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author | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
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committer | Alexander Harkness <bearbin@gmail.com> | 2013-11-24 15:19:41 +0100 |
commit | 675b4aa878f16291ce33fced48a2bc7425f635ae (patch) | |
tree | 409914df27a98f65adf866da669429c4de141b6f /source/Inventory.h | |
parent | LineBlockTracer: Using the coord-based block faces. (diff) | |
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Diffstat (limited to 'source/Inventory.h')
-rw-r--r-- | source/Inventory.h | 182 |
1 files changed, 0 insertions, 182 deletions
diff --git a/source/Inventory.h b/source/Inventory.h deleted file mode 100644 index 3c6a19de8..000000000 --- a/source/Inventory.h +++ /dev/null @@ -1,182 +0,0 @@ - -#pragma once - -#include "ItemGrid.h" - - - - - -namespace Json -{ - class Value; -}; - -class cClientHandle; -class cPlayer; - - - - -// tolua_begin - -/** This class represents the player's inventory -The slots are divided into three areas: -- armor slots (1 x 4) -- inventory slots (9 x 3) -- hotbar slots (9 x 1) -The generic GetSlot(), SetSlot() and HowManyCanFit() functions take the index of the slots, -as if armor slots, inventory slots and then hotbar slots were put one after another. -You can use the invArmorOffset, invInventoryOffset and invHotbarOffset constants. -*/ - -class cInventory : - public cItemGrid::cListener -{ -public: - - // Counts and offsets to individual parts of the inventory, as used by GetSlot() / SetSlot() / HowManyCanFit(): - enum - { - invArmorCount = 4, - invInventoryCount = 9 * 3, - invHotbarCount = 9, - - invArmorOffset = 0, - invInventoryOffset = invArmorOffset + invArmorCount, - invHotbarOffset = invInventoryOffset + invInventoryCount, - invNumSlots = invHotbarOffset + invHotbarCount - } ; - - // tolua_end - - cInventory(cPlayer & a_Owner); - - // tolua_begin - - /// Removes all items from the entire inventory - 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_ConsiderEmptySlots); - - /// Returns how many items of the specified type would fit into the slot range specified - int HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots); - - /** 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_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or - compatible with added items) - if a_tryToFillEquippedFirst is set to false, the regular order applies. - Returns the number of items that fit. - */ - int AddItem(const cItem & a_ItemStack, bool a_AllowNewStacks = true, bool a_tryToFillEquippedFirst = false); - - /** 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_tryToFillEquippedFirst is set to true, the currently equipped slot will be used first (if empty or - compatible with added items) - if a_tryToFillEquippedFirst is set to false, the regular order applies. - Returns the total number of items that fit. - */ - int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, bool a_tryToFillEquippedFirst); - - /// Removes one item out of the currently equipped item stack, returns true if successful, false if empty-handed - bool RemoveOneEquippedItem(void); - - /// 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 cItemGrid object representing the armor slots - cItemGrid & GetArmorGrid(void) { return m_ArmorSlots; } - - /// Returns the cItemGrid object representing the main inventory slots - cItemGrid & GetInventoryGrid(void) { return m_InventorySlots; } - - /// Returns the cItemGrid object representing the hotbar slots - cItemGrid & GetHotbarGrid(void) { return m_HotbarSlots; } - - /// Returns the player associated with this inventory - cPlayer & GetOwner(void) { return m_Owner; } - - /// Copies the non-empty slots into a_ItemStacks; preserves the original a_Items contents - void CopyToItems(cItems & a_Items); - - // tolua_end - - /// Returns the player associated with this inventory (const version) - const cPlayer & GetOwner(void) const { return m_Owner; } - - // tolua_begin - - const cItem & GetSlot(int a_SlotNum) const; - const cItem & GetArmorSlot(int a_ArmorSlotNum) const; - const cItem & GetInventorySlot(int a_InventorySlotNum) const; - const cItem & GetHotbarSlot(int a_HotBarSlotNum) const; - const cItem & GetEquippedItem(void) const; - void SetSlot(int a_SlotNum, const cItem & a_Item); - void SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item); - void SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item); - void SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item); - - void SetEquippedSlotNum(int a_SlotNum); - int GetEquippedSlotNum(void) { return m_EquippedSlotNum; } - - /** 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, or -1 if the slot number is invalid. - */ - int ChangeSlotCount(int a_SlotNum, int a_AddToCount); - - /// Adds the specified damage to the specified item; deletes the item and returns true if the item broke. - bool DamageItem(int a_SlotNum, short a_Amount); - - /// Adds the specified damage to the currently held item; deletes the item and returns true if the item broke. - bool DamageEquippedItem(short a_Amount = 1); - - const cItem & GetEquippedHelmet (void) const { return m_ArmorSlots.GetSlot(0); } - const cItem & GetEquippedChestplate(void) const { return m_ArmorSlots.GetSlot(1); } - const cItem & GetEquippedLeggings (void) const { return m_ArmorSlots.GetSlot(2); } - const cItem & GetEquippedBoots (void) const { return m_ArmorSlots.GetSlot(3); } - - // tolua_end - - /// Sends the slot contents to the owner - void SendSlot(int a_SlotNum); - - /// Converts an armor slot number into the ID for the EntityEquipment packet - static int ArmorSlotNumToEntityEquipmentID(short a_ArmorSlotNum); - - void SaveToJson(Json::Value & a_Value); - bool LoadFromJson(Json::Value & a_Value); - -protected: - bool AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode = 0 ); - - cItemGrid m_ArmorSlots; - cItemGrid m_InventorySlots; - cItemGrid m_HotbarSlots; - - int m_EquippedSlotNum; - - cPlayer & m_Owner; - - /// Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return NULL for invalid SlotNum - const cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum) const; - - /// Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return NULL for invalid SlotNum - cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum); - - // cItemGrid::cListener override: - virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override; -}; // tolua_export - - - - |