#include "itemmodel.hpp" #include #include "../mwworld/class.hpp" #include "../mwworld/containerstore.hpp" #include "../mwworld/store.hpp" #include "../mwworld/esmstore.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" namespace MWGui { ItemStack::ItemStack(const MWWorld::Ptr &base, ItemModel *creator, size_t count) : mType(Type_Normal) , mFlags(0) , mCreator(creator) , mCount(count) , mBase(base) { if (base.getClass().getEnchantment(base) != "") mFlags |= Flag_Enchanted; static std::set boundItemIDCache; // If this is empty then we haven't executed the GMST cache logic yet; or there isn't any sMagicBound* GMST's for some reason if (boundItemIDCache.empty()) { // Build a list of known bound item ID's const MWWorld::Store &gameSettings = MWBase::Environment::get().getWorld()->getStore().get(); for (MWWorld::Store::iterator currentIteration = gameSettings.begin(); currentIteration != gameSettings.end(); ++currentIteration) { const ESM::GameSetting ¤tSetting = *currentIteration; std::string currentGMSTID = currentSetting.mId; Misc::StringUtils::lowerCaseInPlace(currentGMSTID); // Don't bother checking this GMST if it's not a sMagicBound* one. const std::string& toFind = "smagicbound"; if (currentGMSTID.compare(0, toFind.length(), toFind) != 0) continue; // All sMagicBound* GMST's should be of type string std::string currentGMSTValue = currentSetting.getString(); Misc::StringUtils::lowerCaseInPlace(currentGMSTValue); boundItemIDCache.insert(currentGMSTValue); } } // Perform bound item check and assign the Flag_Bound bit if it passes std::string tempItemID = base.getCellRef().getRefId(); Misc::StringUtils::lowerCaseInPlace(tempItemID); if (boundItemIDCache.count(tempItemID) != 0) mFlags |= Flag_Bound; } ItemStack::ItemStack() : mType(Type_Normal) , mFlags(0) , mCreator(NULL) , mCount(0) { } bool ItemStack::stacks(const ItemStack &other) { if(mBase == other.mBase) return true; // If one of the items is in an inventory and currently equipped, we need to check stacking both ways to be sure if (mBase.getContainerStore() && other.mBase.getContainerStore()) return mBase.getContainerStore()->stacks(mBase, other.mBase) && other.mBase.getContainerStore()->stacks(mBase, other.mBase); if (mBase.getContainerStore()) return mBase.getContainerStore()->stacks(mBase, other.mBase); if (other.mBase.getContainerStore()) return other.mBase.getContainerStore()->stacks(mBase, other.mBase); MWWorld::ContainerStore store; return store.stacks(mBase, other.mBase); } bool operator == (const ItemStack& left, const ItemStack& right) { if (left.mType != right.mType) return false; if(left.mBase == right.mBase) return true; // If one of the items is in an inventory and currently equipped, we need to check stacking both ways to be sure if (left.mBase.getContainerStore() && right.mBase.getContainerStore()) return left.mBase.getContainerStore()->stacks(left.mBase, right.mBase) && right.mBase.getContainerStore()->stacks(left.mBase, right.mBase); if (left.mBase.getContainerStore()) return left.mBase.getContainerStore()->stacks(left.mBase, right.mBase); if (right.mBase.getContainerStore()) return right.mBase.getContainerStore()->stacks(left.mBase, right.mBase); MWWorld::ContainerStore store; return store.stacks(left.mBase, right.mBase); } ItemModel::ItemModel() { } MWWorld::Ptr ItemModel::moveItem(const ItemStack &item, size_t count, ItemModel *otherModel) { MWWorld::Ptr ret = otherModel->copyItem(item, count); removeItem(item, count); return ret; } bool ItemModel::allowedToInsertItems() const { return true; } ProxyItemModel::ProxyItemModel() : mSourceModel(NULL) { } ProxyItemModel::~ProxyItemModel() { delete mSourceModel; } MWWorld::Ptr ProxyItemModel::copyItem (const ItemStack& item, size_t count, bool setNewOwner) { return mSourceModel->copyItem (item, count, setNewOwner); } void ProxyItemModel::removeItem (const ItemStack& item, size_t count) { mSourceModel->removeItem (item, count); } ItemModel::ModelIndex ProxyItemModel::mapToSource (ModelIndex index) { const ItemStack& itemToSearch = getItem(index); for (size_t i=0; igetItemCount(); ++i) { const ItemStack& item = mSourceModel->getItem(i); if (item.mBase == itemToSearch.mBase) return i; } return -1; } ItemModel::ModelIndex ProxyItemModel::mapFromSource (ModelIndex index) { const ItemStack& itemToSearch = mSourceModel->getItem(index); for (size_t i=0; igetIndex(item); } void ProxyItemModel::setSourceModel(ItemModel *sourceModel) { if (mSourceModel == sourceModel) return; if (mSourceModel) { delete mSourceModel; mSourceModel = NULL; } mSourceModel = sourceModel; } }