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-rw-r--r--source/cPlayer.h20
1 files changed, 12 insertions, 8 deletions
diff --git a/source/cPlayer.h b/source/cPlayer.h
index 8d652120a..d5b63941c 100644
--- a/source/cPlayer.h
+++ b/source/cPlayer.h
@@ -2,8 +2,7 @@
#pragma once
#include "cPawn.h"
-#include "cSurvivalInventory.h"
-#include "cCreativeInventory.h"
+#include "cInventory.h"
#include "Defines.h"
@@ -12,7 +11,6 @@
class cGroup;
class cWindow;
-class cInventory;
class cClientHandle;
@@ -43,8 +41,8 @@ public:
inline bool GetFlying() { return m_bTouchGround; } //tolua_export
inline bool IsOnGround(void) const {return m_bTouchGround; } // tolua_export
inline const double GetStance(void) const { return m_Pos.y + 1.62; } //tolua_export // TODO: Proper stance when crouching etc.
- inline cInventory & GetInventory(void) { if (GetGameMode() == eGameMode_Survival) return *m_Inventory; else return *m_CreativeInventory; } //tolua_export
- inline const cInventory & GetInventory(void) const { if (GetGameMode() == eGameMode_Survival) return *m_Inventory; else return *m_CreativeInventory; }
+ inline cInventory & GetInventory(void) { return m_Inventory; } //tolua_export
+ inline const cInventory & GetInventory(void) const { return m_Inventory; }
inline const cItem & GetEquippedItem(void) const {return GetInventory().GetEquippedItem(); }
@@ -118,6 +116,10 @@ public:
void UseEquippedItem(void);
void SendHealth();
+
+ // In UI windows, the item that the player is dragging:
+ bool IsDraggingItem(void) const { return !m_DraggingItem.IsEmpty(); }
+ cItem & GetDraggingItem(void) {return m_DraggingItem; }
protected:
virtual void Destroyed();
@@ -144,9 +146,9 @@ protected:
float m_LastGroundHeight;
bool m_bTouchGround;
double m_Stance;
- cSurvivalInventory* m_Inventory;
- cCreativeInventory* m_CreativeInventory;
- cWindow* m_CurrentWindow;
+ cInventory m_Inventory;
+ cWindow * m_CurrentWindow;
+ cWindow * m_InventoryWindow;
float m_TimeLastPickupCheck;
@@ -159,6 +161,8 @@ protected:
int m_LastBlockActionCnt;
eGameMode m_GameMode;
std::string m_IP;
+
+ cItem m_DraggingItem;
long long m_LastPlayerListTime;
static const unsigned short PLAYER_LIST_TIME_MS = 1000; // 1000 = once per second