#ifndef OPENMW_ESM_INVENTORYSTATE_H #define OPENMW_ESM_INVENTORYSTATE_H #include <map> #include <optional> #include "objectstate.hpp" #include <components/esm/refid.hpp> namespace ESM { class ESMReader; class ESMWriter; // format 0, saved games only /// \brief State for inventories and containers struct InventoryState { std::vector<ObjectState> mItems; // <Index in mItems, equipment slot> std::map<uint32_t, int32_t> mEquipmentSlots; std::map<ESM::RefId, std::vector<std::pair<float, float>>> mPermanentMagicEffectMagnitudes; std::optional<uint32_t> mSelectedEnchantItem; // For inventories only virtual ~InventoryState() = default; virtual void load(ESMReader& esm); virtual void save(ESMWriter& esm) const; }; } #endif