Beispiel #1
0
/**
 * Remove one given item from the player's inventory.
 */
bool MenuInventory::remove(int item) {
	if(!inventory[CARRIED].remove(item)) {
		if (!inventory[EQUIPMENT].remove(item)) {
			return false;
		}
		else {
			applyEquipment();
		}
	}

	return true;
}
/**
 * Remove an equipped item from the player's inventory.
 */
void MenuInventory::removeEquipped(int item) {
	inventory[EQUIPMENT].remove(item);
	applyEquipment(inventory[EQUIPMENT].storage);
}
/**
 * Remove one given item from the player's inventory.
 */
void MenuInventory::remove(int item) {
	if( !inventory[CARRIED].remove(item)) {
		inventory[EQUIPMENT].remove(item);
		applyEquipment(inventory[EQUIPMENT].storage);
	}
}
Beispiel #4
0
/**
 * Insert item into first available carried slot, preferably in the optionnal specified slot
 *
 * @param ItemStack Stack of items
 * @param area Area number where it will try to store the item
 * @param slot Slot number where it will try to store the item
 */
bool MenuInventory::add(ItemStack stack, int area, int slot, bool play_sound, bool auto_equip) {
	if (stack.empty())
		return true;

	bool success = true;

	if (play_sound)
		items->playSound(stack.item);

	if (auto_equip && AUTO_EQUIP) {
		int equip_slot = getEquipSlotFromItem(stack.item, true);

		if (equip_slot >= 0 && inventory[EQUIPMENT].slots[equip_slot]->enabled) {
			area = EQUIPMENT;
			slot = equip_slot;
		}
	}

	if (area == CARRIED) {
		ItemStack leftover = inventory[CARRIED].add(stack, slot);
		if (!leftover.empty()) {
			pc->logMsg(msg->get("Inventory is full."), true);
			drop_stack.push(leftover);
			success = false;
		}
	}
	else if (area == EQUIPMENT) {
		ItemStack &dest = inventory[EQUIPMENT].storage[slot];
		ItemStack leftover;
		leftover.item = stack.item;

		if (!dest.empty() && dest.item != stack.item) {
			// items don't match, so just add the stack to the carried area
			leftover.quantity = stack.quantity;
		}
		else if (dest.quantity + stack.quantity > items->items[stack.item].max_quantity) {
			// items match, so attempt to merge the stacks. Any leftover will be added to the carried area
			leftover.quantity = dest.quantity + stack.quantity - items->items[stack.item].max_quantity;
			stack.quantity = items->items[stack.item].max_quantity - dest.quantity;
			if (stack.quantity > 0) {
				add(stack, EQUIPMENT, slot, false, false);
			}
		}
		else {
			// put the item in the appropriate equipment slot
			inventory[EQUIPMENT].add(stack, slot);
			updateEquipment(slot);
			leftover.clear();
		}

		if (!leftover.empty()) {
			add(leftover, CARRIED, -1, false, false);
		}

		applyEquipment();
	}

	// if this item has a power, place it on the action bar if possible
	if (success && items->items[stack.item].type == "consumable" && items->items[stack.item].power > 0) {
		menu_act->addPower(items->items[stack.item].power, 0);
	}

	drag_prev_src = -1;

	return success;
}