summaryrefslogtreecommitdiffstats
path: root/source/Inventory.h
blob: 0ac839ac2533cad36fe136c2015ddba48843b782 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96

#pragma once

#include "Item.h"





namespace Json
{
	class Value;
};

class cClientHandle;
class cPlayer;





class cInventory										//tolua_export	
{														//tolua_export
public:
	cInventory(cPlayer & a_Owner);
	~cInventory();

	void Clear();										//tolua_export

	cItem* GetSlotsForType( int a_Type );
	int GetSlotCountForType( int a_Type );

	bool AddItem( cItem & a_Item );						//tolua_export
	bool AddItemAnyAmount( cItem & a_Item );			//tolua_export
	bool RemoveItem( cItem & a_Item );					//tolua_export

	void SaveToJson(Json::Value & a_Value);
	bool LoadFromJson(Json::Value & a_Value);

	void SendWholeInventory(cClientHandle & a_Client);

	cItem *       GetSlot(int a_SlotNum );					//tolua_export
	cItem *       GetSlots(void)       { return m_Slots; }
	const cItem * GetSlots(void) const { return m_Slots; }
	cItem *       GetFromHotBar(int a_HotBarSlotNum);				//tolua_export

	cItem &       GetEquippedItem(void);							//tolua_export
	const cItem & GetEquippedItem(void) const;
	void          SetEquippedSlot(int a_SlotNum);				//tolua_export
	short         GetEquippedSlot(void) { return m_EquippedSlot; }	//tolua_export
	
	// tolua_begin
	const cItem & GetEquippedHelmet    (void) const { return m_Slots[c_ArmorOffset]; }
	const cItem & GetEquippedChestplate(void) const { return m_Slots[c_ArmorOffset + 1]; }
	const cItem & GetEquippedLeggings  (void) const { return m_Slots[c_ArmorOffset + 2]; }
	const cItem & GetEquippedBoots     (void) const { return m_Slots[c_ArmorOffset + 3]; }
	// tolua_end

	void SendSlot( int a_SlotNum );						//tolua_export
	
	/// Returns how many items of the specified type would fit into the slot range specified
	int HowManyCanFit(short a_ItemType, short a_ItemDamage, int a_BeginSlot, int a_EndSlot);
	
	/// Moves items, fitting them into the slot range specified, up to a_Count items. Returns the number of items moved
	int MoveItem(short a_ItemType, short a_ItemDamage, int a_Count, int a_BeginSlot, int a_EndSlot);

	static const unsigned int c_NumSlots = 45;
	static const unsigned int c_MainSlots = 27;
	static const unsigned int c_HotSlots = 9;
	static const unsigned int c_CraftSlots = 4;
	static const unsigned int c_ArmorSlots = 4;

	static const unsigned int c_CraftOffset = 0;
	static const unsigned int c_ArmorOffset = 5;
	static const unsigned int c_MainOffset = 9;
	static const unsigned int c_HotOffset = 36;

protected:
	bool AddToBar( cItem & a_Item, const int a_Offset, const int a_Size, bool* a_bChangedSlots, int a_Mode = 0 );

	cItem m_Slots[c_NumSlots];
	
	cItem * m_MainSlots;
	cItem * m_CraftSlots;
	cItem * m_ArmorSlots;
	cItem * m_HotSlots;

	cItem * m_EquippedItem;
	short m_EquippedSlot;

	cPlayer & m_Owner;
};	//tolua_export