Fixed gcc warnings in Item.h.
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1f96454b9c
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7e80b04114
42
src/Item.h
42
src/Item.h
@ -32,7 +32,7 @@ namespace Json
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class cItem
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{
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public:
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/// Creates an empty item
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/** Creates an empty item */
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cItem(void) :
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m_ItemType(E_ITEM_EMPTY),
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m_ItemCount(0),
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@ -43,7 +43,7 @@ public:
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}
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/// Creates an item of the specified type, by default 1 piece with no damage and no enchantments
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/** Creates an item of the specified type, by default 1 piece with no damage and no enchantments */
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cItem(
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short a_ItemType,
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char a_ItemCount = 1,
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@ -55,9 +55,9 @@ public:
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m_ItemType (a_ItemType),
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m_ItemCount (a_ItemCount),
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m_ItemDamage (a_ItemDamage),
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m_Enchantments(a_Enchantments),
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m_CustomName (a_CustomName),
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m_Lore (a_Lore),
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m_Enchantments(a_Enchantments)
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m_Lore (a_Lore)
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{
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if (!IsValidItem(m_ItemType))
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{
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@ -70,14 +70,14 @@ public:
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}
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/// Creates an exact copy of the item
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/** Creates an exact copy of the item */
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cItem(const cItem & a_CopyFrom) :
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m_ItemType (a_CopyFrom.m_ItemType),
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m_ItemCount (a_CopyFrom.m_ItemCount),
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m_ItemDamage (a_CopyFrom.m_ItemDamage),
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m_Enchantments(a_CopyFrom.m_Enchantments),
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m_CustomName (a_CopyFrom.m_CustomName),
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m_Lore (a_CopyFrom.m_Lore),
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m_Enchantments(a_CopyFrom.m_Enchantments)
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m_Lore (a_CopyFrom.m_Lore)
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{
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}
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@ -106,8 +106,8 @@ public:
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return ((m_ItemType <= 0) || (m_ItemCount <= 0));
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}
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/* Returns true if this itemstack can stack with the specified stack (types match, enchantments etc.) ItemCounts are ignored!
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*/
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/* Returns true if this itemstack can stack with the specified stack (types match, enchantments etc.)
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ItemCounts are ignored. */
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bool IsEqual(const cItem & a_Item) const
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{
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return (
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@ -135,38 +135,38 @@ public:
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bool IsCustomNameEmpty(void) const { return (m_CustomName.empty()); }
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bool IsLoreEmpty(void) const { return (m_Lore.empty()); }
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/// Returns a copy of this item with m_ItemCount set to 1. Useful to preserve enchantments etc. on stacked items
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/** Returns a copy of this item with m_ItemCount set to 1. Useful to preserve enchantments etc. on stacked items */
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cItem CopyOne(void) const;
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/// Adds the specified count to this object and returns the reference to self (useful for chaining)
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/** Adds the specified count to this object and returns the reference to self (useful for chaining) */
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cItem & AddCount(char a_AmountToAdd);
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/// Returns the maximum damage value that this item can have; zero if damage is not applied
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/** Returns the maximum damage value that this item can have; zero if damage is not applied */
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short GetMaxDamage(void) const;
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/// Damages a weapon / tool. Returns true when damage reaches max value and the item should be destroyed
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/** Damages a weapon / tool. Returns true when damage reaches max value and the item should be destroyed */
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bool DamageItem(short a_Amount = 1);
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inline bool IsDamageable(void) const { return (GetMaxDamage() > 0); }
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/// Returns true if the item is stacked up to its maximum stacking.
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/** Returns true if the item is stacked up to its maximum stacking. */
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bool IsFullStack(void) const;
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/// Returns the maximum amount of stacked items of this type.
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/** Returns the maximum amount of stacked items of this type. */
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char GetMaxStackSize(void) const;
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// tolua_end
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/// Returns the cItemHandler responsible for this item type
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/** Returns the cItemHandler responsible for this item type */
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cItemHandler * GetHandler(void) const;
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/// Saves the item data into JSON representation
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/** Saves the item data into JSON representation */
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void GetJson(Json::Value & a_OutValue) const;
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/// Loads the item data from JSON representation
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/** Loads the item data from JSON representation */
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void FromJson(const Json::Value & a_Value);
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/// Returns true if the specified item type is enchantable (as per 1.2.5 protocol requirements)
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/** Returns true if the specified item type is enchantable (as per 1.2.5 protocol requirements) */
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static bool IsEnchantable(short a_ItemType); // tolua_export
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// tolua_begin
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@ -193,7 +193,7 @@ class cItems // tolua_export
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public:
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// tolua_begin
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/// Need a Lua-accessible constructor
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/** Need a Lua-accessible constructor */
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cItems(void) {}
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cItem * Get (int a_Idx);
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@ -216,7 +216,7 @@ public:
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/// Used to store loot probability tables
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/** Used to store loot probability tables */
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class cLootProbab
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{
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public:
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