Class InventoryPlayer

java.lang.Object
net.minecraft.src.InventoryPlayer
All Implemented Interfaces:
IInventory

public class InventoryPlayer extends Object implements IInventory
  • Field Summary

    Fields
    Modifier and Type
    Field
    Description
    An array of 4 item stacks containing the currently worn armor pieces.
    int
    The index of the currently held item (0-8).
    boolean
    Set true whenever the inventory changes.
    An array of 36 item stacks indicating the main player inventory (including the visible bar).
    The player whose inventory this is.
  • Constructor Summary

    Constructors
    Constructor
    Description
    InventoryPlayer(EntityPlayer par1EntityPlayer)
     
  • Method Summary

    Modifier and Type
    Method
    Description
    boolean
    Adds the item stack to the inventory, returns false if it is impossible.
    armorItemInSlot(int par1)
    returns a player armor item (as itemstack) contained in specified armor slot.
    boolean
    canHarvestBlock(World world, Block par1Block, int i, int j, int k)
    Returns whether the current item (tool) can harvest from the specified block (actually get a result).
    void
    Switch the current item to the next one or the previous one
    int
    clearInventory(int par1, int par2)
    Clear this player's inventory, using the specified ID and metadata as filters or -1 for no filter.
    void
     
    boolean
    removed one item of specified itemID from inventory (if it is in a stack, the stack size will reduce with 1)
    void
    copyInventory(InventoryPlayer par1InventoryPlayer)
    Copy the ItemStack contents from another InventoryPlayer instance
    void
    damageArmor(float par1)
    Damages armor in each slot by the specified amount.
    void
    Decrement the number of animations remaining.
    decrStackSize(int par1, int par2)
    Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a new stack.
    void
    Drop all armor and main inventory items.
    void
    func_70439_a(Item par1Item, int par2)
     
    Returns the item stack currently held by the player.
    int
    Returns the first item stack that is empty.
    static int
    Get the size of the player hotbar inventory
    int
    Returns the maximum stack size for a inventory slot.
    Returns the name of the inventory.
     
    int
    Returns the number of slots in the inventory.
    getStackInSlot(int par1)
    Returns the stack in slot i
    When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - like when you close a workbench GUI.
    float
    getStrVsBlock(World world, Block par1Block, int i, int j, int k)
    Gets the strength of the current item (tool) against the specified block, 1.0f if not holding anything.
    int
    Based on the damage values and maximum damage values of each armor item, returns the current armor value.
    boolean
    hasItem(int par1)
    Get if a specifiied item id is inside the inventory.
    boolean
    hasItemStack(ItemStack par1ItemStack)
    Returns true if the specified ItemStack exists in the inventory.
    boolean
    If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's language.
    boolean
    isItemValidForSlot(int par1, ItemStack par2ItemStack)
    Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
    boolean
    isUseableByPlayer(EntityPlayer par1EntityPlayer)
    Do not make give this method the name canInteractWith because it clashes with Container
    void
    Called when an the contents of an Inventory change, usually
    void
     
    void
    readFromNBT(NBTTagList par1NBTTagList)
    Reads from the given tag list and fills the slots in the inventory with the correct items.
    void
    setCurrentItem(int par1, int par2, boolean par3, boolean par4)
    Sets a specific itemID as the current item being held (only if it exists on the hotbar)
    void
    setInventorySlotContents(int par1, ItemStack par2ItemStack)
    Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
    void
    setItemStack(ItemStack par1ItemStack)
     
    writeToNBT(NBTTagList par1NBTTagList)
    Writes the inventory out as a list of compound tags.

    Methods inherited from class java.lang.Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
  • Field Details

    • mainInventory

      public ItemStack[] mainInventory
      An array of 36 item stacks indicating the main player inventory (including the visible bar).
    • armorInventory

      public ItemStack[] armorInventory
      An array of 4 item stacks containing the currently worn armor pieces.
    • currentItem

      public int currentItem
      The index of the currently held item (0-8).
    • player

      public EntityPlayer player
      The player whose inventory this is.
    • inventoryChanged

      public boolean inventoryChanged
      Set true whenever the inventory changes. Nothing sets it false so you will have to write your own code to check it and reset the value.
  • Constructor Details

