diff options
Diffstat (limited to 'src/Inventory.h')
-rw-r--r-- | src/Inventory.h | 66 |
1 files changed, 36 insertions, 30 deletions
diff --git a/src/Inventory.h b/src/Inventory.h index c54da5975..553f6ec7e 100644 --- a/src/Inventory.h +++ b/src/Inventory.h @@ -9,7 +9,7 @@ namespace Json { - class Value; +class Value; }; class cPlayer; @@ -32,24 +32,23 @@ You can use the invArmorOffset, invInventoryOffset and invHotbarOffset constants class cInventory : // tolua_end public cItemGrid::cListener - // tolua_begin +// tolua_begin { -public: - + public: // Counts and offsets to individual parts of the inventory, as used by GetSlot() / SetSlot() / HowManyCanFit(): enum { - invArmorCount = 4, - invInventoryCount = 9 * 3, - invHotbarCount = 9, - invShieldCount = 1, // Number of slots in shield slots grid - - invArmorOffset = 0, - invInventoryOffset = invArmorOffset + invArmorCount, - invHotbarOffset = invInventoryOffset + invInventoryCount, - invShieldOffset = invHotbarOffset + invHotbarCount, // Offset where shield slots start - invNumSlots = invShieldOffset + invShieldCount - } ; + invArmorCount = 4, + invInventoryCount = 9 * 3, + invHotbarCount = 9, + invShieldCount = 1, // Number of slots in shield slots grid + + invArmorOffset = 0, + invInventoryOffset = invArmorOffset + invArmorCount, + invHotbarOffset = invInventoryOffset + invInventoryCount, + invShieldOffset = invHotbarOffset + invHotbarCount, // Offset where shield slots start + invNumSlots = invShieldOffset + invShieldCount + }; // tolua_end @@ -66,7 +65,12 @@ public: int HowManyCanFit(const cItem & a_ItemStack, bool a_ConsiderEmptySlots = true); /** Returns how many items of the specified type would fit into the slot range specified */ - int HowManyCanFit(const cItem & a_ItemStack, int a_BeginSlotNum, int a_EndSlotNum, bool a_ConsiderEmptySlots = true); + int HowManyCanFit( + const cItem & a_ItemStack, + int a_BeginSlotNum, + int a_EndSlotNum, + bool a_ConsiderEmptySlots = 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; @@ -145,21 +149,21 @@ public: /** Returns current equiped item */ const cItem & GetEquippedItem(void) const; /** Puts a_Item item in a_SlotNum slot number */ - void SetSlot(int a_SlotNum, const cItem & a_Item); + void SetSlot(int a_SlotNum, const cItem & a_Item); /** Puts a_Item item in a_ArmorSlotNum slot number in armor slots */ - void SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item); + void SetArmorSlot(int a_ArmorSlotNum, const cItem & a_Item); /** Puts a_Item item in a_InventorySlotNum slot number in inventory slots */ - void SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item); + void SetInventorySlot(int a_InventorySlotNum, const cItem & a_Item); /** Puts a_Item item in a_HotBarSlotNum slot number in hotbar slots */ - void SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item); + void SetHotbarSlot(int a_HotBarSlotNum, const cItem & a_Item); /** Sets current item in shield slot */ - void SetShieldSlot(const cItem & a_Item); + void SetShieldSlot(const cItem & a_Item); /** Sets current item in the equipped hotbar slot */ - void SetEquippedItem(const cItem & a_Item); + void SetEquippedItem(const cItem & a_Item); /** Sets equiped item to the a_SlotNum slot number */ - void SetEquippedSlotNum(int a_SlotNum); + void SetEquippedSlotNum(int a_SlotNum); /** Returns slot number of equiped item */ - int GetEquippedSlotNum(void) { return m_EquippedSlotNum; } + int GetEquippedSlotNum(void) { return m_EquippedSlotNum; } /** 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. @@ -173,10 +177,10 @@ public: /** Adds the specified damage to the currently held item; deletes the item and returns true if the item broke. */ bool DamageEquippedItem(short a_Amount = 1); - const cItem & GetEquippedHelmet (void) const { return m_ArmorSlots.GetSlot(0); } + const cItem & GetEquippedHelmet(void) const { return m_ArmorSlots.GetSlot(0); } const cItem & GetEquippedChestplate(void) const { return m_ArmorSlots.GetSlot(1); } - const cItem & GetEquippedLeggings (void) const { return m_ArmorSlots.GetSlot(2); } - const cItem & GetEquippedBoots (void) const { return m_ArmorSlots.GetSlot(3); } + const cItem & GetEquippedLeggings(void) const { return m_ArmorSlots.GetSlot(2); } + const cItem & GetEquippedBoots(void) const { return m_ArmorSlots.GetSlot(3); } // tolua_end @@ -192,7 +196,7 @@ public: void SaveToJson(Json::Value & a_Value); bool LoadFromJson(Json::Value & a_Value); -protected: + protected: bool AddToBar(cItem & a_Item, const int a_Offset, const int a_Size, bool * a_bChangedSlots, int a_Mode = 0); cItemGrid m_ArmorSlots; @@ -204,10 +208,12 @@ protected: cPlayer & m_Owner; - /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid SlotNum */ + /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid + * SlotNum */ const cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum) const; - /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid SlotNum */ + /** Returns the ItemGrid and the (grid-local) slot number for a (global) slot number; return nullptr for invalid + * SlotNum */ cItemGrid * GetGridForSlotNum(int a_SlotNum, int & a_GridSlotNum); // cItemGrid::cListener override: |