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-rw-r--r--src/game-server/inventory.h38
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. */