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Refactored cInventory to use cItemGrid for the actual Storage

This makes the API more orthogonal and is easier to use in the plugins. Also changes in the inventory are now propagated to the needed places (armor updates to BroadcastEntityEquipment etc.) even when the inventory is changed by a plugin.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1503 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com
2013-05-24 07:30:39 +00:00
parent 3b429a9bdf
commit cf87169737
25 changed files with 1581 additions and 534 deletions

View File

@@ -360,25 +360,18 @@ void cPlayer::KilledBy(cPawn * a_Killer)
m_bVisible = false; // So new clients don't see the player
// Puke out all the items
const cItem * Items = m_Inventory.GetSlots();
cItems Pickups;
for (unsigned int i = 1; i < m_Inventory.c_NumSlots; ++i)
{
if (!Items[i].IsEmpty())
{
Pickups.push_back(Items[i]);
}
}
m_Inventory.CopyToItems(Pickups);
m_Inventory.Clear();
m_World->SpawnItemPickups(Pickups, GetPosX(), GetPosY(), GetPosZ(), 10);
SaveToDisk(); // Save it, yeah the world is a tough place !
SaveToDisk(); // Save it, yeah the world is a tough place !
}
void cPlayer::Respawn()
void cPlayer::Respawn(void)
{
m_Health = GetMaxHealth();
@@ -768,7 +761,7 @@ void cPlayer::TossItem(
)
{
cItems Drops;
if (a_CreateType)
if (a_CreateType != 0)
{
// Just create item without touching the inventory (used in creative mode)
Drops.push_back(cItem(a_CreateType, a_Amount, a_CreateHealth));
@@ -800,8 +793,7 @@ void cPlayer::TossItem(
cItem DroppedItem(GetInventory().GetEquippedItem());
if (!DroppedItem.IsEmpty())
{
DroppedItem.m_ItemCount = 1;
if (GetInventory().RemoveItem(DroppedItem))
if (GetInventory().RemoveOneEquippedItem())
{
DroppedItem.m_ItemCount = 1; // RemoveItem decreases the count, so set it to 1 again
Drops.push_back(DroppedItem);