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## net.minecraft.src
Class InventoryPlayer

    java.lang.Object
      net.minecraft.src.InventoryPlayer

All Implemented Interfaces:
  IInventory

    public class InventoryPlayer

extends Object
implements IInventory

Field Summary
`ItemStack[]` | `armorInventory` An array of 4 item stacks containing the currently worn armor pieces.
`int` | `currentItem` The index of the currently held item (0-8).
`boolean` | `inventoryChanged` Set true whenever the inventory changes.
`ItemStack[]` | `mainInventory` An array of 36 item stacks indicating the main player inventory (including the visible bar).
`EntityPlayer` | `player` The player whose inventory this is.

Constructor Summary
`InventoryPlayer(EntityPlayer par1EntityPlayer)`

Method Summary
`boolean` | `addItemStackToInventory(ItemStack par1ItemStack)` Adds the item stack to the inventory, returns false if it is impossible.
`ItemStack` | `armorItemInSlot(int par1)` returns a player armor item (as itemstack) contained in specified armor slot.
`boolean` | `canHarvestBlock(Block par1Block)` Returns whether the current item (tool) can harvest from the specified block (actually get a result).
`void` | `changeCurrentItem(int par1)`
`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` | `closeChest()`
`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)
`void` | `copyInventory(InventoryPlayer par1InventoryPlayer)` Copy the ItemStack contents from another InventoryPlayer instance
`void` | `damageArmor(int par1)` Damages armor in each slot by the specified amount.
`void` | `decrementAnimations()` Decrement the number of animations remaining.
`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.
`void` | `dropAllItems()` Drop all armor and main inventory items.
`void` | `func_70439_a(Item par1Item, int par2)`
`static int` | `func_70451_h()`
`ItemStack` | `getCurrentItem()` Returns the item stack currently held by the player.
`int` | `getDamageVsEntity(Entity par1Entity)` Return damage vs an entity done by the current held weapon, or 1 if nothing is held
`int` | `getFirstEmptyStack()` Returns the first item stack that is empty.
`int` | `getInventoryStackLimit()` Returns the maximum stack size for a inventory slot.
`String` | `getInvName()` Returns the name of the inventory.
`ItemStack` | `getItemStack()`
`int` | `getSizeInventory()` Returns the number of slots in the inventory.
`ItemStack` | `getStackInSlot(int par1)` Returns the stack in slot i
`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.
`float` | `getStrVsBlock(Block par1Block)` Gets the strength of the current item (tool) against the specified block, 1.0f if not holding anything.
`int` | `getTotalArmorValue()` 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` | `isUseableByPlayer(EntityPlayer par1EntityPlayer)` Do not make give this method the name canInteractWith because it clashes with Container
`void` | `onInventoryChanged()` Called when an the contents of an Inventory change, usually
`void` | `openChest()`
`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)`
`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)`
`NBTTagList` | `writeToNBT(NBTTagList par1NBTTagList)` Writes the inventory out as a list of compound tags.

Methods inherited from class java.lang.Object
`equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### 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 Detail

### InventoryPlayer

    public InventoryPlayer(EntityPlayer par1EntityPlayer)

Method Detail

### getCurrentItem

    public ItemStack getCurrentItem()

  Returns the item stack currently held by the player.

### func_70451_h

    public static int func_70451_h()

### getFirstEmptyStack

    public int getFirstEmptyStack()

  Returns the first item stack that is empty.

### setCurrentItem

    public void setCurrentItem(int par1,
                               int par2,
                               boolean par3,
                               boolean par4)

### changeCurrentItem

    public void changeCurrentItem(int par1)

### 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(Block par1Block)

  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`

### 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`

### getDamageVsEntity

    public int getDamageVsEntity(Entity par1Entity)

  Return damage vs an entity done by the current held weapon, or 1 if nothing is held

### canHarvestBlock

    public boolean canHarvestBlock(Block par1Block)

  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(int 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`

### copyInventory

    public void copyInventory(InventoryPlayer par1InventoryPlayer)

  Copy the ItemStack contents from another InventoryPlayer instance

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