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InventoryComponent pass
- reduce scope usage - bouncing returns - std::for_each in some contexts - extra nullptr checks - constiness - extra logs - scoped enum type for eItemType - lol serialization.
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File diff suppressed because it is too large
Load Diff
@@ -45,7 +45,7 @@ public:
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void Serialize(RakNet::BitStream* outBitStream, bool bIsInitialUpdate, unsigned int& flags);
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void LoadXml(tinyxml2::XMLDocument* document);
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void UpdateXml(tinyxml2::XMLDocument* document) override;
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void ResetFlags();
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void ResetFlags() { m_Dirty = false; };
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/**
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* Returns an inventory of the specified type, if it exists
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@@ -58,10 +58,12 @@ public:
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* Returns all the inventories this entity has, indexed by type
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* @return all the inventories this entity has, indexed by type
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*/
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const std::map<eInventoryType, Inventory*>& GetInventories() const;
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const std::map<eInventoryType, Inventory*>& GetInventories() const { return m_Inventories; }
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/**
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* Returns the amount of items this entity possesses of a certain LOT
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* This method counts the lot count for all inventories, including inventories the player may not be able to see.
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* If you need the count in a specific inventory, call the inventory equivalent.
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* @param lot the lot to search for
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* @return the amount of items this entity possesses the specified LOT
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*/
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@@ -79,7 +81,7 @@ public:
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* Returns the items that are currently equipped by this entity
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* @return the items that are currently equipped by this entity
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*/
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const EquipmentMap& GetEquippedItems() const;
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const EquipmentMap& GetEquippedItems() const { return m_Equipped; }
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/**
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* Adds an item to the inventory of the entity
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@@ -206,7 +208,7 @@ public:
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* @param item the Item to unequip
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* @return if we were successful
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*/
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void HandlePossession(Item* item);
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void HandlePossession(Item* item) const;
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/**
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* Adds a buff related to equipping a lot to the entity
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@@ -247,13 +249,13 @@ public:
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* Sets the current consumable lot
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* @param lot the lot to set as consumable
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*/
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void SetConsumable(LOT lot);
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void SetConsumable(LOT lot) { m_Consumable = lot; };
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/**
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* Returns the current consumable lot
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* @return the current consumable lot
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*/
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LOT GetConsumable() const;
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LOT GetConsumable() const { return m_Consumable; }
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/**
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* Finds all the buffs related to a lot
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@@ -285,7 +287,7 @@ public:
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* Triggers one of the passive abilities from the equipped item set
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* @param trigger the trigger to fire
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*/
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target = nullptr);
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target = nullptr) const;
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/**
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* Returns if the entity has any of the passed passive abilities equipped
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@@ -325,13 +327,13 @@ public:
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* @param id the id of the object to check for
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* @return if the provided object ID is in this inventory and is a pet
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*/
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bool IsPet(LWOOBJID id) const;
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bool IsPet(const LWOOBJID& id) const { return m_Pets.find(id) != m_Pets.end(); }
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/**
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* Removes pet database information from the item with the specified object id
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* @param id the object id to remove pet info for
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*/
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void RemoveDatabasePet(LWOOBJID id);
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void RemoveDatabasePet(const LWOOBJID& id) { m_Pets.erase(id); }
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/**
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* Returns the current behavior slot active for the passed item type
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@@ -359,14 +361,14 @@ public:
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*
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* @param equippedItem The item script to lookup and call equip on
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*/
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void EquipScripts(Item* equippedItem);
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void EquipScripts(Item* equippedItem) const;
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/**
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* Call this when you unequip an item. This calls OnFactionTriggerItemUnequipped for any scripts found on the items.
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*
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* @param unequippedItem The item script to lookup and call unequip on
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*/
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void UnequipScripts(Item* unequippedItem);
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void UnequipScripts(Item* unequippedItem) const;
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~InventoryComponent() override;
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