mcserver/source/packets/cPacket_CreativeInventoryAc...

68 lines
1.4 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cPacket_CreativeInventoryAction.h"
#include "cPacket_ItemData.h"
cPacket_CreativeInventoryAction::cPacket_CreativeInventoryAction( const cPacket_CreativeInventoryAction & a_Copy )
{
m_PacketID = E_CREATIVE_INVENTORY_ACTION;
m_Slot = a_Copy.m_Slot;
m_ItemID = a_Copy.m_ItemID;
m_Quantity = a_Copy.m_Quantity;
m_Damage = a_Copy.m_Damage;
}
int cPacket_CreativeInventoryAction::Parse(const char * a_Data, int a_Size)
{
int TotalBytes = 0;
HANDLE_PACKET_READ(ReadShort, m_Slot, TotalBytes);
cPacket_ItemData Item;
int res = Item.Parse(a_Data + TotalBytes, a_Size - TotalBytes);
if (res < 0)
{
return res;
}
TotalBytes += res;
m_ItemID = Item.m_ItemID;
m_Quantity = Item.m_ItemCount;
m_Damage = Item.m_ItemUses;
return TotalBytes;
}
void cPacket_CreativeInventoryAction::Serialize(AString & a_Data) const
{
short ItemID = m_ItemID;
ASSERT(ItemID >= -1); // Check validity of packets in debug runtime
if (ItemID <= 0)
{
ItemID = -1;
// Fix, to make sure no invalid values are sent.
// WARNING: HERE ITS -1, BUT IN NAMED ENTITY SPAWN PACKET ITS 0 !!
}
AppendByte (a_Data, m_PacketID);
AppendShort (a_Data, m_Slot);
cPacket_ItemData::AppendItem(a_Data, ItemID, m_Quantity, m_Damage);
}