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#pragma once
#include "Defines.h"
#include "BlockID.h"
namespace Json
{
class Value;
}
// tolua_begin
class cItem
{
public:
cItem(short a_ItemType = E_ITEM_EMPTY, char a_ItemCount = 0, short a_ItemDamage = 0)
: m_ItemType (a_ItemType)
, m_ItemCount (a_ItemCount)
, m_ItemDamage(a_ItemDamage)
{
if (!IsValidItem(m_ItemType))
{
m_ItemType = E_ITEM_EMPTY;
}
}
void Empty(void)
{
m_ItemType = E_ITEM_EMPTY;
m_ItemCount = 0;
m_ItemDamage = 0;
}
void Clear(void)
{
m_ItemType = E_ITEM_EMPTY;
m_ItemCount = 0;
m_ItemDamage = 0;
}
bool IsEmpty(void) const
{
return ((m_ItemType <= 0) || (m_ItemCount <= 0));
}
bool IsEqual(const cItem & a_Item) const
{
return (IsSameType(a_Item) && (m_ItemDamage == a_Item.m_ItemDamage));
}
bool IsSameType(const cItem & a_Item) const
{
return (m_ItemType == a_Item.m_ItemType) || (IsEmpty() && a_Item.IsEmpty());
}
/// Returns a copy of this item with m_ItemCount set to 1. Useful to preserve enchantments etc. on stacked items
cItem CopyOne(void) const;
// TODO Sorry for writing the functions in the header. But somehow it doesn´t worked when I put them into the cpp File :s
inline int GetMaxDuration(void) const
{
switch (m_ItemType)
{
case 256: return 251;
case 257: return 251;
case 258: return 251;
case 259: return 65; //Lighter / Flint and Steel
case 267: return 251;
case 268: return 60;
case 269: return 60;
case 270: return 60;
case 271: return 60;
case 272: return 132;
case 273: return 132;
case 274: return 132;
case 275: return 132;
case 276: return 1563;
case 277: return 1563;
case 278: return 1563;
case 279: return 1563;
case 283: return 32;
case 284: return 32;
case 285: return 32;
case 286: return 32;
case 290: return 60;
case 291: return 132;
case 292: return 251;
case 293: return 1563;
case 294: return 32;
case 359: return 251;
default: return 0;
}
}
/// Damages a weapon / tool. Returns true when destroyed
inline bool DamageItem()
{
if (HasDuration())
{
m_ItemDamage++;
if (m_ItemDamage >= GetMaxDuration())
return true;
}
return false;
}
inline bool HasDuration() { return GetMaxDuration() > 0; }
/// Returns true if this itemstack can stack with the specified stack (types match, enchantments etc.) ItemCounts are ignored!
bool IsStackableWith(const cItem & a_OtherStack);
// tolua_end
void GetJson( Json::Value & a_OutValue ) const;
void FromJson( const Json::Value & a_Value );
// tolua_begin
static bool IsEnchantable(short a_ItemType);
short m_ItemType;
char m_ItemCount;
short m_ItemDamage;
};
// tolua_end
// This stupid construct is here only so that Lua can access cItems in an API
class cItems // tolua_export
: public std::vector<cItem>
{ // tolua_export
public:
// tolua_begin
cItem & Get (int a_Idx) {return at(a_Idx); }
void Set (int a_Idx, const cItem & a_Item) {at(a_Idx) = a_Item; }
void Add (const cItem & a_Item) {push_back(a_Item); }
void Delete(int a_Idx) {erase(begin() + a_Idx); }
void Clear (void) {clear(); }
int Size (void) {return size(); }
void Add (ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage)
{
push_back(cItem(a_ItemType, a_ItemCount, a_ItemDamage));
}
void Set (int a_Idx, ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage)
{
at(a_Idx) = cItem(a_ItemType, a_ItemCount, a_ItemDamage);
}
// tolua_end
} ; // tolua_export
/// Used to store loot probability tables
class cLootProbab
{
public:
cItem m_Item;
int m_MinAmount;
int m_MaxAmount;
int m_Weight;
} ;
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