* Use lapis for enchanting, subtract correct number of levels, ClientHandle now selects from pregenerated list. Co-authored-by: Tiger Wang <ziwei.tiger@outlook.com>
267 lines
7.6 KiB
C++
267 lines
7.6 KiB
C++
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// Item.h
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// Declares the cItem class representing an item (in the inventory sense)
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#pragma once
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#include "Defines.h"
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#include "Enchantments.h"
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#include "WorldStorage/FireworksSerializer.h"
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#include "Color.h"
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// fwd:
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class cItemHandler;
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class cItemGrid;
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class cColor;
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namespace Json
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{
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class Value;
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}
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// tolua_begin
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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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cItem(void);
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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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short a_ItemDamage = 0,
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const AString & a_Enchantments = "",
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const AString & a_CustomName = "",
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const AStringVector & a_LoreTable = {}
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);
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// The constructor is disabled in code, because the compiler generates it anyway,
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// but it needs to stay because ToLua needs to generate the binding for it
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#ifdef TOLUA_EXPOSITION
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/** Creates an exact copy of the item */
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cItem(const cItem & a_CopyFrom);
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#endif
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/** Empties the item and frees up any dynamic storage used by the internals. */
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void Empty(void);
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/** Empties the item and frees up any dynamic storage used by the internals.
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TODO: What is the usage difference? Merge with Empty()? */
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void Clear(void);
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/** Returns true if the item represents an empty stack - either the type is invalid, or count is zero. */
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bool IsEmpty(void) const
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{
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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.)
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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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IsSameType(a_Item) &&
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(m_ItemDamage == a_Item.m_ItemDamage) &&
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(m_Enchantments == a_Item.m_Enchantments) &&
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(m_CustomName == a_Item.m_CustomName) &&
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(m_LoreTable == a_Item.m_LoreTable) &&
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m_FireworkItem.IsEqualTo(a_Item.m_FireworkItem)
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);
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}
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bool IsSameType(const cItem & a_Item) const
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{
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return (m_ItemType == a_Item.m_ItemType) || (IsEmpty() && a_Item.IsEmpty());
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}
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bool IsBothNameAndLoreEmpty(void) const
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{
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return (m_CustomName.empty() && m_LoreTable.empty());
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}
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bool IsCustomNameEmpty(void) const { return (m_CustomName.empty()); }
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bool IsLoreEmpty(void) const { return (m_LoreTable.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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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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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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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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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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bool IsFullStack(void) const;
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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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cItemHandler * GetHandler(void) const;
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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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void FromJson(const Json::Value & a_Value);
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/** Returns true if the specified item type is enchantable.
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If FromBook is true, the function is used in the anvil inventory with book enchantments.
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So it checks the "only book enchantments" too. Example: You can only enchant a hoe with a book. */
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static bool IsEnchantable(short a_ItemType, bool a_FromBook = false); // tolua_export
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/** Returns the enchantability of the item. When the item hasn't a enchantability, it will returns 0 */
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int GetEnchantability(); // tolua_export
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/** Randomly enchants the item using the specified number of XP levels.
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Returns true if the item was enchanted, false if not (not enchantable / too many enchantments already).
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Randomness is derived from the provided PRNG. */
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bool EnchantByXPLevels(int a_NumXPLevels, MTRand & a_Random); // Exported in ManualBindings.cpp
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/** Adds this specific enchantment to this item, returning the cost.
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FromBook specifies whether the enchantment should be treated as coming
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from a book. If true, then the cost returned uses the book values, if
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false it uses the normal item multipliers. */
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int AddEnchantment(int a_EnchantmentID, unsigned int a_Level, bool a_FromBook); // tolua_export
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/** Adds the enchantments on a_Other to this item, returning the
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XP cost of the transfer. */
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int AddEnchantmentsFromItem(const cItem & a_Other); // tolua_export
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/** Returns whether or not this item is allowed to have the given enchantment. Note: Does not check whether the enchantment is exclusive with the current enchantments on the item. */
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bool CanHaveEnchantment(int a_EnchantmentID);
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// tolua_begin
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short m_ItemType;
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char m_ItemCount;
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short m_ItemDamage;
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cEnchantments m_Enchantments;
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AString m_CustomName;
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// tolua_end
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AStringVector m_LoreTable; // Exported in ManualBindings.cpp
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/**
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Compares two items for the same type or category. Type of item is defined
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via `m_ItemType` and `m_ItemDamage`. Some items (e.g. planks) have the same
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`m_ItemType` and the wood kind is defined via `m_ItemDamage`. `-1` is used
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as placeholder for all kinds (e.g. all kind of planks).
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Items are different when the `ItemType` is different or the `ItemDamage`
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is different and unequal -1.
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*/
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struct sItemCompare
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{
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bool operator() (const cItem & a_Lhs, const cItem & a_Rhs) const
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{
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if (a_Lhs.m_ItemType != a_Rhs.m_ItemType)
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{
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return (a_Lhs.m_ItemType < a_Rhs.m_ItemType);
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}
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if ((a_Lhs.m_ItemDamage == -1) || (a_Rhs.m_ItemDamage == -1))
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{
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return false; // -1 is a wildcard, damage of -1 alway compares equal
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}
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return (a_Lhs.m_ItemDamage < a_Rhs.m_ItemDamage);
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}
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};
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// tolua_begin
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int m_RepairCost;
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cFireworkItem m_FireworkItem;
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cColor m_ItemColor;
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};
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// tolua_end
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/** This class bridges a vector of cItem for safe access via Lua. It checks boundaries for all accesses
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Note that this class is zero-indexed!
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*/
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class cItems // tolua_export
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: public std::vector<cItem>
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{ // tolua_export
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public:
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cItems(const cItems &) = default;
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cItems(cItems &&) = default;
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cItems & operator = (const cItems &) = default;
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cItems & operator = (cItems &&) = default;
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/** Constructs a new instance containing the specified item. */
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cItems(cItem && a_InitialItem);
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// tolua_begin
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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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void Set (int a_Idx, const cItem & a_Item);
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void Add (const cItem & a_Item) {push_back(a_Item); }
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void Add (short a_ItemType) { emplace_back(a_ItemType); }
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void Add (short a_ItemType, char a_ItemCount) { emplace_back(a_ItemType, a_ItemCount); }
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void Delete(int a_Idx);
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void Clear (void) {clear(); }
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size_t Size (void) const { return size(); }
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void Set (int a_Idx, short a_ItemType, char a_ItemCount, short a_ItemDamage);
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bool Contains(const cItem & a_Item);
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bool ContainsType(const cItem & a_Item);
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void Add (short a_ItemType, char a_ItemCount, short a_ItemDamage)
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{
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emplace_back(a_ItemType, a_ItemCount, a_ItemDamage);
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}
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/** Adds a copy of all items in a_ItemGrid. */
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void AddItemGrid(const cItemGrid & a_ItemGrid);
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// tolua_end
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} ; // tolua_export
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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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cItem m_Item;
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int m_MinAmount;
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int m_MaxAmount;
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int m_Weight;
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} ;
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