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33e85c54de
This avoids confusion when either of those is used to store and send a single item, and no longer requires coming up with confusing variable names like realSpellbook or realInventory for actual full spellbooks and inventories.
160 lines
4.2 KiB
C++
160 lines
4.2 KiB
C++
//
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// Created by koncord on 02.03.16.
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//
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#include "Items.hpp"
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#include <apps/openmw-mp/Script/ScriptFunctions.hpp>
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#include <components/openmw-mp/NetworkMessages.hpp>
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#include <apps/openmw-mp/Networking.hpp>
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#include <apps/openmw/mwworld/inventorystore.hpp>
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#include <components/misc/stringops.hpp>
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using namespace mwmp;
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int ItemFunctions::GetEquipmentSize() noexcept
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{
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return MWWorld::InventoryStore::Slots;
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}
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unsigned int ItemFunctions::GetInventorySize(unsigned short pid) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, 0);
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return player->packetItems.count;
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}
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void ItemFunctions::EquipItem(unsigned short pid, unsigned short slot, const char *itemId, unsigned int count, int health) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player,);
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player->EquipedItem(slot)->refid = itemId;
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player->EquipedItem(slot)->count = count;
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player->EquipedItem(slot)->health = health;
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}
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void ItemFunctions::UnequipItem(unsigned short pid, unsigned short slot) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, );
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ItemFunctions::EquipItem(pid, slot, "", 0, -1);
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}
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void ItemFunctions::AddItem(unsigned short pid, const char* itemId, unsigned int count, int health) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, );
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Item item;
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item.refid = itemId;
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item.count = count;
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item.health = health;
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player->packetItemsBuffer.items.push_back(item);
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player->packetItemsBuffer.action = PacketItems::ADD;
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}
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void ItemFunctions::RemoveItem(unsigned short pid, const char* itemId, unsigned short count) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, );
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Item item;
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item.refid = itemId;
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item.count = count;
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player->packetItemsBuffer.items.push_back(item);
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player->packetItemsBuffer.action = PacketItems::REMOVE;
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}
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void ItemFunctions::ClearInventory(unsigned short pid) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, );
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player->packetItemsBuffer.items.clear();
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player->packetItemsBuffer.action = PacketItems::UPDATE;
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}
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bool ItemFunctions::HasItemEquipped(unsigned short pid, const char* itemId)
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{
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Player *player;
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GET_PLAYER(pid, player, false);
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for (int slot = 0; slot < MWWorld::InventoryStore::Slots; slot++)
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if (Misc::StringUtils::ciEqual(player->EquipedItem(slot)->refid, itemId))
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return true;
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return false;
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}
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const char *ItemFunctions::GetEquipmentItemId(unsigned short pid, unsigned short slot) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, 0);
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return player->EquipedItem(slot)->refid.c_str();
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}
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int ItemFunctions::GetEquipmentItemCount(unsigned short pid, unsigned short slot) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, 0);
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return player->EquipedItem(slot)->count;
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}
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int ItemFunctions::GetEquipmentItemHealth(unsigned short pid, unsigned short slot) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, 0);
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return player->EquipedItem(slot)->health;
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}
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const char *ItemFunctions::GetInventoryItemId(unsigned short pid, unsigned int i) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, "");
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if (i >= player->packetItems.count)
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return "invalid";
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return player->packetItems.items.at(i).refid.c_str();
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}
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int ItemFunctions::GetInventoryItemCount(unsigned short pid, unsigned int i) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, 0);
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return player->packetItems.items.at(i).count;
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}
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int ItemFunctions::GetInventoryItemHealth(unsigned short pid, unsigned int i) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, 0);
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return player->packetItems.items.at(i).health;
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}
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void ItemFunctions::SendEquipment(unsigned short pid) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, );
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mwmp::Networking::get().getPlayerController()->GetPacket(ID_GAME_EQUIPMENT)->Send(player, false);
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mwmp::Networking::get().getPlayerController()->GetPacket(ID_GAME_EQUIPMENT)->Send(player, true);
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}
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void ItemFunctions::SendItems(unsigned short pid) noexcept
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{
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Player *player;
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GET_PLAYER(pid, player, );
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std::swap(player->packetItems, player->packetItemsBuffer);
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mwmp::Networking::get().getPlayerController()->GetPacket(ID_GAME_INVENTORY)->Send(player, false);
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player->packetItems = std::move(player->packetItemsBuffer);
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player->packetItemsBuffer.items.clear();
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}
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