diff options
Diffstat (limited to 'src/game-server/inventory.h')
-rw-r--r-- | src/game-server/inventory.h | 38 |
1 files changed, 19 insertions, 19 deletions
diff --git a/src/game-server/inventory.h b/src/game-server/inventory.h index 3dacb91..42856bf 100644 --- a/src/game-server/inventory.h +++ b/src/game-server/inventory.h @@ -70,64 +70,64 @@ class Inventory * @returns whether all item id could be unequipped. * @note returns true when no item with given ids were equipped. */ - bool unequipItem(unsigned int itemId); + bool unequipItem(unsigned itemId); /** * Unequips item from given equipment slot. * @param itemInstance The item instance id used to know what to unequip * @returns Whether it was unequipped. */ - bool unequip(unsigned int itemInstance); + bool unequip(unsigned itemInstance); /** * Gets the item instance from the given equipment slot. * Return 0 if none. */ - unsigned int getSlotItemInstance(unsigned int slot); + unsigned getSlotItemInstance(unsigned slot); /** * Inserts some items into the inventory. * @return number of items not inserted (to be dropped on floor?). */ - unsigned int insert(unsigned int itemId, unsigned int amount); + unsigned insert(unsigned itemId, unsigned amount); /** * Removes some items from inventory. * @return number of items not removed. */ - unsigned int remove(unsigned int itemId, unsigned int amount); + unsigned remove(unsigned itemId, unsigned amount); /** * Moves some items from the first slot to the second one. * @returns number of items not moved. */ - unsigned int move(unsigned int slot1, unsigned int slot2, - unsigned int amount); + unsigned move(unsigned slot1, unsigned slot2, + unsigned amount); /** * Removes some items from inventory. * @return number of items not removed. */ - unsigned int removeFromSlot(unsigned int slot, unsigned int amount); + unsigned removeFromSlot(unsigned slot, unsigned amount); /** * Counts number of items with given Id. * @param inInventory Search in player's inventory. * @param inEquipment Search in player's equipment. */ - unsigned int count(unsigned int itemId, bool inInventory = true, + unsigned count(unsigned itemId, bool inInventory = true, bool inEquipment = true) const; /** * Gets the ID of the items in a given slot. */ - unsigned int getItem(unsigned int slot) const; + unsigned getItem(unsigned slot) const; /** * Returns the first inventory slot with the given item Id. * Returns -1 otherwise. */ - int getFirstSlot(unsigned int itemId); + int getFirstSlot(unsigned itemId); private: /** @@ -135,15 +135,15 @@ class Inventory * @param equipmentSlot the slot in equipement to check. * @param capacityRequested the capacity needed. */ - bool checkEquipmentCapacity(unsigned int equipmentSlot, - unsigned int capacityRequested); + bool checkEquipmentCapacity(unsigned equipmentSlot, + unsigned capacityRequested); /** * Test whether the inventory has enough space to welcome * the willing-to-be equipment slot. * @todo */ - bool hasInventoryEnoughSpace(unsigned int /* equipmentSlot */) + bool hasInventoryEnoughSpace(unsigned /* equipmentSlot */) { return true; } /** @@ -151,14 +151,14 @@ class Inventory * This is especially useful for scripted equipment. * @todo */ - bool testUnequipScriptRequirements(unsigned int /* equipementSlot */) + bool testUnequipScriptRequirements(unsigned /* equipementSlot */) { return true; } /** * Test the items equipment for scripted requirements. * @todo */ - bool testEquipScriptRequirements(unsigned int /* itemId */) + bool testEquipScriptRequirements(unsigned /* itemId */) { return true; } /** @@ -167,7 +167,7 @@ class Inventory * This is used to differenciate some items that can be equipped * multiple times, like one-handed weapons for instance. */ - unsigned int getNewEquipItemInstance(); + unsigned getNewEquipItemInstance(); /** * Check the inventory is within the slot limit and capacity. @@ -179,12 +179,12 @@ class Inventory /** * Check potential visible character sprite changes. */ - void checkLookchanges(unsigned int slotTypeId); + void checkLookchanges(unsigned slotTypeId); /** * Apply equipment triggers. */ - void updateEquipmentTrigger(unsigned int oldId, unsigned int itemId); + void updateEquipmentTrigger(unsigned oldId, unsigned itemId); void updateEquipmentTrigger(ItemClass *oldI, ItemClass *newI); Possessions *mPoss; /**< Pointer to the modified possessions. */ |