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OpenMW/apps/openmw/mwworld/inventorystore.hpp

189 lines
6.8 KiB
C++

#ifndef GAME_MWWORLD_INVENTORYSTORE_H
#define GAME_MWWORLD_INVENTORYSTORE_H
#include "containerstore.hpp"
namespace ESM
{
struct MagicEffect;
}
namespace MWMechanics
{
class NpcStats;
}
namespace MWWorld
{
class InventoryStoreListener
{
public:
/**
* Fired when items are equipped or unequipped
*/
virtual void equipmentChanged() {}
virtual ~InventoryStoreListener() = default;
};
///< \brief Variant of the ContainerStore for NPCs
class InventoryStore : public ContainerStore
{
public:
static constexpr int Slot_Helmet = 0;
static constexpr int Slot_Cuirass = 1;
static constexpr int Slot_Greaves = 2;
static constexpr int Slot_LeftPauldron = 3;
static constexpr int Slot_RightPauldron = 4;
static constexpr int Slot_LeftGauntlet = 5;
static constexpr int Slot_RightGauntlet = 6;
static constexpr int Slot_Boots = 7;
static constexpr int Slot_Shirt = 8;
static constexpr int Slot_Pants = 9;
static constexpr int Slot_Skirt = 10;
static constexpr int Slot_Robe = 11;
static constexpr int Slot_LeftRing = 12;
static constexpr int Slot_RightRing = 13;
static constexpr int Slot_Amulet = 14;
static constexpr int Slot_Belt = 15;
static constexpr int Slot_CarriedRight = 16;
static constexpr int Slot_CarriedLeft = 17;
static constexpr int Slot_Ammunition = 18;
static constexpr int Slots = 19;
static constexpr int Slot_NoSlot = -1;
private:
InventoryStoreListener* mInventoryListener;
// Enables updates of magic effects and actor model whenever items are equipped or unequipped.
// This is disabled during autoequip to avoid excessive updates
bool mUpdatesEnabled;
bool mFirstAutoEquip;
typedef std::vector<ContainerStoreIterator> TSlots;
TSlots mSlots;
void autoEquipWeapon(TSlots& slots_);
void autoEquipArmor(TSlots& slots_);
void autoEquipShield(TSlots& slots_);
// selected magic item (for using enchantments of type "Cast once" or "Cast when used")
ContainerStoreIterator mSelectedEnchantItem;
void copySlots(const InventoryStore& store);
void initSlots(TSlots& slots_);
void fireEquipmentChangedEvent();
void storeEquipmentState(
const MWWorld::LiveCellRefBase& ref, int index, ESM::InventoryState& inventory) const override;
void readEquipmentState(
const MWWorld::ContainerStoreIterator& iter, int index, const ESM::InventoryState& inventory) override;
ContainerStoreIterator findSlot(int slot) const;
public:
InventoryStore();
InventoryStore(const InventoryStore& store);
InventoryStore& operator=(const InventoryStore& store);
const MWWorld::Ptr& getActor() const { return mActor; }
void setActor(const MWWorld::Ptr& actor) { mActor = actor; }
std::unique_ptr<ContainerStore> clone() override
{
auto res = std::make_unique<InventoryStore>(*this);
res->clearRefNums();
return res;
}
ContainerStoreIterator add(
const Ptr& itemPtr, int count, bool allowAutoEquip = true, bool resolve = true) override;
///< Add the item pointed to by \a ptr to this container. (Stacks automatically if needed)
/// Auto-equip items if specific conditions are fulfilled and allowAutoEquip is true (see the implementation).
///
/// \note The item pointed to is not required to exist beyond this function call.
///
/// \attention Do not add items to an existing stack by increasing the count instead of
/// calling this function!
///
/// @return if stacking happened, return iterator to the item that was stacked against, otherwise iterator to
/// the newly inserted item.
void equip(int slot, const ContainerStoreIterator& iterator);
///< \warning \a iterator can not be an end()-iterator, use unequip function instead
bool isEquipped(const MWWorld::ConstPtr& item);
///< Utility function, returns true if the given item is equipped in any slot
void setSelectedEnchantItem(const ContainerStoreIterator& iterator);
///< set the selected magic item (for using enchantments of type "Cast once" or "Cast when used")
/// \note to unset the selected item, call this method with end() iterator
ContainerStoreIterator getSelectedEnchantItem();
///< @return selected magic item (for using enchantments of type "Cast once" or "Cast when used")
/// \note if no item selected, return end() iterator
ContainerStoreIterator getSlot(int slot);
ConstContainerStoreIterator getSlot(int slot) const;
ContainerStoreIterator getPreferredShield();
void unequipAll();
///< Unequip all currently equipped items.
void autoEquip();
///< Auto equip items according to stats and item value.
bool stacks(const ConstPtr& ptr1, const ConstPtr& ptr2) const override;
///< @return true if the two specified objects can stack with each other
using ContainerStore::remove;
int remove(const Ptr& item, int count, bool equipReplacement = 0, bool resolve = true) override;
///< Remove \a count item(s) designated by \a item from this inventory.
///
/// @return the number of items actually removed
ContainerStoreIterator unequipSlot(int slot, bool applyUpdates = true);
///< Unequip \a slot.
///
/// @return an iterator to the item that was previously in the slot
ContainerStoreIterator unequipItem(const Ptr& item);
///< Unequip an item identified by its Ptr. An exception is thrown
/// if the item is not currently equipped.
///
/// @return an iterator to the item that was previously in the slot
/// (it can be re-stacked so its count may be different than when it
/// was equipped).
ContainerStoreIterator unequipItemQuantity(const Ptr& item, int count);
///< Unequip a specific quantity of an item identified by its Ptr.
/// An exception is thrown if the item is not currently equipped,
/// if count <= 0, or if count > the item stack size.
///
/// @return an iterator to the unequipped items that were previously
/// in the slot (they can be re-stacked so its count may be different
/// than the requested count).
void setInvListener(InventoryStoreListener* listener);
///< Set a listener for various events, see \a InventoryStoreListener
InventoryStoreListener* getInvListener() const;
void clear() override;
///< Empty container.
bool isFirstEquip();
};
}
#endif