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Diffstat (limited to 'source/ItemGrid.h')
-rw-r--r-- | source/ItemGrid.h | 191 |
1 files changed, 0 insertions, 191 deletions
diff --git a/source/ItemGrid.h b/source/ItemGrid.h deleted file mode 100644 index a4af523cf..000000000 --- a/source/ItemGrid.h +++ /dev/null @@ -1,191 +0,0 @@ - -// ItemGrid.h - -// Declares the cItemGrid class representing a storage for items in a XY grid (chests, dispensers, inventory etc.) - - - - -#pragma once - -#include "Item.h" - - - - - -// tolua_begin -class cItemGrid -{ -public: - // tolua_end - - /// This class is used as a callback for when a slot changes - class cListener - { - public: - /// Called whenever a slot changes - virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) = 0; - } ; - typedef std::vector<cListener *> cListeners; - - cItemGrid(int a_Width, int a_Height); - - ~cItemGrid(); - - // tolua_begin - int GetWidth (void) const { return m_Width; } - int GetHeight (void) const { return m_Height; } - int GetNumSlots(void) const { return m_NumSlots; } - - /// Converts XY coords into slot number; returns -1 on invalid coords - int GetSlotNum(int a_X, int a_Y) const; - - // tolua_end - - /// Converts slot number into XY coords; sets coords to -1 on invalid slot number. Exported in ManualBindings.cpp - void GetSlotCoords(int a_SlotNum, int & a_X, int & a_Y) const; - - // tolua_begin - - // Retrieve slots by coords or slot number; Logs warning and returns the first slot on invalid coords / slotnum - const cItem & GetSlot(int a_X, int a_Y) const; - const cItem & GetSlot(int a_SlotNum) const; - - // Set slot by coords or slot number; Logs warning and doesn't set on invalid coords / slotnum - void SetSlot(int a_X, int a_Y, const cItem & a_Item); - void SetSlot(int a_X, int a_Y, short a_ItemType, char a_ItemCount, short a_ItemDamage); - void SetSlot(int a_SlotNum, const cItem & a_Item); - void SetSlot(int a_SlotNum, short a_ItemType, char a_ItemCount, short a_ItemDamage); - - // Empty the specified slot; Logs warning and doesn't set on invalid coords / slotnum - void EmptySlot(int a_X, int a_Y); - void EmptySlot(int a_SlotNum); - - /// Returns true if the specified slot is empty or the slot doesn't exist - bool IsSlotEmpty(int a_SlotNum) const; - - /// Returns true if the specified slot is empty or the slot doesn't exist - bool IsSlotEmpty(int a_X, int a_Y) const; - - /// Sets all items as empty - 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_AllowNewStacks = true); - - /** 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_PrioritarySlot is set to a positive value, then the corresponding slot will be used in - first (if empty or compatible with added items) - if a_PrioritarySlot is set to -1, regular order apply - Returns the number of items that fit. - */ - int AddItem(cItem & a_ItemStack, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1); - - /** 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_PrioritarySlot is set to a positive value, then the corresponding slot will be used in - first (if empty or compatible with added items) - if a_PrioritarySlot is set to -1, regular order apply - Returns the total number of items that fit. - */ - int AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks = true, int a_PrioritarySlot = -1); - - /** 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. - */ - int ChangeSlotCount(int a_SlotNum, int a_AddToCount); - - /** 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. - */ - int ChangeSlotCount(int a_X, int a_Y, int a_AddToCount); - - /** Removes one item from the stack in the specified slot, and returns it. - If the slot was empty, returns an empty item - */ - cItem RemoveOneItem(int a_SlotNum); - - /** Removes one item from the stack in the specified slot, and returns it. - If the slot was empty, returns an empty item - */ - cItem RemoveOneItem(int a_X, int a_Y); - - /// 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 index of the first empty slot; -1 if all full - int GetFirstEmptySlot(void) const; - - /// Returns the index of the first non-empty slot; -1 if all empty - int GetFirstUsedSlot(void) const; - - /// Returns the index of the last empty slot; -1 if all full - int GetLastEmptySlot(void) const; - - /// Returns the index of the last used slot; -1 if all empty - int GetLastUsedSlot(void) const; - - /// Returns the index of the first empty slot following a_StartFrom (a_StartFrom is not checked) - int GetNextEmptySlot(int a_StartFrom) const; - - /// Returns the index of the first used slot following a_StartFrom (a_StartFrom is not checked) - int GetNextUsedSlot(int a_StartFrom) const; - - /// Copies the contents into a cItems object; preserves the original a_Items contents - void CopyToItems(cItems & a_Items) const; - - /// Adds the specified damage to the specified item; returns true if the item broke (but the item is left intact) - bool DamageItem(int a_SlotNum, short a_Amount); - - /// Adds the specified damage to the specified item; returns true if the item broke (but the item is left intact) - bool DamageItem(int a_X, int a_Y, short a_Amount); - - // tolua_end - - - /** Generates random loot from the specified loot probability table, with a chance of enchanted books added. - A total of a_NumSlots are taken by the loot. - Cannot export to Lua due to raw array a_LootProbabs. TODO: Make this exportable / export through ManualBindings.cpp with a Lua table as LootProbabs - */ - void GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed); - - /// Adds a callback that gets called whenever a slot changes. Must not be called from within the listener callback! - void AddListener(cListener & a_Listener); - - /// Removes a slot-change-callback. Must not be called from within the listener callback! - void RemoveListener(cListener & a_Listener); - - // tolua_begin - -protected: - int m_Width; - int m_Height; - int m_NumSlots; // m_Width * m_Height, for easier validity checking in the access functions - cItem * m_Slots; // x + m_Width * y - - cListeners m_Listeners; ///< Listeners which should be notified on slot changes; the pointers are not owned by this object - cCriticalSection m_CSListeners; ///< CS that guards the m_Listeners against multi-thread access - bool m_IsInTriggerListeners; ///< Set to true while TriggerListeners is running, to detect attempts to manipulate listener list while triggerring - - /// Calls all m_Listeners for the specified slot number - void TriggerListeners(int a_SlotNum); - - /** Adds up to a_Num items out of a_ItemStack, as many as can fit, in specified slot - Returns the number of items that did fit. - */ - int AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack); -} ; -// tolua_end - - - |