From ca6ef58b1ee8521e4b940ee4883dee714960e413 Mon Sep 17 00:00:00 2001 From: LogicParrot Date: Fri, 5 Feb 2016 23:45:45 +0200 Subject: Bulk clearing of whitespace --- src/Inventory.h | 50 +++++++++++++++++++++++++------------------------- 1 file changed, 25 insertions(+), 25 deletions(-) (limited to 'src/Inventory.h') diff --git a/src/Inventory.h b/src/Inventory.h index 5501399bd..adad2fcbb 100644 --- a/src/Inventory.h +++ b/src/Inventory.h @@ -36,14 +36,14 @@ class cInventory : // tolua_begin { public: - + // Counts and offsets to individual parts of the inventory, as used by GetSlot() / SetSlot() / HowManyCanFit(): enum { invArmorCount = 4, invInventoryCount = 9 * 3, invHotbarCount = 9, - + invArmorOffset = 0, invInventoryOffset = invArmorOffset + invArmorCount, invHotbarOffset = invInventoryOffset + invInventoryCount, @@ -51,11 +51,11 @@ public: } ; // tolua_end - + cInventory(cPlayer & a_Owner); - + virtual ~cInventory() {} - + // tolua_begin /** Removes all items from the entire inventory */ @@ -66,7 +66,7 @@ public: /** Returns how many items of the specified type would fit into the slot range specified */ int HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots); - + /** Adds as many items out of a_ItemStack as can fit. If a_AllowNewStacks is set to false, only existing stacks can be topped up; if a_AllowNewStacks is set to true, empty slots can be used for the rest. @@ -88,38 +88,38 @@ public: /** Removes one item out of the currently equipped item stack, returns true if successful, false if empty-handed */ bool RemoveOneEquippedItem(void); - + /** Returns the number of items of type a_Item that are stored */ int HowManyItems(const cItem & a_Item); - + /** Returns true if there are at least as many items of type a_ItemStack as in a_ItemStack */ bool HasItems(const cItem & a_ItemStack); /** Sends the equipped item slot to the client */ void SendEquippedSlot(); - + /** Returns the cItemGrid object representing the armor slots */ cItemGrid & GetArmorGrid(void) { return m_ArmorSlots; } - + /** Returns the cItemGrid object representing the main inventory slots */ cItemGrid & GetInventoryGrid(void) { return m_InventorySlots; } - + /** Returns the cItemGrid object representing the hotbar slots */ cItemGrid & GetHotbarGrid(void) { return m_HotbarSlots; } - + /** Returns the player associated with this inventory */ cPlayer & GetOwner(void) { return m_Owner; } - + /** Copies the non-empty slots into a_ItemStacks; preserves the original a_Items contents */ void CopyToItems(cItems & a_Items); - + // tolua_end /** Returns the player associated with this inventory (const version) */ const cPlayer & GetOwner(void) const { return m_Owner; } - + // tolua_begin - + const cItem & GetSlot(int a_SlotNum) const; const cItem & GetArmorSlot(int a_ArmorSlotNum) const; const cItem & GetInventorySlot(int a_InventorySlotNum) const; @@ -129,29 +129,29 @@ public: void SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item); void SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item); void SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item); - + void SetEquippedSlotNum(int a_SlotNum); int GetEquippedSlotNum(void) { return m_EquippedSlotNum; } - + /** Adds (or subtracts, if a_AddToCount is negative) to the count of items in the specified slot. If the slot is empty, ignores the call. Returns the new count, or -1 if the slot number is invalid. */ int ChangeSlotCount(int a_SlotNum, int a_AddToCount); - + /** Adds the specified damage to the specified item; deletes the item and returns true if the item broke. */ bool DamageItem(int a_SlotNum, short a_Amount); /** Adds the specified damage to the currently held item; deletes the item and returns true if the item broke. */ bool DamageEquippedItem(short a_Amount = 1); - + const cItem & GetEquippedHelmet (void) const { return m_ArmorSlots.GetSlot(0); } const cItem & GetEquippedChestplate(void) const { return m_ArmorSlots.GetSlot(1); } const cItem & GetEquippedLeggings (void) const { return m_ArmorSlots.GetSlot(2); } const cItem & GetEquippedBoots (void) const { return m_ArmorSlots.GetSlot(3); } // tolua_end - + /** Sends the slot contents to the owner */ void SendSlot(int a_SlotNum); @@ -166,7 +166,7 @@ public: protected: bool AddToBar(cItem & a_Item, const int a_Offset, const int a_Size, bool * a_bChangedSlots, int a_Mode = 0); - + cItemGrid m_ArmorSlots; cItemGrid m_InventorySlots; cItemGrid m_HotbarSlots; @@ -174,13 +174,13 @@ protected: int m_EquippedSlotNum; cPlayer & m_Owner; - + /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid SlotNum */ const cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum) const; - + /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid SlotNum */ cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum); - + // cItemGrid::cListener override: virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override; }; // tolua_export -- cgit v1.2.3