}
}
+InventoryItem* InventoryItem::deSerialize(const std::string &str,
+ IGameDef *gamedef)
+{
+ std::istringstream is(str, std::ios_base::binary);
+ return deSerialize(is, gamedef);
+}
+
std::string InventoryItem::getItemString() {
// Get item string
std::ostringstream os(std::ios_base::binary);
const InventoryItem * InventoryList::getItem(u32 i) const
{
- if(i > m_items.size() - 1)
+ if(i >= m_items.size())
return NULL;
return m_items[i];
}
InventoryItem * InventoryList::getItem(u32 i)
{
- if(i > m_items.size() - 1)
+ if(i >= m_items.size())
return NULL;
return m_items[i];
}
InventoryItem * InventoryList::changeItem(u32 i, InventoryItem *newitem)
{
- assert(i < m_items.size());
+ if(i >= m_items.size())
+ return newitem;
InventoryItem *olditem = m_items[i];
m_items[i] = newitem;
{
if(newitem == NULL)
return NULL;
+ if(i >= m_items.size())
+ return newitem;
//setDirty(true);
return m_lists[i];
}
+bool Inventory::deleteList(const std::string &name)
+{
+ s32 i = getListIndex(name);
+ if(i == -1)
+ return false;
+ delete m_lists[i];
+ m_lists.erase(i);
+ return true;
+}
+
const InventoryList * Inventory::getList(const std::string &name) const
{
s32 i = getListIndex(name);
virtual ~InventoryItem();
static InventoryItem* deSerialize(std::istream &is, IGameDef *gamedef);
+ static InventoryItem* deSerialize(const std::string &str,
+ IGameDef *gamedef);
virtual const char* getName() const = 0;
// Shall write the name and the parameters