211 lines
4.3 KiB
C++
211 lines
4.3 KiB
C++
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// Item.h
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// Declares the cItem class representing an item (in the inventory sense)
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#pragma once
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#include "Defines.h"
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#include "Enchantments.h"
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// fwd:
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class cItemHandler;
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namespace Json
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{
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class Value;
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}
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// tolua_begin
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class cItem
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{
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public:
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/// Creates an empty item
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cItem(void) :
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m_ItemType(E_ITEM_EMPTY),
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m_ItemCount(0),
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m_ItemDamage(0)
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{
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}
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/// Creates an item of the specified type, by default 1 piece with no damage and no enchantments
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cItem(
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short a_ItemType,
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char a_ItemCount = 1,
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short a_ItemDamage = 0,
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const AString & a_Enchantments = ""
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) :
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m_ItemType (a_ItemType),
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m_ItemCount (a_ItemCount),
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m_ItemDamage (a_ItemDamage),
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m_Enchantments(a_Enchantments)
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{
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if (!IsValidItem(m_ItemType))
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{
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if (m_ItemType != E_BLOCK_AIR)
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{
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LOGWARNING("%s: creating an invalid item type (%d), resetting to empty.", __FUNCTION__, a_ItemType);
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}
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Empty();
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}
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}
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/// Creates an exact copy of the item
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cItem(const cItem & a_CopyFrom) :
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m_ItemType (a_CopyFrom.m_ItemType),
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m_ItemCount (a_CopyFrom.m_ItemCount),
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m_ItemDamage (a_CopyFrom.m_ItemDamage),
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m_Enchantments(a_CopyFrom.m_Enchantments)
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{
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}
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void Empty(void)
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{
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m_ItemType = E_ITEM_EMPTY;
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m_ItemCount = 0;
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m_ItemDamage = 0;
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m_Enchantments.Clear();
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}
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void Clear(void)
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{
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m_ItemType = E_ITEM_EMPTY;
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m_ItemCount = 0;
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m_ItemDamage = 0;
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}
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bool IsEmpty(void) const
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{
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return ((m_ItemType <= 0) || (m_ItemCount <= 0));
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}
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bool IsEqual(const cItem & a_Item) const
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{
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return (
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IsSameType(a_Item) &&
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(m_ItemDamage == a_Item.m_ItemDamage) &&
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(m_Enchantments == a_Item.m_Enchantments)
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);
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}
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bool IsSameType(const cItem & a_Item) const
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{
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return (m_ItemType == a_Item.m_ItemType) || (IsEmpty() && a_Item.IsEmpty());
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}
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/// Returns a copy of this item with m_ItemCount set to 1. Useful to preserve enchantments etc. on stacked items
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cItem CopyOne(void) const;
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/// Adds the specified count to this object and returns the reference to self (useful for chaining)
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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
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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
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bool DamageItem(short a_Amount = 1);
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inline bool IsDamageable(void) const { return (GetMaxDamage() > 0); }
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/// Returns true if this itemstack can stack with the specified stack (types match, enchantments etc.) ItemCounts are ignored!
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bool IsStackableWith(const cItem & a_OtherStack) const;
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/// Returns true if the item is stacked up to its maximum stacking.
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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;
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// tolua_end
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/// Returns the cItemHandler responsible for this item type
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cItemHandler * GetHandler(void) const;
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/// Saves the item data into JSON representation
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void GetJson(Json::Value & a_OutValue) const;
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/// Loads the item data from JSON representation
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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)
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static bool IsEnchantable(short a_ItemType);
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// tolua_begin
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short m_ItemType;
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char m_ItemCount;
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short m_ItemDamage;
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cEnchantments m_Enchantments;
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};
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// tolua_end
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/** This class bridges a vector of cItem for safe access via Lua. It checks boundaries for all accesses
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Note that this class is zero-indexed!
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*/
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class cItems // tolua_export
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: public std::vector<cItem>
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{ // tolua_export
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public:
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// tolua_begin
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/// Need a Lua-accessible constructor
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cItems(void) {}
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cItem * Get (int a_Idx);
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void Set (int a_Idx, const cItem & a_Item);
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void Add (const cItem & a_Item) {push_back(a_Item); }
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void Delete(int a_Idx);
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void Clear (void) {clear(); }
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int 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)
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{
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push_back(cItem(a_ItemType, a_ItemCount, a_ItemDamage));
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}
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// tolua_end
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} ; // tolua_export
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/// Used to store loot probability tables
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class cLootProbab
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{
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public:
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cItem m_Item;
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int m_MinAmount;
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int m_MaxAmount;
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int m_Weight;
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} ;
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