    • InventoryPlayer

      public InventoryPlayer(EntityPlayer par1EntityPlayer)
  • Method Details

    • getCurrentItem

      public ItemStack getCurrentItem()
      Returns the item stack currently held by the player.
    • getHotbarSize

      public static int getHotbarSize()
      Get the size of the player hotbar inventory
    • getFirstEmptyStack

      public int getFirstEmptyStack()
      Returns the first item stack that is empty.
    • setCurrentItem

      public void setCurrentItem(int par1, int par2, boolean par3, boolean par4)
      Sets a specific itemID as the current item being held (only if it exists on the hotbar)
    • changeCurrentItem

      public void changeCurrentItem(int par1)
      Switch the current item to the next one or the previous one
    • clearInventory

      public int clearInventory(int par1, int par2)
      Clear this player's inventory, using the specified ID and metadata as filters or -1 for no filter.
    • func_70439_a

      public void func_70439_a(Item par1Item, int par2)
    • decrementAnimations

      public void decrementAnimations()
      Decrement the number of animations remaining. Only called on client side. This is used to handle the animation of receiving a block.
    • consumeInventoryItem

      public boolean consumeInventoryItem(int par1)
      removed one item of specified itemID from inventory (if it is in a stack, the stack size will reduce with 1)
    • hasItem

      public boolean hasItem(int par1)
      Get if a specifiied item id is inside the inventory.
    • addItemStackToInventory

      public boolean addItemStackToInventory(ItemStack par1ItemStack)
      Adds the item stack to the inventory, returns false if it is impossible.
    • decrStackSize

      public ItemStack decrStackSize(int par1, int par2)
      Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a new stack.
      Specified by:
      decrStackSize in interface IInventory
    • getStackInSlotOnClosing

      public ItemStack getStackInSlotOnClosing(int par1)
      When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem - like when you close a workbench GUI.
      Specified by:
      getStackInSlotOnClosing in interface IInventory
    • setInventorySlotContents

      public void setInventorySlotContents(int par1, ItemStack par2ItemStack)
      Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
      Specified by:
      setInventorySlotContents in interface IInventory
    • getStrVsBlock

      public float getStrVsBlock(World world, Block par1Block, int i, int j, int k)
      Gets the strength of the current item (tool) against the specified block, 1.0f if not holding anything.
    • writeToNBT

      public NBTTagList writeToNBT(NBTTagList par1NBTTagList)
      Writes the inventory out as a list of compound tags. This is where the slot indices are used (+100 for armor, +80 for crafting).
    • readFromNBT

      public void readFromNBT(NBTTagList par1NBTTagList)
      Reads from the given tag list and fills the slots in the inventory with the correct items.
    • getSizeInventory

      public int getSizeInventory()
      Returns the number of slots in the inventory.
      Specified by:
      getSizeInventory in interface IInventory
    • getStackInSlot

      public ItemStack getStackInSlot(int par1)
      Returns the stack in slot i
      Specified by:
      getStackInSlot in interface IInventory
    • getInvName

      public String getInvName()
      Returns the name of the inventory.
      Specified by:
      getInvName in interface IInventory
    • isInvNameLocalized

      public boolean isInvNameLocalized()
      If this returns false, the inventory name will be used as an unlocalized name, and translated into the player's language. Otherwise it will be used directly.
      Specified by:
      isInvNameLocalized in interface IInventory
    • getInventoryStackLimit

      public int getInventoryStackLimit()
      Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't this more of a set than a get?*
      Specified by:
      getInventoryStackLimit in interface IInventory
    • canHarvestBlock

      public boolean canHarvestBlock(World world, Block par1Block, int i, int j, int k)
      Returns whether the current item (tool) can harvest from the specified block (actually get a result).
    • armorItemInSlot

      public ItemStack armorItemInSlot(int par1)
      returns a player armor item (as itemstack) contained in specified armor slot.
    • getTotalArmorValue

      public int getTotalArmorValue()
      Based on the damage values and maximum damage values of each armor item, returns the current armor value.
    • damageArmor

      public void damageArmor(float par1)
      Damages armor in each slot by the specified amount.
    • dropAllItems

      public void dropAllItems()
      Drop all armor and main inventory items.
    • onInventoryChanged

      public void onInventoryChanged()
      Called when an the contents of an Inventory change, usually
      Specified by:
      onInventoryChanged in interface IInventory
    • setItemStack

      public void setItemStack(ItemStack par1ItemStack)
    • getItemStack

      public ItemStack getItemStack()
    • isUseableByPlayer

      public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
      Do not make give this method the name canInteractWith because it clashes with Container
      Specified by:
      isUseableByPlayer in interface IInventory
    • hasItemStack

      public boolean hasItemStack(ItemStack par1ItemStack)
      Returns true if the specified ItemStack exists in the inventory.
    • openChest

      public void openChest()
      Specified by:
      openChest in interface IInventory
    • closeChest

      public void closeChest()
      Specified by:
      closeChest in interface IInventory
    • isItemValidForSlot

      public boolean isItemValidForSlot(int par1, ItemStack par2ItemStack)
      Returns true if automation is allowed to insert the given stack (ignoring stack size) into the given slot.
      Specified by:
      isItemValidForSlot in interface IInventory
    • copyInventory

      public void copyInventory(InventoryPlayer par1InventoryPlayer)
      Copy the ItemStack contents from another InventoryPlayer instance