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+
+// 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
+
+
+