Example #1
0
        public string AddItemNEW(int itemId)
        {
            if (inventorySpace.Value < inventorySpace.GetCap())
            {
                IItem item = ItemDBCache.GetItem(itemId);
                if (item != null)
                {
                    switch (item.Type)
                    {
                    case ItemType.Weapon:
                    case ItemType.Armor:
                        Inventories[ItemType.Armor].Add(item);
                        break;

                    case ItemType.Consumable:
                        Inventories[ItemType.Consumable].Add(item);
                        break;

                    case ItemType.Material:
                        Inventories[ItemType.Material].Add(item);
                        break;

                    default: throw new InvalidEnumArgumentException("Unknown itemType enum passed to ItemHolder::AddNewItem");
                    }
                    inventorySpace.PutOne();
                }
            }
            return(string.Format("+item {0}, slot {1}", ItemDBCache.GetItem(itemId).Name, inventorySpace.Value - 1));
        }
Example #2
0
 public string AddItem(int itemId)
 {
     if (_usedInventorySlots < InventorySlots)
     {
         IItem item = ItemDBCache.GetItem(itemId);
         if (item != null)
         {
             if (item.Type == ItemType.Weapon || item.Type == ItemType.Armor)
             {
                 _inventory.Add(++_usedInventorySlots, item);
             }
             else
             {
             }
         }
     }
     return(string.Format("+item {0}, slot {1}", ItemDBCache.GetItem(itemId).Name, _usedInventorySlots));
 }
Example #3
0
        //for initial loading
        public void EquipItemOnRestore(int itemId)
        {
            if (!ItemDBCache.Items.ContainsKey(itemId))
            {
                return;
            }

            var item = ItemDBCache.GetItem(itemId);

            if (_equipment.ContainsKey(item.Slot))
            {
                _equipment[item.Slot] = item;
            }
            else
            {
                _equipment.Add(item.Slot, item);
            }
        }