#pragma once #include "Defines.h" #include "BlockID.h" namespace Json { class Value; } // tolua_begin class cItem { public: cItem(short a_ItemType = E_ITEM_EMPTY, char a_ItemCount = 0, short a_ItemDamage = 0) : m_ItemType (a_ItemType) , m_ItemCount (a_ItemCount) , m_ItemDamage(a_ItemDamage) { if (!IsValidItem(m_ItemType)) { m_ItemType = E_ITEM_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; // TODO Sorry for writing the functions in the header. But somehow it doesn´t worked when I put them into the cpp File :s inline int GetMaxDuration(void) const { switch (m_ItemType) { case 256: return 251; case 257: return 251; case 258: return 251; case 259: return 65; //Lighter / Flint and Steel case 267: return 251; case 268: return 60; case 269: return 60; case 270: return 60; case 271: return 60; case 272: return 132; case 273: return 132; case 274: return 132; case 275: return 132; case 276: return 1563; case 277: return 1563; case 278: return 1563; case 279: return 1563; case 283: return 32; case 284: return 32; case 285: return 32; case 286: return 32; case 290: return 60; case 291: return 132; case 292: return 251; case 293: return 1563; case 294: return 32; case 359: return 251; default: return 0; } } /// Damages a weapon / tool. Returns true when destroyed inline bool DamageItem() { if (HasDuration()) { m_ItemDamage++; if (m_ItemDamage >= GetMaxDuration()) return true; } return false; } inline bool HasDuration() { return GetMaxDuration() > 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); // 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 stupid construct is here only so that Lua can access cItems in an API class cItems // tolua_export : public std::vector { // tolua_export public: // tolua_begin cItem & Get (int a_Idx) {return at(a_Idx); } void Set (int a_Idx, const cItem & a_Item) {at(a_Idx) = a_Item; } void Add (const cItem & a_Item) {push_back(a_Item); } void Delete(int a_Idx) {erase(begin() + a_Idx); } void Clear (void) {clear(); } int Size (void) {return size(); } void Add (ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage) { push_back(cItem(a_ItemType, a_ItemCount, a_ItemDamage)); } void Set (int a_Idx, ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage) { at(a_Idx) = 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; } ;