- implemented separated inventory for creative mode (cSurvivalInventory and cCreativeInventory)
(Separation is not perfect yet, because maybe there are some mayor changes needed :D) - implemented CreativeInventoryAction (was mistakenly called CreateInventoryAction) -> Fixed meta data for creative selected blocks ->->Slabs/Steps are now placed correctly - slabs can now be build to a double slab - fixed a bug in the inventory which put items with different meta values in the same slot git-svn-id: http://mc-server.googlecode.com/svn/trunk@160 0a769ca7-a7f5-676a-18bf-c427514a06d6
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54
source/packets/cPacket_CreativeInventoryAction.cpp
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54
source/packets/cPacket_CreativeInventoryAction.cpp
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#include "cPacket_CreativeInventoryAction.h"
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#include "cPacket_ItemData.h"
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cPacket_CreativeInventoryAction::cPacket_CreativeInventoryAction( const cPacket_CreativeInventoryAction & a_Copy )
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{
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m_PacketID = E_CREATIVE_INVENTORY_ACTION;
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m_Slot = a_Copy.m_Slot;
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m_ItemID = a_Copy.m_ItemID;
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m_Quantity = a_Copy.m_Quantity;
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m_Damage = a_Copy.m_Damage;
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}
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bool cPacket_CreativeInventoryAction::Parse(cSocket & a_Socket)
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{
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m_Socket = a_Socket;
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if( !ReadShort ( m_Slot ) ) return false;
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cPacket_ItemData Item;
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Item.Parse(m_Socket);
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m_ItemID = Item.m_ItemID;
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m_Quantity = Item.m_ItemCount;
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m_Damage = Item.m_ItemUses;
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return true;
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}
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bool cPacket_CreativeInventoryAction::Send(cSocket & a_Socket)
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{
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//LOG("InventoryChange:");
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unsigned int TotalSize = c_Size;
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cPacket_ItemData Item;
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TotalSize += Item.GetSize(m_ItemID);
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char* Message = new char[TotalSize];
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if( m_ItemID <= 0 ) m_ItemID = -1; // Fix, to make sure no invalid values are sent.
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// WARNING: HERE ITS -1, BUT IN NAMED ENTITY SPAWN PACKET ITS 0 !!
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//LOG("cPacket_CreateInventoryAction: Sending Creative item ID: %i", m_ItemID );
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unsigned int i = 0;
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AppendByte ( (char)m_PacketID, Message, i );
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AppendShort ( m_Slot, Message, i );
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Item.AppendItem(Message, i, m_ItemID, m_Quantity, m_Damage);
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bool RetVal = !cSocket::IsSocketError( SendData( a_Socket, Message, TotalSize, 0 ) );
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delete [] Message;
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return RetVal;
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}
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