refactor player/account data handling
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+5
-5
@@ -99,12 +99,12 @@ void Lobby::add_client(shared_ptr<Client> c, bool reverse_indexes) {
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// If the lobby is a game, assign the inventory's item IDs
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if (this->is_game()) {
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auto& inv = c->player.inventory;
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auto& inv = c->game_data.player()->inventory;
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size_t count = max<uint8_t>(inv.num_items, 30);
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for (size_t x = 0; x < count; x++) {
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inv.items[x].data.item_id = 0x00010000 + 0x00200000 * c->lobby_client_id + x;
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inv.items[x].data.id = 0x00010000 + 0x00200000 * c->lobby_client_id + x;
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}
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c->player.print_inventory(stderr);
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c->game_data.player()->print_inventory(stderr);
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}
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}
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@@ -155,7 +155,7 @@ shared_ptr<Client> Lobby::find_client(const u16string* identifier,
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(this->clients[x]->license->serial_number == serial_number)) {
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return this->clients[x];
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}
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if (identifier && (this->clients[x]->player.disp.name == *identifier)) {
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if (identifier && (this->clients[x]->game_data.player()->disp.name == *identifier)) {
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return this->clients[x];
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}
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}
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@@ -181,7 +181,7 @@ uint8_t Lobby::game_event_for_lobby_event(uint8_t lobby_event) {
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void Lobby::add_item(const PlayerInventoryItem& item, uint8_t area, float x, float z) {
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auto& fi = this->item_id_to_floor_item[item.data.item_id];
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auto& fi = this->item_id_to_floor_item[item.data.id];
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fi.inv_item = item;
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fi.area = area;
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fi.x = x;
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