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cuberite-2a/src/Item.h

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// Item.h
// Declares the cItem class representing an item (in the inventory sense)
#pragma once
#include "Defines.h"
#include "Enchantments.h"
#include "WorldStorage/FireworksSerializer.h"
#include "Color.h"
// fwd:
class cItemHandler;
class cColor;
namespace Json
{
class Value;
}
// tolua_begin
class cItem
{
public:
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/** Creates an empty item */
cItem(void) :
m_ItemType(E_ITEM_EMPTY),
m_ItemCount(0),
m_ItemDamage(0),
m_CustomName(""),
m_Lore(""),
m_RepairCost(0),
m_FireworkItem(),
m_ItemColor()
{
}
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/** Creates an item of the specified type, by default 1 piece with no damage and no enchantments */
cItem(
short a_ItemType,
char a_ItemCount = 1,
short a_ItemDamage = 0,
const AString & a_Enchantments = "",
const AString & a_CustomName = "",
const AString & a_Lore = ""
) :
m_ItemType (a_ItemType),
m_ItemCount (a_ItemCount),
m_ItemDamage (a_ItemDamage),
m_Enchantments(a_Enchantments),
m_CustomName (a_CustomName),
m_Lore (a_Lore),
m_RepairCost (0),
m_FireworkItem(),
m_ItemColor()
{
if (!IsValidItem(m_ItemType))
{
if ((m_ItemType != E_BLOCK_AIR) && (m_ItemType != E_ITEM_EMPTY))
{
LOGWARNING("%s: creating an invalid item type (%d), resetting to empty.", __FUNCTION__, a_ItemType);
}
Empty();
}
}
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// The constructor is disabled in code, because the compiler generates it anyway,
// but it needs to stay because ToLua needs to generate the binding for it
#if 0
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/** Creates an exact copy of the item */
cItem(const cItem & a_CopyFrom) :
m_ItemType (a_CopyFrom.m_ItemType),
m_ItemCount (a_CopyFrom.m_ItemCount),
m_ItemDamage (a_CopyFrom.m_ItemDamage),
m_Enchantments(a_CopyFrom.m_Enchantments),
m_CustomName (a_CopyFrom.m_CustomName),
m_Lore (a_CopyFrom.m_Lore),
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m_RepairCost (a_CopyFrom.m_RepairCost),
m_FireworkItem(a_CopyFrom.m_FireworkItem)
{
}
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#endif
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void Empty(void)
{
m_ItemType = E_ITEM_EMPTY;
m_ItemCount = 0;
m_ItemDamage = 0;
m_Enchantments.Clear();
m_CustomName = "";
m_Lore = "";
m_RepairCost = 0;
m_FireworkItem.EmptyData();
m_ItemColor.Clear();
}
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void Clear(void)
{
m_ItemType = E_ITEM_EMPTY;
m_ItemCount = 0;
m_ItemDamage = 0;
m_RepairCost = 0;
m_ItemColor.Clear();
}
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bool IsEmpty(void) const
{
return ((m_ItemType <= 0) || (m_ItemCount <= 0));
}
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/* Returns true if this itemstack can stack with the specified stack (types match, enchantments etc.)
ItemCounts are ignored. */
bool IsEqual(const cItem & a_Item) const
{
return (
IsSameType(a_Item) &&
(m_ItemDamage == a_Item.m_ItemDamage) &&
(m_Enchantments == a_Item.m_Enchantments) &&
(m_CustomName == a_Item.m_CustomName) &&
(m_Lore == a_Item.m_Lore) &&
m_FireworkItem.IsEqualTo(a_Item.m_FireworkItem)
);
}
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bool IsSameType(const cItem & a_Item) const
{
return (m_ItemType == a_Item.m_ItemType) || (IsEmpty() && a_Item.IsEmpty());
}
bool IsBothNameAndLoreEmpty(void) const
{
return (m_CustomName.empty() && m_Lore.empty());
}
bool IsCustomNameEmpty(void) const { return (m_CustomName.empty()); }
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 */
cItem CopyOne(void) const;
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/** Adds the specified count to this object and returns the reference to self (useful for chaining) */
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 */
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 */
bool DamageItem(short a_Amount = 1);
inline bool IsDamageable(void) const { return (GetMaxDamage() > 0); }
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/** Returns true if the item is stacked up to its maximum stacking. */
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;
// tolua_end
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/** Returns the cItemHandler responsible for this item type */
cItemHandler * GetHandler(void) const;
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/** Saves the item data into JSON representation */
void GetJson(Json::Value & a_OutValue) const;
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/** Loads the item data from JSON representation */
void FromJson(const Json::Value & a_Value);
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/** Returns true if the specified item type is enchantable.
If WithBook is true, the function is used in the anvil inventory with book enchantments.
So it checks the "only book enchantments" too. Example: You can only enchant a hoe with a book. */
static bool IsEnchantable(short a_ItemType, bool a_WithBook = false); // tolua_export
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/** Returns the enchantability of the item. When the item hasn't a enchantability, it will returns 0 */
int GetEnchantability(); // tolua_export
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/** Randomly enchants the item using the specified number of XP levels.
Returns true if the item was enchanted, false if not (not enchantable / too many enchantments already). */
bool EnchantByXPLevels(int a_NumXPLevels); // tolua_export
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// tolua_begin
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short m_ItemType;
char m_ItemCount;
short m_ItemDamage;
cEnchantments m_Enchantments;
AString m_CustomName;
AString m_Lore;
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int m_RepairCost;
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cFireworkItem m_FireworkItem;
cColor m_ItemColor;
};
// tolua_end
/** This class bridges a vector of cItem for safe access via Lua. It checks boundaries for all accesses
Note that this class is zero-indexed!
*/
class cItems // tolua_export
: public std::vector<cItem>
{ // tolua_export
public:
// tolua_begin
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/** Need a Lua-accessible constructor */
cItems(void) {}
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cItem * Get (int a_Idx);
void Set (int a_Idx, const cItem & a_Item);
void Add (const cItem & a_Item) {push_back(a_Item); }
void Delete(int a_Idx);
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);
bool Contains(const cItem & a_Item);
bool ContainsType(const cItem & a_Item);
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void Add (short a_ItemType, char a_ItemCount, short a_ItemDamage)
{
push_back(cItem(a_ItemType, a_ItemCount, a_ItemDamage));
}
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// tolua_end
} ; // tolua_export
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/** Used to store loot probability tables */
class cLootProbab
{
public:
cItem m_Item;
int m_MinAmount;
int m_MaxAmount;
int m_Weight;
} ;