e33e9111ab
* Now when picking up max. stack amount is checked. * Added cInventory::AddItemAnyAmount() which will not fail if it cannot add all items (it will just modify amount) * If there is no space in inventory and picking up stacked items, it will try to fill stacks already in inventory, partially picking up the item. * When closing inventory player will drop any items it's currently 'dragging' git-svn-id: http://mc-server.googlecode.com/svn/trunk@1008 0a769ca7-a7f5-676a-18bf-c427514a06d6
90 lines
2.3 KiB
C++
90 lines
2.3 KiB
C++
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#pragma once
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#include "Item.h"
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namespace Json
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{
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class Value;
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};
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class cClientHandle;
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class cPlayer;
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class cInventory //tolua_export
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{ //tolua_export
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public:
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cInventory(cPlayer & a_Owner);
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~cInventory();
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void Clear(); //tolua_export
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cItem* GetSlotsForType( int a_Type );
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int GetSlotCountForType( int a_Type );
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bool AddItem( cItem & a_Item ); //tolua_export
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bool AddItemAnyAmount( cItem & a_Item ); //tolua_export
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bool RemoveItem( cItem & a_Item ); //tolua_export
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void SaveToJson(Json::Value & a_Value);
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bool LoadFromJson(Json::Value & a_Value);
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void SendWholeInventory(cClientHandle & a_Client);
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cItem * GetSlot(int a_SlotNum ); //tolua_export
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cItem * GetSlots(void) { return m_Slots; }
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const cItem * GetSlots(void) const { return m_Slots; }
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cItem * GetFromHotBar(int a_HotBarSlotNum); //tolua_export
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cItem & GetEquippedItem(void); //tolua_export
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const cItem & GetEquippedItem(void) const;
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void SetEquippedSlot(int a_SlotNum); //tolua_export
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short GetEquippedSlot(void) { return m_EquippedSlot; } //tolua_export
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void SendSlot( int a_SlotNum ); //tolua_export
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/// Returns how many items of the specified type would fit into the slot range specified
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int HowManyCanFit(short a_ItemType, short a_ItemDamage, int a_BeginSlot, int a_EndSlot);
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/// Moves items, fitting them into the slot range specified, up to a_Count items. Returns the number of items moved
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int MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot);
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static const unsigned int c_NumSlots = 45;
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static const unsigned int c_MainSlots = 27;
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static const unsigned int c_HotSlots = 9;
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static const unsigned int c_CraftSlots = 4;
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static const unsigned int c_ArmorSlots = 4;
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static const unsigned int c_CraftOffset = 0;
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static const unsigned int c_ArmorOffset = 5;
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static const unsigned int c_MainOffset = 9;
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static const unsigned int c_HotOffset = 36;
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protected:
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bool AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode = 0 );
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cItem m_Slots[c_NumSlots];
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cItem * m_MainSlots;
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cItem * m_CraftSlots;
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cItem * m_ArmorSlots;
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cItem * m_HotSlots;
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cItem * m_EquippedItem;
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short m_EquippedSlot;
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cPlayer & m_Owner;
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}; //tolua_export
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