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authorMattes D <github@xoft.cz>2013-11-27 09:23:17 +0100
committerMattes D <github@xoft.cz>2013-11-27 09:23:17 +0100
commit49760db89d94ede5d123d927141a6cd60dbaaf07 (patch)
tree6c6cf99e4cf3128311a93cd187947b502f3732a0 /src/Inventory.h
parentcWorld::SpawnExperienceOrb() now returns the entity ID of the spawned orb. (diff)
parentFixed VC2008 compilation, normalized include paths. (diff)
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diff --git a/src/Inventory.h b/src/Inventory.h
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+
+#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
+
+
+
+