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Diffstat (limited to 'src/ItemGrid.h')
-rw-r--r-- | src/ItemGrid.h | 191 |
1 files changed, 191 insertions, 0 deletions
diff --git a/src/ItemGrid.h b/src/ItemGrid.h new file mode 100644 index 000000000..a4af523cf --- /dev/null +++ b/src/ItemGrid.h @@ -0,0 +1,191 @@ + +// 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 + + + |