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cuberite-2a/source/ItemGrid.h

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// ItemGrid.h
// Declares the cItemGrid class representing a storage for items in a XY grid (chests, dispensers, inventory etc.)
#pragma once
#include "Item.h"
// tolua_begin
class cItemGrid
{
public:
// tolua_end
/// This class is used as a callback for when a slot changes
class cListener
{
public:
/// Called whenever a slot changes
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) = 0;
} ;
typedef std::vector<cListener *> cListeners;
cItemGrid(int a_Width, int a_Height);
~cItemGrid();
// tolua_begin
int GetWidth (void) const { return m_Width; }
int GetHeight (void) const { return m_Height; }
int GetNumSlots(void) const { return m_NumSlots; }
/// Converts XY coords into slot number; returns -1 on invalid coords
int GetSlotNum(int a_X, int a_Y) const;
// tolua_end
/// Converts slot number into XY coords; sets coords to -1 on invalid slot number. Exported in ManualBindings.cpp
void GetSlotCoords(int a_SlotNum, int & a_X, int & a_Y) const;
// tolua_begin
// Retrieve slots by coords or slot number; Logs warning and returns the first slot on invalid coords / slotnum
const cItem & GetSlot(int a_X, int a_Y) const;
const cItem & GetSlot(int a_SlotNum) const;
// Set slot by coords or slot number; Logs warning and doesn't set on invalid coords / slotnum
void SetSlot(int a_X, int a_Y, const cItem & a_Item);
void SetSlot(int a_X, int a_Y, short a_ItemType, char a_ItemCount, short a_ItemDamage);
void SetSlot(int a_SlotNum, const cItem & a_Item);
void SetSlot(int a_SlotNum, short a_ItemType, char a_ItemCount, short a_ItemDamage);
// Empty the specified slot; Logs warning and doesn't set on invalid coords / slotnum
void EmptySlot(int a_X, int a_Y);
void EmptySlot(int a_SlotNum);
/// Returns true if the specified slot is empty or the slot doesn't exist
bool IsSlotEmpty(int a_SlotNum) const;
/// Returns true if the specified slot is empty or the slot doesn't exist
bool IsSlotEmpty(int a_X, int a_Y) const;
/// Sets all items as empty
void Clear(void);
/// Returns number of items out of a_ItemStack that can fit in the storage
int HowManyCanFit(const cItem & a_ItemStack);
/** Adds as many items out of a_ItemStack as can fit.
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
if a_AllowNewStacks is set to true, empty slots can be used for the rest.
If a_PrioritarySlot is set to a positive value, then the corresponding slot will be used in
first (if empty or compatible with added items)
if a_PrioritarySlot is set to -1, regular order apply
Returns the number of items that fit.
*/
int AddItem(cItem & a_ItemStack, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1);
/** Same as AddItem, but works on an entire list of item stacks.
The a_ItemStackList is modified to reflect the leftover items.
If a_AllowNewStacks is set to false, only existing stacks can be topped up;
if a_AllowNewStacks is set to true, empty slots can be used for the rest.
If a_PrioritarySlot is set to a positive value, then the corresponding slot will be used in
first (if empty or compatible with added items)
if a_PrioritarySlot is set to -1, regular order apply
Returns the total number of items that fit.
*/
int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1);
/** Adds (or subtracts, if a_AddToCount is negative) to the count of items in the specified slot.
If the slot is empty, ignores the call.
Returns the new count.
*/
int ChangeSlotCount(int a_SlotNum, int a_AddToCount);
/** Adds (or subtracts, if a_AddToCount is negative) to the count of items in the specified slot.
If the slot is empty, ignores the call.
Returns the new count.
*/
int ChangeSlotCount(int a_X, int a_Y, int a_AddToCount);
/** Removes one item from the stack in the specified slot, and returns it.
If the slot was empty, returns an empty item
*/
cItem RemoveOneItem(int a_SlotNum);
/** Removes one item from the stack in the specified slot, and returns it.
If the slot was empty, returns an empty item
*/
cItem RemoveOneItem(int a_X, int a_Y);
/// Returns the number of items of type a_Item that are stored
int HowManyItems(const cItem & a_Item);
/// Returns true if there are at least as many items of type a_ItemStack as in a_ItemStack
bool HasItems(const cItem & a_ItemStack);
/// Returns the index of the first empty slot; -1 if all full
int GetFirstEmptySlot(void) const;
/// Returns the index of the first non-empty slot; -1 if all empty
int GetFirstUsedSlot(void) const;
/// Returns the index of the last empty slot; -1 if all full
int GetLastEmptySlot(void) const;
/// Returns the index of the last used slot; -1 if all empty
int GetLastUsedSlot(void) const;
/// Returns the index of the first empty slot following a_StartFrom (a_StartFrom is not checked)
int GetNextEmptySlot(int a_StartFrom) const;
/// Returns the index of the first used slot following a_StartFrom (a_StartFrom is not checked)
int GetNextUsedSlot(int a_StartFrom) const;
/// Copies the contents into a cItems object; preserves the original a_Items contents
void CopyToItems(cItems & a_Items) const;
/// Adds the specified damage to the specified item; returns true if the item broke (but the item is left intact)
bool DamageItem(int a_SlotNum, short a_Amount);
/// Adds the specified damage to the specified item; returns true if the item broke (but the item is left intact)
bool DamageItem(int a_X, int a_Y, short a_Amount);
// tolua_end
/** Generates random loot from the specified loot probability table, with a chance of enchanted books added.
A total of a_NumSlots are taken by the loot.
Cannot export to Lua due to raw array a_LootProbabs. TODO: Make this exportable / export through ManualBindings.cpp with a Lua table as LootProbabs
*/
void GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed);
/// Adds a callback that gets called whenever a slot changes. Must not be called from within the listener callback!
void AddListener(cListener & a_Listener);
/// Removes a slot-change-callback. Must not be called from within the listener callback!
void RemoveListener(cListener & a_Listener);
// tolua_begin
protected:
int m_Width;
int m_Height;
int m_NumSlots; // m_Width * m_Height, for easier validity checking in the access functions
cItem * m_Slots; // x + m_Width * y
cListeners m_Listeners; ///< Listeners which should be notified on slot changes; the pointers are not owned by this object
cCriticalSection m_CSListeners; ///< CS that guards the m_Listeners against multi-thread access
bool m_IsInTriggerListeners; ///< Set to true while TriggerListeners is running, to detect attempts to manipulate listener list while triggerring
/// Calls all m_Listeners for the specified slot number
void TriggerListeners(int a_SlotNum);
/** Adds up to a_Num items out of a_ItemStack, as many as can fit, in specified slot
Returns the number of items that did fit.
*/
int AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack);
} ;
// tolua_end