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#ifndef GAME_MWWORLD_CONTAINERSTORE_H
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#define GAME_MWWORLD_CONTAINERSTORE_H
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#include <iterator>
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#include <components/esm_store/cell_store.hpp>
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#include "refdata.hpp"
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#include "ptr.hpp"
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namespace ESM
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{
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struct InventoryList;
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}
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namespace MWWorld
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{
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class ContainerStoreIterator;
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class ContainerStore
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{
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public:
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static const int Type_Potion = 0x0001;
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static const int Type_Apparatus = 0x0002;
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static const int Type_Armor = 0x0004;
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static const int Type_Book = 0x0008;
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static const int Type_Clothing = 0x0010;
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static const int Type_Ingredient = 0x0020;
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static const int Type_Light = 0x0040;
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static const int Type_Lockpick = 0x0080;
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static const int Type_Miscellaneous = 0x0100;
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static const int Type_Probe = 0x0200;
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static const int Type_Repair = 0x0400;
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static const int Type_Weapon = 0x0800;
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static const int Type_Last = Type_Weapon;
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static const int Type_All = 0xffff;
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private:
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ESMS::CellRefList<ESM::Potion, RefData> potions;
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ESMS::CellRefList<ESM::Apparatus, RefData> appas;
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ESMS::CellRefList<ESM::Armor, RefData> armors;
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ESMS::CellRefList<ESM::Book, RefData> books;
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ESMS::CellRefList<ESM::Clothing, RefData> clothes;
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ESMS::CellRefList<ESM::Ingredient, RefData> ingreds;
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ESMS::CellRefList<ESM::Light, RefData> lights;
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ESMS::CellRefList<ESM::Tool, RefData> lockpicks;
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ESMS::CellRefList<ESM::Miscellaneous, RefData> miscItems;
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ESMS::CellRefList<ESM::Probe, RefData> probes;
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ESMS::CellRefList<ESM::Repair, RefData> repairs;
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ESMS::CellRefList<ESM::Weapon, RefData> weapons;
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int mStateId;
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mutable float mCachedWeight;
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mutable bool mWeightUpToDate;
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public:
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ContainerStore();
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virtual ~ContainerStore();
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ContainerStoreIterator begin (int mask = Type_All);
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ContainerStoreIterator end();
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bool stacks (const Ptr& ptr1, const Ptr& ptr2) const;
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///< @return true if the two specified objects can stack with each other
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void add (const Ptr& ptr);
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///< Add the item pointed to by \a ptr to this container. (Stacks automatically if needed)
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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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protected:
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void addImpl (const Ptr& ptr);
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///< Add the item to this container (no stacking)
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public:
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void fill (const ESM::InventoryList& items, const ESMS::ESMStore& store);
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///< Insert items into *this.
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void clear();
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///< Empty container.
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void flagAsModified();
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///< \attention This function is internal to the world model and should not be called from
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/// outside.
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int getStateId() const;
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///< This ID is changed every time the container is modified or items in the container
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/// are accessed in a way that may be used to modify the item.
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/// \note This method of change-tracking will ocasionally yield false positives.
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float getWeight() const;
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///< Return total weight of the items contained in *this.
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static int getType (const Ptr& ptr);
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///< This function throws an exception, if ptr does not point to an object, that can be
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/// put into a container.
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friend class ContainerStoreIterator;
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};
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/// \brief Iteration over a subset of objects in a ContainerStore
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///
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/// \note The iterator will automatically skip over deleted objects.
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class ContainerStoreIterator
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: public std::iterator<std::forward_iterator_tag, Ptr, std::ptrdiff_t, Ptr *, Ptr&>
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{
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int mType;
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int mMask;
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ContainerStore *mContainer;
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mutable Ptr mPtr;
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ESMS::CellRefList<ESM::Potion, RefData>::List::iterator mPotion;
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ESMS::CellRefList<ESM::Apparatus, RefData>::List::iterator mApparatus;
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ESMS::CellRefList<ESM::Armor, RefData>::List::iterator mArmor;
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ESMS::CellRefList<ESM::Book, RefData>::List::iterator mBook;
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ESMS::CellRefList<ESM::Clothing, RefData>::List::iterator mClothing;
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ESMS::CellRefList<ESM::Ingredient, RefData>::List::iterator mIngredient;
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ESMS::CellRefList<ESM::Light, RefData>::List::iterator mLight;
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ESMS::CellRefList<ESM::Tool, RefData>::List::iterator mLockpick;
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ESMS::CellRefList<ESM::Miscellaneous, RefData>::List::iterator mMiscellaneous;
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ESMS::CellRefList<ESM::Probe, RefData>::List::iterator mProbe;
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ESMS::CellRefList<ESM::Repair, RefData>::List::iterator mRepair;
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ESMS::CellRefList<ESM::Weapon, RefData>::List::iterator mWeapon;
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private:
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ContainerStoreIterator (ContainerStore *container);
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///< End-iterator
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ContainerStoreIterator (int mask, ContainerStore *container);
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///< Begin-iterator
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void incType();
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void nextType();
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bool resetIterator();
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///< Reset iterator for selected type.
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///
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/// \return Type not empty?
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bool incIterator();
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///< Increment iterator for selected type.
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///
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/// \return reached the end?
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public:
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Ptr *operator->() const;
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Ptr operator*() const;
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ContainerStoreIterator& operator++();
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ContainerStoreIterator operator++ (int);
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bool isEqual (const ContainerStoreIterator& iter) const;
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int getType() const;
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const ContainerStore *getContainerStore() const;
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friend class ContainerStore;
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};
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bool operator== (const ContainerStoreIterator& left, const ContainerStoreIterator& right);
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bool operator!= (const ContainerStoreIterator& left, const ContainerStoreIterator& right);
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}
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#endif
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