1package com.runehive.game.world.items.containers.impl;
3import com.runehive.game.world.InterfaceConstants;
4import com.runehive.game.world.entity.mob.player.Player;
5import com.runehive.game.world.items.Item;
6import com.runehive.game.world.items.containers.ItemContainer;
7import com.runehive.game.world.items.containers.pricechecker.PriceChecker;
8import com.runehive.net.packet.out.SendItemOnInterface;
9import com.runehive.net.packet.out.SendMessage;
10import com.runehive.net.packet.out.SendString;
29 player.interfaceManager.open(57300);
38 int id = item.
getId();
47 if (!
player.interfaceManager.isInterfaceOpen(57300)) {
53 if (item ==
null || item.
getId() !=
id) {
57 if (
player.inventory.getFreeSlots() == 0) {
58 player.message(
"You do not have enough free inventory space!");
62 if (!
player.inventory.contains(13307, 350)) {
63 player.message(
"You need 350 blood money to re-claim this item!");
67 if (
remove(item.
getId(), 1)) {
68 player.inventory.add(
id, 1);
69 player.inventory.remove(13307, 350);
82 player.inventory.refresh();
This class represents a character controlled by a player.
void send(OutgoingPacket encoder)
The container class that represents an item that can be interacted with.
final int getId()
Gets the identification of this item.
final int getAmount()
Gets the quantity of this item.
ItemContainer(int capacity, StackPolicy policy, Item[] items)
Creates a new ItemContainer.
void setFiringEvents(boolean firingEvents)
Sets the value for firingEvents.
boolean add(Item item)
Attempts to deposit item into this container.
final int capacity
The capacity of this container.
void shift()
Percolates the null indices to the end of the stack.
void clear()
Removes all of the items from this container.
LostUntradeables(Player player)
void onRefresh()
Any functionality that should occur when refreshed.
static final int DONATOR_DEPOSIT_BOX_DISPLAY_ID
boolean deposit(Item item)
boolean claim(int slot, int id)
The OutgoingPacket that sends a string to a Players itemcontainer in the client.
An enumerated type defining policies for stackable Items.
ALWAYS
The ALWAYS policy, items are always stacked regardless of their ItemDefinition table.