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226 lines
8.9 KiB
C++
226 lines
8.9 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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#include "../mwmechanics/magiceffects.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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/**
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* @param effect
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* @param isNew Is this effect new (e.g. the item for it was just now manually equipped)
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* or was it loaded from a savegame / initial game state? \n
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* If it isn't new, non-looping VFX should not be played.
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* @param playSound Play effect sound?
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*/
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virtual void permanentEffectAdded (const ESM::MagicEffect *magicEffect, bool isNew, bool playSound) {}
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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 const int Slot_Helmet = 0;
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static const int Slot_Cuirass = 1;
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static const int Slot_Greaves = 2;
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static const int Slot_LeftPauldron = 3;
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static const int Slot_RightPauldron = 4;
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static const int Slot_LeftGauntlet = 5;
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static const int Slot_RightGauntlet = 6;
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static const int Slot_Boots = 7;
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static const int Slot_Shirt = 8;
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static const int Slot_Pants = 9;
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static const int Slot_Skirt = 10;
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static const int Slot_Robe = 11;
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static const int Slot_LeftRing = 12;
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static const int Slot_RightRing = 13;
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static const int Slot_Amulet = 14;
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static const int Slot_Belt = 15;
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static const int Slot_CarriedRight = 16;
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static const int Slot_CarriedLeft = 17;
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static const int Slot_Ammunition = 18;
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static const int Slots = 19;
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static const int Slot_NoSlot = -1;
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private:
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MWMechanics::MagicEffects mMagicEffects;
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InventoryStoreListener* mListener;
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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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// Vanilla allows permanent effects with a random magnitude, so it needs to be stored here.
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// We also need this to only play sounds and particle effects when the item is equipped, rather than on every update.
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struct EffectParams
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{
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// Modifier to scale between min and max magnitude
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float mRandom;
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// Multiplier for when an effect was fully or partially resisted
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float mMultiplier;
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};
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typedef std::map<std::string, std::vector<EffectParams> > TEffectMagnitudes;
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TEffectMagnitudes mPermanentMagicEffectMagnitudes;
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typedef std::vector<ContainerStoreIterator> TSlots;
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TSlots mSlots;
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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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// (item, max charge)
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typedef std::vector<std::pair<ContainerStoreIterator, float> > TRechargingItems;
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TRechargingItems mRechargingItems;
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bool mRechargingItemsUpToDate;
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void copySlots (const InventoryStore& store);
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void initSlots (TSlots& slots_);
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void updateMagicEffects(const Ptr& actor);
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void updateRechargingItems();
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void fireEquipmentChangedEvent(const Ptr& actor);
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virtual void storeEquipmentState (const MWWorld::LiveCellRefBase& ref, int index, ESM::InventoryState& inventory) const;
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virtual void readEquipmentState (const MWWorld::ContainerStoreIterator& iter, int index, const ESM::InventoryState& inventory);
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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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virtual InventoryStore* clone() { return new InventoryStore(*this); }
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virtual ContainerStoreIterator add (const Ptr& itemPtr, int count, const Ptr& actorPtr, bool setOwner=false);
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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 (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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/// @param setOwner Set the owner of the added item to \a actorPtr?
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///
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/// @return if stacking happened, return iterator to the item that was stacked against, otherwise iterator to the newly inserted item.
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void equip (int slot, const ContainerStoreIterator& iterator, const Ptr& actor);
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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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void unequipAll(const MWWorld::Ptr& actor);
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///< Unequip all currently equipped items.
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void autoEquip (const MWWorld::Ptr& actor);
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///< Auto equip items according to stats and item value.
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const MWMechanics::MagicEffects& getMagicEffects() const;
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///< Return magic effects from worn items.
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virtual 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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virtual bool stacks (const ConstPtr& ptr1, const ConstPtr& ptr2);
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///< @return true if the two specified objects can stack with each other
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virtual int remove(const Ptr& item, int count, const Ptr& actor);
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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, const Ptr& actor);
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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, const Ptr& actor);
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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, const Ptr& actor, 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 setListener (InventoryStoreListener* listener, const Ptr& actor);
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///< Set a listener for various events, see \a InventoryStoreListener
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InventoryStoreListener* getListener();
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void visitEffectSources (MWMechanics::EffectSourceVisitor& visitor);
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void rechargeItems (float duration);
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///< Restore charge on enchanted items. Note this should only be done for the player.
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void purgeEffect (short effectId);
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///< Remove a magic effect
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void purgeEffect (short effectId, const std::string& sourceId);
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///< Remove a magic effect
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virtual void clear();
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///< Empty container.
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virtual void writeState (ESM::InventoryState& state) const;
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virtual void readState (const ESM::InventoryState& state);
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};
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}
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#endif
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