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-rw-r--r--src/Inventory.h66
1 files changed, 36 insertions, 30 deletions
diff --git a/src/Inventory.h b/src/Inventory.h
index c54da5975..553f6ec7e 100644
--- a/src/Inventory.h
+++ b/src/Inventory.h
@@ -9,7 +9,7 @@
namespace Json
{
- class Value;
+class Value;
};
class cPlayer;
@@ -32,24 +32,23 @@ You can use the invArmorOffset, invInventoryOffset and invHotbarOffset constants
class cInventory :
// tolua_end
public cItemGrid::cListener
- // tolua_begin
+// tolua_begin
{
-public:
-
+ public:
// Counts and offsets to individual parts of the inventory, as used by GetSlot() / SetSlot() / HowManyCanFit():
enum
{
- invArmorCount = 4,
- invInventoryCount = 9 * 3,
- invHotbarCount = 9,
- invShieldCount = 1, // Number of slots in shield slots grid
-
- invArmorOffset = 0,
- invInventoryOffset = invArmorOffset + invArmorCount,
- invHotbarOffset = invInventoryOffset + invInventoryCount,
- invShieldOffset = invHotbarOffset + invHotbarCount, // Offset where shield slots start
- invNumSlots = invShieldOffset + invShieldCount
- } ;
+ invArmorCount = 4,
+ invInventoryCount = 9 * 3,
+ invHotbarCount = 9,
+ invShieldCount = 1, // Number of slots in shield slots grid
+
+ invArmorOffset = 0,
+ invInventoryOffset = invArmorOffset + invArmorCount,
+ invHotbarOffset = invInventoryOffset + invInventoryCount,
+ invShieldOffset = invHotbarOffset + invHotbarCount, // Offset where shield slots start
+ invNumSlots = invShieldOffset + invShieldCount
+ };
// tolua_end
@@ -66,7 +65,12 @@ public:
int HowManyCanFit(const cItem & a_ItemStack, bool a_ConsiderEmptySlots = true);
/** 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 = true);
+ int HowManyCanFit(
+ const cItem & a_ItemStack,
+ int a_BeginSlotNum,
+ int a_EndSlotNum,
+ bool a_ConsiderEmptySlots = true
+ );
/** 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;
@@ -145,21 +149,21 @@ public:
/** Returns current equiped item */
const cItem & GetEquippedItem(void) const;
/** Puts a_Item item in a_SlotNum slot number */
- void SetSlot(int a_SlotNum, const cItem & a_Item);
+ void SetSlot(int a_SlotNum, const cItem & a_Item);
/** Puts a_Item item in a_ArmorSlotNum slot number in armor slots */
- void SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item);
+ void SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item);
/** Puts a_Item item in a_InventorySlotNum slot number in inventory slots */
- void SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item);
+ void SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item);
/** Puts a_Item item in a_HotBarSlotNum slot number in hotbar slots */
- void SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item);
+ void SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item);
/** Sets current item in shield slot */
- void SetShieldSlot(const cItem & a_Item);
+ void SetShieldSlot(const cItem & a_Item);
/** Sets current item in the equipped hotbar slot */
- void SetEquippedItem(const cItem & a_Item);
+ void SetEquippedItem(const cItem & a_Item);
/** Sets equiped item to the a_SlotNum slot number */
- void SetEquippedSlotNum(int a_SlotNum);
+ void SetEquippedSlotNum(int a_SlotNum);
/** Returns slot number of equiped item */
- int GetEquippedSlotNum(void) { return m_EquippedSlotNum; }
+ 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.
@@ -173,10 +177,10 @@ public:
/** 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 & 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); }
+ const cItem & GetEquippedLeggings(void) const { return m_ArmorSlots.GetSlot(2); }
+ const cItem & GetEquippedBoots(void) const { return m_ArmorSlots.GetSlot(3); }
// tolua_end
@@ -192,7 +196,7 @@ public:
void SaveToJson(Json::Value & a_Value);
bool LoadFromJson(Json::Value & a_Value);
-protected:
+ protected:
bool AddToBar(cItem & a_Item, const int a_Offset, const int a_Size, bool * a_bChangedSlots, int a_Mode = 0);
cItemGrid m_ArmorSlots;
@@ -204,10 +208,12 @@ protected:
cPlayer & m_Owner;
- /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid SlotNum */
+ /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr 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 nullptr for invalid SlotNum */
+ /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid
+ * SlotNum */
cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum);
// cItemGrid::cListener override: