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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;
	
	/// Returns the maximum damage value that this item can have; zero if damage is not applied
	short GetMaxDamage(void) const;
	
	/// Damages a weapon / tool. Returns true when damage reaches max value and the item should be destroyed
	bool DamageItem(void);

	inline bool IsDamageable(void) const { return (GetMaxDamage() > 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
	
	/// Need a Lua-accessible constructor
	cItems(void) {}
	
	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;
} ;