- Server compatible with the weapons and equip again. (Some Packets were incompatible) - fixed bucket bugs (not all) - Fixed clients getting crashed by wrong Pickups - fixed nearly all mob drops. (Check wheather they are burning is missing Big Grin) - maybe some other things I can´t recall atm Big Grin git-svn-id: http://mc-server.googlecode.com/svn/trunk@94 0a769ca7-a7f5-676a-18bf-c427514a06d6
67 lines
1.7 KiB
C++
67 lines
1.7 KiB
C++
#include "cPacket_WholeInventory.h"
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#include "../cItem.h"
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#include "../cInventory.h"
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#include "../cWindow.h"
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#include "cPacket_ItemData.h"
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cPacket_WholeInventory::cPacket_WholeInventory( const cPacket_WholeInventory & a_Clone )
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{
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m_PacketID = E_INVENTORY_WHOLE;
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m_WindowID = a_Clone.m_WindowID;
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m_Count = a_Clone.m_Count;
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m_Items = new cItem[m_Count];
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memcpy( m_Items, a_Clone.m_Items, sizeof(cItem)*m_Count );
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}
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cPacket_WholeInventory::cPacket_WholeInventory( cInventory* a_Inventory )
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{
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m_PacketID = E_INVENTORY_WHOLE;
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m_WindowID = 0;
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m_Count = a_Inventory->c_NumSlots;
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m_Items = new cItem[m_Count];
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memcpy( m_Items, a_Inventory->GetSlots(), sizeof(cItem)*m_Count );
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}
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cPacket_WholeInventory::cPacket_WholeInventory( cWindow* a_Window )
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{
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m_PacketID = E_INVENTORY_WHOLE;
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m_WindowID = (char)a_Window->GetWindowID();
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m_Count = (short)a_Window->GetNumSlots();
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m_Items = new cItem[m_Count];
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memcpy( m_Items, a_Window->GetSlots(), sizeof(cItem)*m_Count );
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}
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cPacket_WholeInventory::~cPacket_WholeInventory()
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{
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delete [] m_Items;
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}
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bool cPacket_WholeInventory::Send(cSocket & a_Socket)
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{
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unsigned int TotalSize = c_Size;
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cPacket_ItemData Item;
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for(int i = 0; i < m_Count; i++)
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{
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TotalSize += Item.GetSize(m_Items[i].m_ItemID);
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}
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char* Message = new char[TotalSize];
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unsigned int i = 0;
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AppendByte ( (char)m_PacketID, Message, i );
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AppendByte ( m_WindowID, Message, i );
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AppendShort ( m_Count, Message, i );
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for(int j = 0; j < m_Count; j++)
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{
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Item.AppendItem(Message, i, &(m_Items[j]));
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}
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bool RetVal = !cSocket::IsSocketError( SendData( a_Socket, Message, TotalSize, 0 ) );
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delete [] Message;
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return RetVal;
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}
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