You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
openmw-tes3mp/apps/openmw/mwworld/containerstore.hpp

271 lines
11 KiB
C++

#ifndef GAME_MWWORLD_CONTAINERSTORE_H
#define GAME_MWWORLD_CONTAINERSTORE_H
#include <iterator>
#include <map>
#include <utility>
#include <components/esm/loadalch.hpp>
#include <components/esm/loadappa.hpp>
#include <components/esm/loadarmo.hpp>
#include <components/esm/loadbook.hpp>
#include <components/esm/loadclot.hpp>
#include <components/esm/loadingr.hpp>
#include <components/esm/loadlock.hpp>
#include <components/esm/loadligh.hpp>
#include <components/esm/loadmisc.hpp>
#include <components/esm/loadprob.hpp>
#include <components/esm/loadrepa.hpp>
#include <components/esm/loadweap.hpp>
#include "ptr.hpp"
#include "cellreflist.hpp"
namespace ESM
{
struct InventoryList;
struct InventoryState;
}
namespace MWWorld
{
class ContainerStoreIterator;
class ContainerStore
{
public:
static const int Type_Potion = 0x0001;
static const int Type_Apparatus = 0x0002;
static const int Type_Armor = 0x0004;
static const int Type_Book = 0x0008;
static const int Type_Clothing = 0x0010;
static const int Type_Ingredient = 0x0020;
static const int Type_Light = 0x0040;
static const int Type_Lockpick = 0x0080;
static const int Type_Miscellaneous = 0x0100;
static const int Type_Probe = 0x0200;
static const int Type_Repair = 0x0400;
static const int Type_Weapon = 0x0800;
static const int Type_Last = Type_Weapon;
static const int Type_All = 0xffff;
static const std::string sGoldId;
private:
MWWorld::CellRefList<ESM::Potion> potions;
MWWorld::CellRefList<ESM::Apparatus> appas;
MWWorld::CellRefList<ESM::Armor> armors;
MWWorld::CellRefList<ESM::Book> books;
MWWorld::CellRefList<ESM::Clothing> clothes;
MWWorld::CellRefList<ESM::Ingredient> ingreds;
MWWorld::CellRefList<ESM::Light> lights;
MWWorld::CellRefList<ESM::Lockpick> lockpicks;
MWWorld::CellRefList<ESM::Miscellaneous> miscItems;
MWWorld::CellRefList<ESM::Probe> probes;
MWWorld::CellRefList<ESM::Repair> repairs;
MWWorld::CellRefList<ESM::Weapon> weapons;
std::map<std::pair<std::string, std::string>, int> mLevelledItemMap;
///< Stores result of levelled item spawns. <(refId, spawningGroup), count>
/// This is used to restock levelled items(s) if the old item was sold.
mutable float mCachedWeight;
mutable bool mWeightUpToDate;
ContainerStoreIterator addImp (const Ptr& ptr, int count);
void addInitialItem (const std::string& id, const std::string& owner, int count, bool topLevel=true, const std::string& levItem = "");
template<typename T>
ContainerStoreIterator getState (CellRefList<T>& collection,
const ESM::ObjectState& state);
template<typename T>
void storeState (const LiveCellRef<T>& ref, ESM::ObjectState& state) const;
template<typename T>
void storeStates (const CellRefList<T>& collection,
ESM::InventoryState& inventory, int& index,
bool equipable = false) const;
virtual void storeEquipmentState (const MWWorld::LiveCellRefBase& ref, int index, ESM::InventoryState& inventory) const;
virtual void readEquipmentState (const MWWorld::ContainerStoreIterator& iter, int index, const ESM::InventoryState& inventory);
public:
ContainerStore();
virtual ~ContainerStore();
virtual ContainerStore* clone() { return new ContainerStore(*this); }
ContainerStoreIterator begin (int mask = Type_All);
ContainerStoreIterator end();
virtual ContainerStoreIterator add (const Ptr& itemPtr, int count, const Ptr& actorPtr, bool setOwner=false);
///< Add the item pointed to by \a ptr to this container. (Stacks automatically if needed)
///
/// \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!
///
/// @param setOwner Set the owner of the added item to \a actorPtr? If false, the owner is reset to "".
///
/// @return if stacking happened, return iterator to the item that was stacked against, otherwise iterator to the newly inserted item.
ContainerStoreIterator add(const std::string& id, int count, const Ptr& actorPtr);
///< Utility to construct a ManualRef and call add(ptr, count, actorPtr, true)
int remove(const std::string& itemId, int count, const Ptr& actor);
///< Remove \a count item(s) designated by \a itemId from this container.
