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author | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2011-07-27 14:46:41 +0200 |
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committer | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2011-07-27 14:46:41 +0200 |
commit | 8aaa341a8ee51853737eabf52fe369f75be07e93 (patch) | |
tree | 2fe6df6d53955da0f06d175db303df40751faa84 /src/game-server/inventory.cpp | |
parent | 006a213747eb8063ad543211b9776caba027ea4a (diff) | |
download | manaserv-8aaa341a8ee51853737eabf52fe369f75be07e93.tar.gz manaserv-8aaa341a8ee51853737eabf52fe369f75be07e93.tar.xz manaserv-8aaa341a8ee51853737eabf52fe369f75be07e93.zip |
Begun Applying the new equipment slot handling design.
now, the equipment slots are independant from the inventory slots
according to the inventory and equipment data.
This will permit to avoid checking the equipment each time
one touches the inventory and vice versa, and make the former
delayed mode useless.
Also, note that equipped items will be removed from inventory
and readded once unequipped.
The design will permit the following, even if not implemented yet:
- To make equipment items stackable again, if wanted.
- Have more than one item with the same id equipped on different
slots using the itemInstance field.
Note: I didn't add the database structure updates yet, to see
whether other changes may later go along with those.
Diffstat (limited to 'src/game-server/inventory.cpp')
-rw-r--r-- | src/game-server/inventory.cpp | 50 |
1 files changed, 11 insertions, 39 deletions
diff --git a/src/game-server/inventory.cpp b/src/game-server/inventory.cpp index e218a91..8689f29 100644 --- a/src/game-server/inventory.cpp +++ b/src/game-server/inventory.cpp @@ -54,8 +54,9 @@ void Inventory::sendFull() const k != k_end; ++k) { - m.writeInt8(k->first); // equip slot - m.writeInt16(k->second); // inventory slot + m.writeInt16(k->first); // Equip slot id + m.writeInt16(k->second.itemId); // Item id + m.writeInt16(k->second.itemInstance); // Item instance } gameHandler->sendTo(mCharacter, m); @@ -106,7 +107,7 @@ void Inventory::initialize() */ for (it2 = mPoss->equipSlots.begin(); it2 != it2_end; ++it2) { - if (equipment.insert(it2->second).second) + if (equipment.insert(it2->second.itemInstance).second) { /* * Perform checks for equipped items @@ -117,7 +118,7 @@ void Inventory::initialize() /* * Apply all equip triggers. */ - itemManager->getItem(mPoss->inventory.at(it2->second).itemId) + itemManager->getItem(it2->second.itemId) ->useTrigger(mCharacter, ITT_EQUIP); } } @@ -239,8 +240,7 @@ unsigned int Inventory::count(unsigned int itemId) const unsigned int Inventory::remove(unsigned int itemId, unsigned int amount, bool force) { - bool inv = false, - eq = !itemManager->getItem(itemId)->getItemEquipData().empty(); + bool inv = false; MessageOut invMsg(GPMSG_INVENTORY); bool triggerLeaveInventory = true; @@ -251,26 +251,6 @@ unsigned int Inventory::remove(unsigned int itemId, unsigned int amount, bool fo { if (amount) { - if (eq) - { - // If the item is equippable, - // we have additional checks to make. - bool ch = false; - for (EquipData::iterator it2 = mPoss->equipSlots.begin(), - it2_end = mPoss->equipSlots.end(); - it2 != it2_end; - ++it2) - if (it2->second == it->first) - { - if (force) - unequip(it2); - else - ch = inv = true; - break; - } - if (ch && !force) - continue; - } unsigned int sub = std::min(amount, it->second.amount); amount -= sub; it->second.amount -= sub; @@ -320,15 +300,6 @@ unsigned int Inventory::move(unsigned int slot1, unsigned int slot2, if (it1 == inv_end) return amount; - EquipData::iterator it, it_end = mPoss->equipSlots.end(); - for (it = mPoss->equipSlots.begin(); - it != it_end; - ++it) - if (it->second == slot1) - // Bad things will happen when you can stack multiple equippable - // items in the same slot anyway. - it->second = slot2; - MessageOut invMsg(GPMSG_INVENTORY); unsigned int nb = std::min(amount, it1->second.amount); @@ -538,9 +509,10 @@ bool Inventory::equip(int slot, bool override) * compile time options optimising for other usage. * For now, this is adequate assuming `normal' usage. */ - for (unsigned int i = 0; i < it3->second; ++i) + /** Part disabled until reimplemented*/ + /*for (unsigned int i = 0; i < it3->second; ++i) mPoss->equipSlots.insert( - std::make_pair(it3->first, slot)); + std::make_pair(it3->first, slot));*/ } changeEquipment(0, it->second.itemId); @@ -598,7 +570,7 @@ bool Inventory::equip(int slot, bool override) bool Inventory::unequip(EquipData::iterator it) { - return unequip(it->second, &it); + return unequip(it->first, &it); } bool Inventory::unequip(unsigned int slot, EquipData::iterator *itp) @@ -611,7 +583,7 @@ bool Inventory::unequip(unsigned int slot, EquipData::iterator *itp) // Erase all equip entries that point to the given inventory slot while (it != it_end) { - if (it->second == slot) + if (it->first == slot) { changed = true; mPoss->equipSlots.erase(it++); |