95 lines
2.9 KiB
C++
95 lines
2.9 KiB
C++
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// ItemGrid.h
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// Declares the cItemGrid class representing a storage for items in a XY grid (chests, dispensers, inventory etc.)
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#pragma once
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#include "Item.h"
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// tolua_begin
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class cItemGrid
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{
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public:
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// tolua_end
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cItemGrid(int a_Width, int a_Height);
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~cItemGrid();
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// tolua_begin
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int GetWidth (void) const { return m_Width; }
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int GetHeight (void) const { return m_Height; }
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int GetNumSlots(void) const { return m_NumSlots; }
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/// Converts XY coords into slot number; returns -1 on invalid coords
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int GetSlotNum(int a_X, int a_Y) const;
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// tolua_end
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/// Converts slot number into XY coords; sets coords to -1 on invalid slot number. Exported in ManualBindings.cpp
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void GetSlotCoords(int a_SlotNum, int & a_X, int & a_Y) const;
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// tolua_begin
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// Retrieve slots by coords or slot number; Logs warning and returns the first slot on invalid coords / slotnum
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const cItem & GetSlot(int a_X, int a_Y) const;
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cItem & GetSlot(int a_X, int a_Y);
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const cItem & GetSlot(int a_SlotNum) const;
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cItem & GetSlot(int a_SlotNum);
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// Set slot by coords or slot number; Logs warning and doesn't set on invalid coords / slotnum
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void SetSlot(int a_X, int a_Y, const cItem & a_Item);
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void SetSlot(int a_X, int a_Y, short a_ItemType, char a_ItemCount, short a_ItemDamage);
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void SetSlot(int a_SlotNum, const cItem & a_Item);
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void SetSlot(int a_SlotNum, short a_ItemType, char a_ItemCount, short a_ItemDamage);
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/// Sets all items as empty
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void Clear(void);
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/// Returns number of items out of a_ItemStack that can fit in the storage
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int HowManyCanFit(const cItem & a_ItemStack);
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/// Adds as many items out of a_ItemStack as can fit; the rest is left in a_ItemStack; returns true if any items fit.
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bool AddItem(cItem & a_ItemStack);
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/// Same as AddItem, but works on an entire list of item stacks
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bool AddItems(cItems & a_ItemStackList);
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/// Returns the index of the first empty slot; -1 if all full
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int GetFirstEmptySlot(void) const;
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/// Returns the index of the last empty slot; -1 if all full
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int GetLastEmptySlot(void) const;
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/// Returns the index of the first empty slot following a_StartFrom (a_StartFrom is not checked)
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int GetNextEmptySlot(int a_StartFrom) const;
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/// Copies the contents into a cItems object
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void CopyToItems(cItems & a_Items) const;
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// tolua_end
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/** Generates random loot from the specified loot probability table, with a chance of enchanted books added.
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A total of a_NumSlots are taken by the loot.
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Cannot export to Lua due to raw array a_LootProbabs.
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*/
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void GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed);
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// tolua_begin
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protected:
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int m_Width;
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int m_Height;
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int m_NumSlots; // m_Width * m_Height, for easier validity checking in the access functions
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cItem * m_Slots; // x + m_Width * y
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} ;
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// tolua_end
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