///
/// @return the number of items actually removed
virtual int remove(const Ptr& item, int count, const Ptr& actor);
///< Remove \a count item(s) designated by \a item from this inventory.
///
/// @return the number of items actually removed
ContainerStoreIterator unstack (const Ptr& ptr, const Ptr& container, int count = 1);
///< Unstack an item in this container. The item's count will be set to count, then a new stack will be added with (origCount-count).
///
/// @return an iterator to the new stack, or end() if no new stack was created.
MWWorld::ContainerStoreIterator restack (const MWWorld::Ptr& item);
///< Attempt to re-stack an item in this container.
/// If a compatible stack is found, the item's count is added to that stack, then the original is deleted.
/// @return If the item was stacked, return the stack, otherwise return the old (untouched) item.
/// @return How many items with refID \a id are in this container?
int count (const std::string& id);
protected:
ContainerStoreIterator addNewStack (const ConstPtr& ptr, int count);
///< Add the item to this container (do not try to stack it onto existing items)
virtual void flagAsModified();
public:
virtual bool stacks (const ConstPtr& ptr1, const ConstPtr& ptr2);
///< @return true if the two specified objects can stack with each other
void fill (const ESM::InventoryList& items, const std::string& owner);
///< Insert items into *this.
void restock (const ESM::InventoryList& items, const MWWorld::Ptr& ptr, const std::string& owner);
virtual void clear();
///< Empty container.
float getWeight() const;
///< Return total weight of the items contained in *this.
static int getType (const ConstPtr& ptr);
///< This function throws an exception, if ptr does not point to an object, that can be
/// put into a container.
Ptr search (const std::string& id);
virtual void writeState (ESM::InventoryState& state) const;
virtual void readState (const ESM::InventoryState& state);
friend class ContainerStoreIterator;
};
/// \brief Iteration over a subset of objects in a ContainerStore
///
/// \note The iterator will automatically skip over deleted objects.
class ContainerStoreIterator
: public std::iterator<std::forward_iterator_tag, Ptr, std::ptrdiff_t, Ptr *, Ptr&>
{
int mType;
int mMask;
ContainerStore *mContainer;
mutable Ptr mPtr;
MWWorld::CellRefList<ESM::Potion>::List::iterator mPotion;
MWWorld::CellRefList<ESM::Apparatus>::List::iterator mApparatus;
MWWorld::CellRefList<ESM::Armor>::List::iterator mArmor;
MWWorld::CellRefList<ESM::Book>::List::iterator mBook;
MWWorld::CellRefList<ESM::Clothing>::List::iterator mClothing;
MWWorld::CellRefList<ESM::Ingredient>::List::iterator mIngredient;
MWWorld::CellRefList<ESM::Light>::List::iterator mLight;
MWWorld::CellRefList<ESM::Lockpick>::List::iterator mLockpick;
MWWorld::CellRefList<ESM::Miscellaneous>::List::iterator mMiscellaneous;
MWWorld::CellRefList<ESM::Probe>::List::iterator mProbe;
MWWorld::CellRefList<ESM::Repair>::List::iterator mRepair;
MWWorld::CellRefList<ESM::Weapon>::List::iterator mWeapon;
private:
ContainerStoreIterator (ContainerStore *container);
///< End-iterator
ContainerStoreIterator (int mask, ContainerStore *container);
///< Begin-iterator
// construct iterator using a CellRefList iterator
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Potion>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Apparatus>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Armor>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Book>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Clothing>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Ingredient>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Light>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Lockpick>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Miscellaneous>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Probe>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Repair>::List::iterator);
ContainerStoreIterator (ContainerStore *container, MWWorld::CellRefList<ESM::Weapon>::List::iterator);
void copy (const ContainerStoreIterator& src);
void incType();
void nextType();
bool resetIterator();
///< Reset iterator for selected type.
///
/// \return Type not empty?
bool incIterator();
///< Increment iterator for selected type.
///
/// \return reached the end?
public:
ContainerStoreIterator(const ContainerStoreIterator& src);
Ptr *operator->() const;
Ptr operator*() const;
ContainerStoreIterator& operator++();
ContainerStoreIterator operator++ (int);
ContainerStoreIterator& operator= (const ContainerStoreIterator& rhs);
bool isEqual (const ContainerStoreIterator& iter) const;
int getType() const;
const ContainerStore *getContainerStore() const;
friend class ContainerStore;
};
bool operator== (const ContainerStoreIterator& left, const ContainerStoreIterator& right);
bool operator!= (const ContainerStoreIterator& left, const ContainerStoreIterator& right);
}
#endif