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authorMattes D <github@xoft.cz>2020-04-03 08:57:01 +0200
committerGitHub <noreply@github.com>2020-04-03 08:57:01 +0200
commit01b8ed5295875262a91b60af878bf2a18c1b7aae (patch)
tree52171974791a7529a3a69f9fe20d906158765954 /src/Item.h
parentUpdate Core (diff)
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Diffstat (limited to '')
-rw-r--r--src/Item.h63
1 files changed, 8 insertions, 55 deletions
diff --git a/src/Item.h b/src/Item.h
index 306e36b0a..175f044b5 100644
--- a/src/Item.h
+++ b/src/Item.h
@@ -37,17 +37,7 @@ class cItem
{
public:
/** Creates an empty item */
- cItem(void) :
- m_ItemType(E_ITEM_EMPTY),
- m_ItemCount(0),
- m_ItemDamage(0),
- m_CustomName(""),
- m_RepairCost(0),
- m_FireworkItem(),
- m_ItemColor()
- {
- }
-
+ cItem(void);
/** Creates an item of the specified type, by default 1 piece with no damage and no enchantments */
cItem(
@@ -57,27 +47,7 @@ public:
const AString & a_Enchantments = "",
const AString & a_CustomName = "",
const AStringVector & a_LoreTable = {}
- ) :
- m_ItemType (a_ItemType),
- m_ItemCount (a_ItemCount),
- m_ItemDamage (a_ItemDamage),
- m_Enchantments(a_Enchantments),
- m_CustomName (a_CustomName),
- m_LoreTable (a_LoreTable),
- m_RepairCost (0),
- m_FireworkItem(),
- m_ItemColor()
- {
- if (!IsValidItem(m_ItemType))
- {
- if ((m_ItemType != E_BLOCK_AIR) && (m_ItemType != E_ITEM_EMPTY))
- {
- LOGWARNING("%s: creating an invalid item type (%d), resetting to empty.", __FUNCTION__, a_ItemType);
- }
- Empty();
- }
- }
-
+ );
// The constructor is disabled in code, because the compiler generates it anyway,
// but it needs to stay because ToLua needs to generate the binding for it
@@ -88,31 +58,14 @@ public:
#endif
+ /** Empties the item and frees up any dynamic storage used by the internals. */
+ void Empty(void);
- void Empty(void)
- {
- m_ItemType = E_ITEM_EMPTY;
- m_ItemCount = 0;
- m_ItemDamage = 0;
- m_Enchantments.Clear();
- m_CustomName = "";
- m_LoreTable.clear();
- m_RepairCost = 0;
- m_FireworkItem.EmptyData();
- m_ItemColor.Clear();
- }
-
-
- void Clear(void)
- {
- m_ItemType = E_ITEM_EMPTY;
- m_ItemCount = 0;
- m_ItemDamage = 0;
- m_RepairCost = 0;
- m_ItemColor.Clear();
- }
-
+ /** Empties the item and frees up any dynamic storage used by the internals.
+ TODO: What is the usage difference? Merge with Empty()? */
+ void Clear(void);
+ /** Returns true if the item represents an empty stack - either the type is invalid, or count is zero. */
bool IsEmpty(void) const
{
return ((m_ItemType <= 0) || (m_ItemCount <= 0));