void Player::GetEquipment(Player* mHero, Equipment* newItem)
{
	if (newItem->isArmor == true)
	{
		armourInventory.push_back(newItem);
		AddPlayerStats(mHero, newItem);
		if (armourInventory.size() > mMaxArmourSlots)
		{
			//ask player to remove an item
			DeletePlayerStats(mHero, armourInventory[armourInventory.size() - 1]);
			//delete armourInventory[armourInventory.size() - 1];
			armourInventory.erase(armourInventory.begin() + armourInventory.size() - 1);
		}
	}
	if (newItem->isWeapon == true)
	{
		weaponInventory.push_back(newItem);
		AddPlayerStats(mHero, newItem);
		if (weaponInventory.size() > mMaxWeaponSlots)
		{
			//ask player to remove an item
			DeletePlayerStats(mHero, weaponInventory[weaponInventory.size() - 1]);
			//delete weaponInventory[weaponInventory.size() - 1];
			weaponInventory.erase(weaponInventory.begin() + weaponInventory.size() - 1);
		}
	}
	if (newItem->isAccessory == true)
	{
		accessoryInventory.push_back(newItem);
		AddPlayerStats(mHero, newItem);
		if (accessoryInventory.size() > mMaxAccessorySlots)
		{
			//ask player to remove an item
			DeletePlayerStats(mHero, accessoryInventory[accessoryInventory.size() - 1]);
			//delete accessoryInventory[accessoryInventory.size() - 1];
			accessoryInventory.erase(accessoryInventory.begin() + accessoryInventory.size() - 1);
		}
	}
}
Beispiel #2
0
void ProtocolGameBase::sendStats()
{
	NetworkMessage msg;
	AddPlayerStats(msg);
	writeToOutputBuffer(msg);
}