31 lines
1.2 KiB
Plaintext
31 lines
1.2 KiB
Plaintext
/* This is the function that does most of the storage work. Basically there's
|
|
and array of slots for each chest and they are flagged as occupied (an item is
|
|
stored there, or unoccupied and they don't hold an item, so there's a parallel
|
|
database variable int set up to coincide with the actual stored campaign object.
|
|
I had to do this because there was no way to keep track of the objects in the
|
|
database without actually recreating them oddly enough. This works though,
|
|
when a new object is placed in a container it searches for an unflagged spot to
|
|
store the item in the database and if it finds one it only does a single database
|
|
write which is alot more computer friendly than doing a dump of the entire invo
|
|
at once. */
|
|
|
|
#include "her_persist_inc"
|
|
|
|
|
|
void main()
|
|
{
|
|
object oItem = GetInventoryDisturbItem();
|
|
object oPC = GetLastDisturbed();
|
|
//SpeakString(GetName(oPC));
|
|
if(GetInventoryDisturbType() == INVENTORY_DISTURB_TYPE_ADDED && oPC != OBJECT_INVALID)
|
|
{
|
|
AddItem(oItem, OBJECT_SELF);
|
|
//SpeakString("Adding Item");
|
|
}
|
|
if(GetInventoryDisturbType() == INVENTORY_DISTURB_TYPE_REMOVED && oPC != OBJECT_INVALID)
|
|
{
|
|
DelItem(oItem, OBJECT_SELF);
|
|
//SpeakString("Deleting Item");
|
|
}
|
|
}
|