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154
Minecraft.World/ItemInstance.h
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154
Minecraft.World/ItemInstance.h
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#pragma once
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using namespace std;
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#include "UseAnim.h"
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#include "com.mojang.nbt.h"
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class Entity;
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class Level;
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class Player;
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class Mob;
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class CompoundTag;
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class Enchantment;
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class Rarity;
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// 4J-PB - added
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class MapItem;
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class ItemFrame;
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class Icon;
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// 4J Stu - While this is not really an abstract class, we don't want to make new instances of it,
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// mainly because there are too many ctors and that doesn't fit well into out macroisation setup
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class ItemInstance: public enable_shared_from_this<ItemInstance>
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{
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public:
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static const wchar_t *TAG_ENCH_ID;
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static const wchar_t *TAG_ENCH_LEVEL;
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int count;
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int popTime;
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int id;
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// 4J Stu - Brought forward for enchanting/game rules
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CompoundTag *tag;
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/**
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* This was previously the damage value, but is now used for different stuff
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* depending on item / tile. Use the getter methods to make sure the value
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* is interpreted correctly.
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*/
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private:
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int auxValue;
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// 4J-PB - added for trading menu
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bool m_bForceNumberDisplay;
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void _init(int id, int count, int auxValue);
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// TU9
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shared_ptr<ItemFrame> frame;
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public:
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ItemInstance(Tile *tile);
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ItemInstance(Tile *tile, int count);
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ItemInstance(Tile *tile, int count, int auxValue);
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ItemInstance(Item *item);
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// 4J-PB - added
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ItemInstance(MapItem *item, int count);
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ItemInstance(Item *item, int count);
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ItemInstance(Item *item, int count, int auxValue);
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ItemInstance(int id, int count, int damage);
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static shared_ptr<ItemInstance> fromTag(CompoundTag *itemTag);
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private:
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ItemInstance() { _init(-1,0,0); }
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public:
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~ItemInstance();
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shared_ptr<ItemInstance> remove(int count);
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Item *getItem() const;
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Icon *getIcon();
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int getIconType();
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bool useOn(shared_ptr<Player> player, Level *level, int x, int y, int z, int face, float clickX, float clickY, float clickZ, bool bTestUseOnOnly=false);
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float getDestroySpeed(Tile *tile);
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bool TestUse(Level *level, shared_ptr<Player> player);
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shared_ptr<ItemInstance> use(Level *level, shared_ptr<Player> player);
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shared_ptr<ItemInstance> useTimeDepleted(Level *level, shared_ptr<Player> player);
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CompoundTag *save(CompoundTag *compoundTag);
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void load(CompoundTag *compoundTag);
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int getMaxStackSize();
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bool isStackable();
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bool isDamageableItem();
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bool isStackedByData();
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bool isDamaged();
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int getDamageValue();
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int getAuxValue() const;
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void setAuxValue(int value);
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int getMaxDamage();
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void hurt(int i, shared_ptr<Mob> owner);
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void hurtEnemy(shared_ptr<Mob> mob, shared_ptr<Player> attacker);
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void mineBlock(Level *level, int tile, int x, int y, int z, shared_ptr<Player> owner);
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int getAttackDamage(shared_ptr<Entity> entity);
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bool canDestroySpecial(Tile *tile);
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bool interactEnemy(shared_ptr<Mob> mob);
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shared_ptr<ItemInstance> copy() const;
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ItemInstance *copy_not_shared() const; // 4J Stu - Added for use in recipes
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static bool tagMatches(shared_ptr<ItemInstance> a, shared_ptr<ItemInstance> b); // 4J Brought forward from 1.2
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static bool matches(shared_ptr<ItemInstance> a, shared_ptr<ItemInstance> b);
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// 4J-PB
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int GetCount() {return count;}
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void ForceNumberDisplay(bool bForce) {m_bForceNumberDisplay=bForce;} // to force the display of 0 and 1 on the required trading items when you have o or 1 of the item
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bool GetForceNumberDisplay() {return m_bForceNumberDisplay;} // to force the display of 0 and 1 on the required trading items when you have o or 1 of the item
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private:
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bool matches(shared_ptr<ItemInstance> b);
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public:
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bool sameItem(shared_ptr<ItemInstance> b);
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bool sameItemWithTags(shared_ptr<ItemInstance> b); //4J Added
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bool sameItem_not_shared(ItemInstance *b); // 4J Stu - Added this for the one time I need it
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virtual unsigned int getUseDescriptionId(); // 4J Added
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virtual unsigned int getDescriptionId(int iData = -1);
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virtual ItemInstance *setDescriptionId(unsigned int id);
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static shared_ptr<ItemInstance> clone(shared_ptr<ItemInstance> item);
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wstring toString();
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void inventoryTick(Level *level, shared_ptr<Entity> owner, int slot, bool selected);
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void onCraftedBy(Level *level, shared_ptr<Player> player, int craftCount);
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bool equals(shared_ptr<ItemInstance> ii);
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int getUseDuration();
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UseAnim getUseAnimation();
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void releaseUsing(Level *level, shared_ptr<Player> player, int durationLeft);
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// 4J Stu - Brought forward these functions for enchanting/game rules
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bool hasTag();
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CompoundTag *getTag();
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ListTag<CompoundTag> *getEnchantmentTags();
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void setTag(CompoundTag *tag);
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wstring getHoverName();
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void setHoverName(const wstring &name);
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bool hasCustomHoverName();
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vector<wstring> *getHoverText(shared_ptr<Player> player, bool advanced, vector<wstring> &unformattedStrings);
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vector<wstring> *getHoverTextOnly(shared_ptr<Player> player, bool advanced, vector<wstring> &unformattedStrings); // 4J Added
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bool isFoil();
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const Rarity *getRarity();
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bool isEnchantable();
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void enchant(const Enchantment *enchantment, int level);
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bool isEnchanted();
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void addTagElement(wstring name, Tag *tag);
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// 4J Added
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void set4JData(int data);
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int get4JData();
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bool hasPotionStrengthBar();
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int GetPotionStrength();
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// TU9
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bool isFramed();
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void setFramed(shared_ptr<ItemFrame> frame);
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shared_ptr<ItemFrame> getFrame();
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int getBaseRepairCost();
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void setRepairCost(int cost);
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};
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