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188 lines
6.5 KiB
C++
188 lines
6.5 KiB
C++
#pragma once
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#include "../Util/UseAnim.h"
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#include "../Headers/com.mojang.nbt.h"
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#include "../AI/Attributes/Attribute.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 LivingEntity;
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class CompoundTag;
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class Enchantment;
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class Rarity;
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class AttributeModifier;
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class Random;
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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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class HtmlString;
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// 4J Stu - While this is not really an abstract class, we don't want to make
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// new instances of it, mainly because there are too many ctors and that doesn't
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// fit well into out macroisation setup
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class ItemInstance : public std::enable_shared_from_this<ItemInstance> {
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public:
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static const std::wstring ATTRIBUTE_MODIFIER_FORMAT;
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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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std::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 std::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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virtual ~ItemInstance();
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std::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(std::shared_ptr<Player> player, Level* level, int x, int y,
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int z, int face, float clickX, float clickY, float clickZ,
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bool bTestUseOnOnly = false);
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float getDestroySpeed(Tile* tile);
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bool TestUse(std::shared_ptr<ItemInstance> itemInstance, Level* level,
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std::shared_ptr<Player> player);
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std::shared_ptr<ItemInstance> use(Level* level,
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std::shared_ptr<Player> player);
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std::shared_ptr<ItemInstance> useTimeDepleted(
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Level* level, std::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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bool hurt(int dmg, Random* random);
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void hurtAndBreak(int dmg, std::shared_ptr<LivingEntity> owner);
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void hurtEnemy(std::shared_ptr<LivingEntity> mob,
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std::shared_ptr<Player> attacker);
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void mineBlock(Level* level, int tile, int x, int y, int z,
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std::shared_ptr<Player> owner);
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bool canDestroySpecial(Tile* tile);
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bool interactEnemy(std::shared_ptr<Player> player,
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std::shared_ptr<LivingEntity> mob);
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std::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(
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std::shared_ptr<ItemInstance> a,
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std::shared_ptr<ItemInstance> b); // 4J Brought forward from 1.2
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static bool matches(std::shared_ptr<ItemInstance> a,
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std::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) {
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m_bForceNumberDisplay = bForce;
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} // to force the display of 0 and 1 on the required trading items when you
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// have o or 1 of the item
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bool GetForceNumberDisplay() {
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return m_bForceNumberDisplay;
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} // to force the display of 0 and 1 on the required trading items when you
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// have o or 1 of the item
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private:
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bool matches(std::shared_ptr<ItemInstance> b);
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public:
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bool sameItem(std::shared_ptr<ItemInstance> b);
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bool sameItemWithTags(std::shared_ptr<ItemInstance> b); // 4J Added
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bool sameItem_not_shared(
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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 std::shared_ptr<ItemInstance> clone(
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std::shared_ptr<ItemInstance> item);
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std::wstring toString();
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void inventoryTick(Level* level, std::shared_ptr<Entity> owner, int slot,
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bool selected);
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void onCraftedBy(Level* level, std::shared_ptr<Player> player,
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int craftCount);
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bool equals(std::shared_ptr<ItemInstance> ii);
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int getUseDuration();
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UseAnim getUseAnimation();
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void releaseUsing(Level* level, std::shared_ptr<Player> player,
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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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std::wstring getHoverName();
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void setHoverName(const std::wstring& name);
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void resetHoverName();
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bool hasCustomHoverName();
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// 4jcraft: re-added old TU18 overload for java gui
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std::vector<std::wstring>* getHoverText(
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std::shared_ptr<Player> player, bool advanced,
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std::vector<std::wstring>& unformattedStrings);
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std::vector<HtmlString>* getHoverText(std::shared_ptr<Player> player,
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bool advanced);
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std::vector<HtmlString>* getHoverTextOnly(std::shared_ptr<Player> player,
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bool advanced); // 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(std::wstring name, Tag* tag);
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bool mayBePlacedInAdventureMode();
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bool isFramed();
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void setFramed(std::shared_ptr<ItemFrame> frame);
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std::shared_ptr<ItemFrame> getFrame();
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int getBaseRepairCost();
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void setRepairCost(int cost);
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attrAttrModMap* getAttributeModifiers();
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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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}; |