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openmw-tes3mp/apps/openmw-mp/Script/Functions/Items.cpp

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//
// Created by koncord on 02.03.16.
//
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#include "Items.hpp"
#include <apps/openmw-mp/Script/ScriptFunctions.hpp>
#include <components/openmw-mp/NetworkMessages.hpp>
#include <apps/openmw-mp/Networking.hpp>
#include <apps/openmw/mwworld/inventorystore.hpp>
#include <components/misc/stringops.hpp>
using namespace mwmp;
int ItemFunctions::GetEquipmentSize() noexcept
{
return MWWorld::InventoryStore::Slots;
}
unsigned int ItemFunctions::GetInventorySize(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, 0);
return player->inventory.count;
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}
void ItemFunctions::EquipItem(unsigned short pid, unsigned short slot, const char *itemName, unsigned int count, int health) noexcept
{
Player *player;
GET_PLAYER(pid, player,);
player->EquipedItem(slot)->refid = itemName;
player->EquipedItem(slot)->count = count;
player->EquipedItem(slot)->health = health;
}
void ItemFunctions::UnequipItem(unsigned short pid, unsigned short slot) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
ItemFunctions::EquipItem(pid, slot, "", 0, -1);
}
void ItemFunctions::AddItem(unsigned short pid, const char* itemName, unsigned int count, int health) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
Item item;
item.refid = itemName;
item.count = count;
item.health = health;
player->inventorySendBuffer.items.push_back(item);
player->inventorySendBuffer.action = Inventory::ADDITEM;
}
void ItemFunctions::RemoveItem(unsigned short pid, const char* itemName, unsigned short count) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
Item item;
item.refid = itemName;
item.count = count;
player->inventorySendBuffer.items.push_back(item);
player->inventorySendBuffer.action = Inventory::REMOVEITEM;
}
void ItemFunctions::ClearInventory(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
player->inventorySendBuffer.items.clear();
player->inventorySendBuffer.action = Inventory::UPDATE;
}
bool ItemFunctions::HasItemEquipped(unsigned short pid, const char* itemName)
{
Player *player;
GET_PLAYER(pid, player, false);
for (int slot = 0; slot < MWWorld::InventoryStore::Slots; slot++)
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if (Misc::StringUtils::ciEqual(player->EquipedItem(slot)->refid, itemName))
return true;
return false;
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}
const char *ItemFunctions::GetEquipmentItemId(unsigned short pid, unsigned short slot) noexcept
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{
Player *player;
GET_PLAYER(pid, player, 0);
return player->EquipedItem(slot)->refid.c_str();
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}
int ItemFunctions::GetEquipmentItemCount(unsigned short pid, unsigned short slot) noexcept
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{
Player *player;
GET_PLAYER(pid, player, 0);
return player->EquipedItem(slot)->count;
}
int ItemFunctions::GetEquipmentItemHealth(unsigned short pid, unsigned short slot) noexcept
{
Player *player;
GET_PLAYER(pid, player, 0);
return player->EquipedItem(slot)->health;
}
const char *ItemFunctions::GetInventoryItemId(unsigned short pid, unsigned int i) noexcept
{
Player *player;
GET_PLAYER(pid, player, "");
if (i >= player->inventory.count)
return "invalid";
return player->inventory.items.at(i).refid.c_str();
}
int ItemFunctions::GetInventoryItemCount(unsigned short pid, unsigned int i) noexcept
{
Player *player;
GET_PLAYER(pid, player, 0);
return player->inventory.items.at(i).count;
}
int ItemFunctions::GetInventoryItemHealth(unsigned short pid, unsigned int i) noexcept
{
Player *player;
GET_PLAYER(pid, player, 0);
return player->inventory.items.at(i).health;
}
void ItemFunctions::SendEquipment(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
mwmp::Networking::get().getPlayerController()->GetPacket(ID_GAME_EQUIPMENT)->Send(player, false);
mwmp::Networking::get().getPlayerController()->GetPacket(ID_GAME_EQUIPMENT)->Send(player, true);
}
void ItemFunctions::SendInventory(unsigned short pid) noexcept
{
Player *player;
GET_PLAYER(pid, player, );
std::swap(player->inventory, player->inventorySendBuffer);
mwmp::Networking::get().getPlayerController()->GetPacket(ID_GAME_INVENTORY)->Send(player, false);
player->inventory = std::move(player->inventorySendBuffer);
player->inventorySendBuffer.items.clear();
}