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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"
// fwd:
class cItemHandler;
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()
{
}
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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()
{
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();
}
}
// 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),
m_FireworkItem(a_CopyFrom.m_FireworkItem),
m_RepairCost (a_CopyFrom.m_RepairCost)
{
}
#endif
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();
}
void Clear(void)
{
m_ItemType = E_ITEM_EMPTY;
m_ItemCount = 0;
m_ItemDamage = 0;
m_RepairCost = 0;
}
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)
);
}
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()); }
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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 */
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 (as per 1.2.5 protocol requirements) */
static bool IsEnchantable(short a_ItemType); // 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
/** Enchants the item using the specified number of XP levels.
Returns true if item enchanted, false if not. */
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bool EnchantByXPLevels(int a_NumXPLevels); // tolua_export
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// tolua_begin
short m_ItemType;
char m_ItemCount;
short m_ItemDamage;
cEnchantments m_Enchantments;
AString m_CustomName;
AString m_Lore;
cFireworkItem m_FireworkItem;
UInt16 m_RepairCost;
};
// 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) {}
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) {return size(); }
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void Set (int a_Idx, short a_ItemType, char a_ItemCount, short a_ItemDamage);
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void Add (short a_ItemType, char a_ItemCount, short a_ItemDamage)
{
push_back(cItem(a_ItemType, a_ItemCount, a_ItemDamage));
}
// 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;
} ;