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115 lines
4.2 KiB
C++
115 lines
4.2 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 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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///< \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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mutable MWMechanics::MagicEffects mMagicEffects;
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mutable bool mMagicEffectsUpToDate;
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typedef std::vector<ContainerStoreIterator> TSlots;
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mutable 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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void copySlots (const InventoryStore& store);
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void initSlots (TSlots& slots);
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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 ContainerStoreIterator add (const Ptr& itemPtr, const Ptr& actorPtr);
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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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/// @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);
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///< \note \a iterator can be an end-iterator
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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& npc);
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///< Auto equip items according to stats and item value.
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const MWMechanics::MagicEffects& getMagicEffects();
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///< Return magic effects from worn items.
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///
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/// \todo make this const again, after the constness of Ptrs and iterators has been addressed.
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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 Ptr& ptr1, const Ptr& ptr2);
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///< @return true if the two specified objects can stack with each other
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/// @note ptr1 is the item that is already in this container
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};
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}
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#endif
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