138 lines
2.8 KiB
C++
138 lines
2.8 KiB
C++
#pragma once
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#include "Defines.h"
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#include "BlockID.h"
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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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cItem(short a_ItemType = E_ITEM_EMPTY, char a_ItemCount = 0, short a_ItemDamage = 0)
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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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{
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if (!IsValidItem(m_ItemType))
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{
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m_ItemType = E_ITEM_EMPTY;
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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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}
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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 (IsSameType(a_Item) && (m_ItemDamage == a_Item.m_ItemDamage));
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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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/// 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(void);
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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);
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// tolua_end
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void GetJson( Json::Value & a_OutValue ) const;
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void FromJson( const Json::Value & a_Value );
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// tolua_begin
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static bool IsEnchantable(short a_ItemType);
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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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};
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// tolua_end
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// This stupid construct is here only so that Lua can access cItems in an API
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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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cItem & Get (int a_Idx) {return at(a_Idx); }
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void Set (int a_Idx, const cItem & a_Item) {at(a_Idx) = 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) {erase(begin() + a_Idx); }
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void Clear (void) {clear(); }
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int Size (void) {return size(); }
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void Add (ENUM_ITEM_ID 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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void Set (int a_Idx, ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage)
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{
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at(a_Idx) = 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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