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cuberite-2a/src/ItemGrid.h

204 lines
7.7 KiB
C++

// ItemGrid.h
// Declares the cItemGrid class representing a storage for items in a XY grid (chests, dispensers, inventory etc.)
#pragma once
#include "Item.h"
#include "LazyArray.h"
// tolua_begin
class cItemGrid
{
public:
// tolua_end
/** This class is used as a callback for when a slot changes */
class cListener
{
public:
virtual ~cListener() {}
/** 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);
// tolua_begin
int GetWidth (void) const { return m_Width; }
int GetHeight (void) const { return m_Height; }
int GetNumSlots(void) const { return m_Slots.size(); }
/** 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;
/** Copies all items from a_Src to this grid.
Doesn't copy the listeners. */
void CopyFrom(const cItemGrid & a_Src);
// 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, bool a_AllowNewStacks = true);
/** 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_PrioritySlot is set to a positive value, then the corresponding slot will be used first (if empty or compatible with added items).
If a_PrioritySlot is set to -1, regular order applies.
Returns the number of items that fit.
*/
int AddItem(cItem & a_ItemStack, bool a_AllowNewStacks = true, int a_PrioritySlot = -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_PrioritySlot is set to a positive value, then the corresponding slot will be used first (if empty or compatible with added items).
If a_PrioritySlot is set to -1, regular order applies.
Returns the total number of items that fit.
*/
int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true, int a_PrioritySlot = -1);
/** Removes the specified item from the grid, as many as possible, up to a_ItemStack.m_ItemCount.
Returns the number of items that were removed. */
int RemoveItem(const cItem & a_ItemStack);
/** Finds an item based on ItemType and ItemDamage (<- defines the itemType, too) */
cItem * FindItem(const cItem & a_RecipeItem);
/** 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
/** Returns true if slot coordinates lie within the grid. */
bool IsValidSlotCoords(int a_X, int a_Y) const;
/** Returns true if slot number is within the grid. */
bool IsValidSlotNum(int a_SlotNum) const;
/** 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, size_t 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;
cLazyArray<cItem> m_Slots;
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