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