#pragma once #include "Defines.h" #include "BlockID.h" namespace Json { class Value; } // tolua_begin class cItem { public: /// Creates an empty item cItem(void) : m_ItemType(E_ITEM_EMPTY), m_ItemCount(0), m_ItemDamage(0) { } /// Creates an item of the specified type, by default 1 piece with no damage cItem( short a_ItemType, char a_ItemCount = 1, short a_ItemDamage = 0 ) : m_ItemType (a_ItemType), m_ItemCount (a_ItemCount), m_ItemDamage(a_ItemDamage) { if (!IsValidItem(m_ItemType)) { LOGWARNING("%s: creating an invalid item type (%d), resetting to empty.", __FUNCTION__, a_ItemType); Empty(); } } void Empty(void) { m_ItemType = E_ITEM_EMPTY; m_ItemCount = 0; m_ItemDamage = 0; } void Clear(void) { m_ItemType = E_ITEM_EMPTY; m_ItemCount = 0; m_ItemDamage = 0; } bool IsEmpty(void) const { return ((m_ItemType <= 0) || (m_ItemCount <= 0)); } bool IsEqual(const cItem & a_Item) const { return (IsSameType(a_Item) && (m_ItemDamage == a_Item.m_ItemDamage)); } bool IsSameType(const cItem & a_Item) const { return (m_ItemType == a_Item.m_ItemType) || (IsEmpty() && a_Item.IsEmpty()); } /// Returns a copy of this item with m_ItemCount set to 1. Useful to preserve enchantments etc. on stacked items cItem CopyOne(void) const; /// Returns the maximum damage value that this item can have; zero if damage is not applied short GetMaxDamage(void) const; /// 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); } /// Returns true if this itemstack can stack with the specified stack (types match, enchantments etc.) ItemCounts are ignored! bool IsStackableWith(const cItem & a_OtherStack) const; // tolua_end void GetJson( Json::Value & a_OutValue ) const; void FromJson( const Json::Value & a_Value ); // tolua_begin static bool IsEnchantable(short a_ItemType); short m_ItemType; char m_ItemCount; short m_ItemDamage; }; // 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 { // tolua_export public: // tolua_begin /// 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(); } int Size (void) {return size(); } void Set (int a_Idx, ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage); void Add (ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage) { push_back(cItem(a_ItemType, a_ItemCount, a_ItemDamage)); } // tolua_end } ; // tolua_export /// Used to store loot probability tables class cLootProbab { public: cItem m_Item; int m_MinAmount; int m_MaxAmount; int m_Weight; } ;