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https://github.com/DarkflameUniverse/DarkflameServer.git
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7671cc6865
* CDClient cleanup and optimization - Use static function to get table name - Remove unused GetName function - Replace above function with a static GetTableName function - Remove verbose comments - Remove verbose initializers - Remove need to specify table name when getting a table by name - Remove unused typedef for mac and linux * Re-add unused table Convert tables to singletons - Convert all CDClient tables to singletons - Move Singleton.h to dCommon - Reduce header clutter in CDClientManager
196 lines
5.0 KiB
C++
196 lines
5.0 KiB
C++
#pragma once
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#ifndef INVENTORY_H
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#define INVENTORY_H
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#include <map>
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#include <vector>
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#include "CDItemComponentTable.h"
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#include "CDClientManager.h"
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#include "dCommonVars.h"
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enum eInventoryType : uint32_t;
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class Item;
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class InventoryComponent;
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/**
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* An inventory of a certain type that's owned by an entity
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*/
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class Inventory final
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{
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public:
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explicit Inventory(eInventoryType type, uint32_t size, const std::vector<Item*>& items, InventoryComponent* component);
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/**
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* Returns the type of this inventory
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* @return the type of this inventory
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*/
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eInventoryType GetType() const;
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/**
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* Returns the maximum amount of items this inventory can contain
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* @return the maximum amount of items this inventory can contain
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*/
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uint32_t GetSize() const;
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/**
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* Returns all the items that are currently in this inventory, mapped by object ID
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* @return all the items that are currently in this inventory, mapped by object ID
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*/
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std::map<LWOOBJID, Item*>& GetItems();
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/**
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* Returns all the items that are currently in this inventory, mapped by slot
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* @return all the items that are currently in this inventory, mapped by slot
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*/
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std::map<uint32_t, Item*> GetSlots() const;
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/**
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* Returns the inventory component that this inventory is part of
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* @return the inventory component that this inventory is part of
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*/
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InventoryComponent* GetComponent() const;
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/**
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* Returns the amount of items this inventory contains of the specified LOT
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* @param lot the lot to find items for
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* @return the amount of items this inventory contains of the specified LOT
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*/
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uint32_t GetLotCount(LOT lot) const;
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/**
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* Updates the max size of this inventory
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* @param value the size to set
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*/
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void SetSize(uint32_t value);
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/**
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* Returns the first slot in this inventory that does not contain an item
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* @return the first slot in this inventory that does not contain an item
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*/
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int32_t FindEmptySlot();
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/**
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* Returns the number of empty slots this inventory has left
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* @return the number of empty slots this inventory has left
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*/
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int32_t GetEmptySlots();
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/**
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* Returns if the slot for the specified index is empty
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* @param slot the index to check occupation for
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* @return if the slot for the specified index is empty
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*/
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bool IsSlotEmpty(int32_t slot);
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/**
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* Finds an item in this inventory by the provided id
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* @param id the object ID of the item to find
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* @return item in this inventory by the provided id
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*/
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Item* FindItemById(LWOOBJID id) const;
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/**
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* Finds an item in the inventory for the provided LOT
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* @param lot the lot to find items for
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* @param ignoreEquipped ignores equipped items
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* @param ignoreBound ignores bound items
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* @return item with the lowest stack count in the inventory for the provided LOT
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*/
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Item* FindItemByLot(LOT lot, bool ignoreEquipped = false, bool ignoreBound = false) const;
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/**
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* Finds an item in the inventory stored on the provied slot
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* @param slot to slot to find an item for
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* @return item in the inventory stored on the provied slot
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*/
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Item* FindItemBySlot(uint32_t slot) const;
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/**
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* Finds an item based on a specified subkey (useful for pets)
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* @param id the subkey to look for in the items
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* @return item based on a specified subkey
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*/
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Item* FindItemBySubKey(LWOOBJID id) const;
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/**
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* Adds an item to the inventory, finding a slot to place it in
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* @param item item to add to the inventory
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*/
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void AddManagedItem(Item* item);
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/**
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* Removes an item from the inventory, clearing its slot
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* @param item
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*/
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void RemoveManagedItem(Item* item);
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/**
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* Returns the inventory type an item of the specified lot should be placed in
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* @param lot the lot to find the inventory type for
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* @return the inventory type an item of the specified lot should be placed in
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*/
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static eInventoryType FindInventoryTypeForLot(LOT lot);
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/**
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* Finds the database item component for a item of a certain LOT
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* @param lot the LOT of the item to get the database item component for
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* @return the database item component for a item of a certain LOT
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*/
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static const CDItemComponent& FindItemComponent(LOT lot);
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/**
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* Cheks if the provided lot has a database item component
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* @param lot the LOT to check item validity for
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* @return if the provided lot has a database item component
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*/
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static bool IsValidItem(LOT lot);
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/**
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* Returns all the items that are restricted to GMs
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* @return all the items that are restricted to GMs
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*/
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static const std::vector<LOT>& GetAllGMItems();
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/**
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* Remove ALL Items from this inventory.
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*/
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void DeleteAllItems();
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~Inventory();
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private:
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/**
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* The type of this inventory
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*/
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eInventoryType type;
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/**
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* The max size of this inventory
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*/
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uint32_t size;
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/**
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* The amount of items that can still be stored in this inventroy
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*/
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uint32_t free;
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/**
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* The items stored in this inventory
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*/
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std::map<LWOOBJID, Item*> items;
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/**
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* The inventory component this inventory belongs to
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*/
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InventoryComponent* component;
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/**
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* List of items that are GM restricted
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*/
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static std::vector<LOT> m_GameMasterRestrictedItems;
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};
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#endif
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