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author | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-11-27 22:35:13 +0100 |
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committer | Tiger Wang <ziwei.tiger@hotmail.co.uk> | 2013-11-27 22:35:13 +0100 |
commit | a6630d32394120a78af56bc612fa3c3449283248 (patch) | |
tree | 2c791266b0f213cd56961299da8d2258b8f85d8e /src/Inventory.h | |
parent | Fixed spawn point being generally in an ocean (diff) | |
parent | Voronoi-related biomegens use the new cVoronoiMap class. (diff) | |
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Diffstat (limited to 'src/Inventory.h')
-rw-r--r-- | src/Inventory.h | 182 |
1 files changed, 182 insertions, 0 deletions
diff --git a/src/Inventory.h b/src/Inventory.h new file mode 100644 index 000000000..3c6a19de8 --- /dev/null +++ b/src/Inventory.h @@ -0,0 +1,182 @@ + +#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 + + + + |