ void cInventory::SaveToJson(Json::Value & a_Value)
bool cInventory::LoadFromJson(Json::Value & a_Value)
{
int SlotIdx = 0;
-
+
for (Json::Value::iterator itr = a_Value.begin(); itr != a_Value.end(); ++itr, SlotIdx++)
{
cItem Item;
Item.FromJson(*itr);
-
+
// The JSON originally included the 4 crafting slots and the result slot, so we need to skip the first 5 items:
if (SlotIdx < 5)
{
continue;
}
-
+
// If we loaded all the slots, stop now, even if the JSON has more:
if (SlotIdx - 5 >= invNumSlots)
{
break;
}
-
+
int GridSlotNum = 0;
cItemGrid * Grid = GetGridForSlotNum(SlotIdx - 5, GridSlotNum);
ASSERT(Grid != nullptr);
@@ -666,7 +666,7 @@ bool cInventory::LoadFromJson(Json::Value & a_Value)
const cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum) const
{
ASSERT(a_SlotNum >= 0);
-
+
if (a_SlotNum < invArmorCount)
{
a_GridSlotNum = a_SlotNum;
@@ -689,7 +689,7 @@ const cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotN
cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum)
{
ASSERT(a_SlotNum >= 0);
-
+
if (a_SlotNum < invArmorCount)
{
a_GridSlotNum = a_SlotNum;
@@ -712,13 +712,13 @@ cItemGrid * cInventory::GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum)
void cInventory::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
// Send the neccessary updates to whoever needs them
-
+
if (m_Owner.IsDestroyed())
{
// Owner is not (yet) valid, skip for now
return;
}
-
+
// Armor update needs broadcast to other players:
cWorld * World = m_Owner.GetWorld();
if ((a_ItemGrid == &m_ArmorSlots) && (World != nullptr))
@@ -734,7 +734,7 @@ void cInventory::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
m_Owner.GetWorld()->BroadcastEntityEquipment(m_Owner, 0, GetEquippedItem(), m_Owner.GetClientHandle());
}
-
+
// Convert the grid-local a_SlotNum to our global SlotNum:
int Base = 0;
if (a_ItemGrid == &m_ArmorSlots)
@@ -754,7 +754,7 @@ void cInventory::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
ASSERT(!"Unknown ItemGrid calling OnSlotChanged()");
return;
}
-
+
SendSlot(Base + a_SlotNum);
}