git-svn-id: http://mc-server.googlecode.com/svn/trunk@1384 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			138 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			138 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#pragma once
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#include "Defines.h"
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#include "BlockID.h"
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namespace Json
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{
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	class Value;
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}
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// tolua_begin
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class cItem
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{
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public:
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	cItem(short a_ItemType = E_ITEM_EMPTY, char a_ItemCount = 0, short a_ItemDamage = 0)
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		: m_ItemType  (a_ItemType)
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		, m_ItemCount (a_ItemCount)
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		, m_ItemDamage(a_ItemDamage)
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	{
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		if (!IsValidItem(m_ItemType))
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		{
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			m_ItemType = E_ITEM_EMPTY;
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		}
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	}
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	void Empty(void)
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	{
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		m_ItemType = E_ITEM_EMPTY;
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		m_ItemCount = 0;
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		m_ItemDamage = 0;
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	}
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	void Clear(void)
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	{
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		m_ItemType = E_ITEM_EMPTY;
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		m_ItemCount = 0;
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		m_ItemDamage = 0;
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	}
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	bool IsEmpty(void) const
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	{
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		return ((m_ItemType <= 0) || (m_ItemCount <= 0));
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	}
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	bool IsEqual(const cItem & a_Item) const
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	{
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		return (IsSameType(a_Item) && (m_ItemDamage == a_Item.m_ItemDamage));
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	}
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	bool IsSameType(const cItem & a_Item) const
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	{
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		return (m_ItemType == a_Item.m_ItemType) || (IsEmpty() && a_Item.IsEmpty());
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	}
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	/// Returns a copy of this item with m_ItemCount set to 1. Useful to preserve enchantments etc. on stacked items
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	cItem CopyOne(void) const;
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	/// Returns the maximum damage value that this item can have; zero if damage is not applied
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	short GetMaxDamage(void) const;
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	/// Damages a weapon / tool. Returns true when damage reaches max value and the item should be destroyed
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	bool DamageItem(void);
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	inline bool IsDamageable(void) const { return (GetMaxDamage() > 0); }
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	/// Returns true if this itemstack can stack with the specified stack (types match, enchantments etc.) ItemCounts are ignored!
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	bool IsStackableWith(const cItem & a_OtherStack);
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	// tolua_end
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	void GetJson( Json::Value & a_OutValue ) const;
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	void FromJson( const Json::Value & a_Value );
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	// tolua_begin
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	static bool IsEnchantable(short a_ItemType);
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	short m_ItemType;
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	char  m_ItemCount;
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	short m_ItemDamage;
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};
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// tolua_end
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// This stupid construct is here only so that Lua can access cItems in an API
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class cItems  // tolua_export
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	: public std::vector<cItem>
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{  // tolua_export
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public:
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	// tolua_begin
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	cItem & Get   (int a_Idx) {return at(a_Idx); }
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	void    Set   (int a_Idx, const cItem & a_Item) {at(a_Idx) = a_Item; }
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	void    Add   (const cItem & a_Item) {push_back(a_Item); }
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	void    Delete(int a_Idx) {erase(begin() + a_Idx); }
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	void    Clear (void) {clear(); }
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	int     Size  (void) {return size(); }
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	void    Add   (ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage)
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	{
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		push_back(cItem(a_ItemType, a_ItemCount, a_ItemDamage));
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	}
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	void    Set   (int a_Idx, ENUM_ITEM_ID a_ItemType, char a_ItemCount, short a_ItemDamage)
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	{
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		at(a_Idx) = cItem(a_ItemType, a_ItemCount, a_ItemDamage);
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	}
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	// tolua_end
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} ;  // tolua_export
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/// Used to store loot probability tables
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class cLootProbab
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{
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public:
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	cItem m_Item;
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	int   m_MinAmount;
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	int   m_MaxAmount;
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	int   m_Weight;
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} ;
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