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authorThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-02-05 22:15:43 +0100
committerThorbjørn Lindeijer <thorbjorn@lindeijer.nl>2010-02-06 21:25:37 +0100
commit242e3bb8d92def67d5c30f2f2fd974cfb117ec04 (patch)
tree7f247e04e238a0edc0281ec8ed85539b2be81137 /src/net/ea/itemhandler.cpp
parent51e14c9d7aab75fe60f68d4943759eef66eafe9a (diff)
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Merged the Engine class into the Game class
There was little point in keeping the Engine class separate. It wasn't an engine at all, but only kept track of the currently active map, a job more suitable for the Game class anyway.
Diffstat (limited to 'src/net/ea/itemhandler.cpp')
-rw-r--r--src/net/ea/itemhandler.cpp25
1 files changed, 10 insertions, 15 deletions
diff --git a/src/net/ea/itemhandler.cpp b/src/net/ea/itemhandler.cpp
index 2f65c064..8b8f2b22 100644
--- a/src/net/ea/itemhandler.cpp
+++ b/src/net/ea/itemhandler.cpp
@@ -21,7 +21,6 @@
#include "net/ea/itemhandler.h"
-#include "engine.h"
#include "flooritemmanager.h"
#include "net/messagein.h"
@@ -43,28 +42,24 @@ ItemHandler::ItemHandler()
void ItemHandler::handleMessage(Net::MessageIn &msg)
{
- Uint32 id;
- Uint16 x, y;
- int itemId;
-
switch (msg.getId())
{
case SMSG_ITEM_VISIBLE:
case SMSG_ITEM_DROPPED:
- id = msg.readInt32();
- itemId = msg.readInt16();
- msg.readInt8(); // identify flag
- x = msg.readInt16();
- y = msg.readInt16();
- msg.skip(4); // amount,subX,subY / subX,subY,amount
+ {
+ int id = msg.readInt32();
+ int itemId = msg.readInt16();
+ msg.readInt8(); // identify flag
+ int x = msg.readInt16();
+ int y = msg.readInt16();
+ msg.skip(4); // amount,subX,subY / subX,subY,amount
- floorItemManager->create(id, itemId, x, y, engine->getCurrentMap());
+ floorItemManager->create(id, itemId, x, y);
+ }
break;
case SMSG_ITEM_REMOVE:
- FloorItem *item;
- item = floorItemManager->findById(msg.readInt32());
- if (item)
+ if (FloorItem *item = floorItemManager->findById(msg.readInt32()))
floorItemManager->destroy(item);
break;
}