226 lines
9.2 KiB
C++
226 lines
9.2 KiB
C++
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#ifndef STAR_PLAYER_INVENTORY_HPP
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#define STAR_PLAYER_INVENTORY_HPP
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#include "StarInventoryTypes.hpp"
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#include "StarMultiArray.hpp"
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#include "StarNetElementSystem.hpp"
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#include "StarItemDescriptor.hpp"
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namespace Star {
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STAR_CLASS(Item);
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STAR_CLASS(ItemBag);
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STAR_CLASS(HeadArmor);
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STAR_CLASS(ChestArmor);
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STAR_CLASS(LegsArmor);
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STAR_CLASS(BackArmor);
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STAR_CLASS(PlayerInventory);
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STAR_EXCEPTION(InventoryException, StarException);
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// Describes a player's entire inventory, including the main bag, material bag,
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// object bag, reagent bag, food bag, weapon and armor slots, swap slot, trash
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// slot, essential items, and currencies.
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//
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// Items in the inventory can be shorcutted in the "Action Bar", and one
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// location in the action bar is selected at a time and the primary and
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// secondary held items are the items pointed to in that action bar location.
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//
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// The special slot called the "swap" slot is used specifically for inventory
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// management and is attached to the cursor. When the swap slot is active,
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// then whatever is in the slot swap temporarily becomes the only held item.
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//
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// The essential items are items that are not manageable and not pointable to
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// by an ItemSlot, but are part of the action bar shortcut system. They are
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// used for permanent tools that need to be always quickly available.
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//
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// Currency items that enter the inventory are immediately put in the common currencies
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// pool, and are also not manageable items.
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class PlayerInventory : public NetElementSyncGroup {
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public:
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// Whether the given item is allowed to go in the given slot type
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static bool itemAllowedInBag(ItemPtr const& item, String const& bagType);
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static bool itemAllowedAsEquipment(ItemPtr const& item, EquipmentSlot equipmentSlot);
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PlayerInventory();
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ItemPtr itemsAt(InventorySlot const& slot) const;
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// Attempts to combine the items with the given slot, and returns the items
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// left over (if any).
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ItemPtr stackWith(InventorySlot const& slot, ItemPtr const& items);
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// Empty the slot and take what it contains, if any.
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ItemPtr takeSlot(InventorySlot const& slot);
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// Try to exchange items between any two slots, returns true on success.
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bool exchangeItems(InventorySlot const& first, InventorySlot const& second);
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// Forces the given item into the given slot, overriding what was already
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// there. If the item is not allowed in the given location, does nothing and
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// returns false.
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bool setItem(InventorySlot const& slot, ItemPtr const& item);
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bool consumeSlot(InventorySlot const& slot, uint64_t count = 1);
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// Adds items to any slot except the trash or swap slots, returns stack left
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// over.
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ItemPtr addItems(ItemPtr items);
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// Adds items to the first matching item bag, avoiding the equipment, swap,
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// or trash slots
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ItemPtr addToBags(ItemPtr items);
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// Returns number of items in the given set that can fit anywhere in any item
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// slot except the trash slot (the number of items that would be added by a
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// call to addItems).
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uint64_t itemsCanFit(ItemPtr const& items) const;
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bool hasItem(ItemDescriptor const& descriptor, bool exactMatch = false) const;
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uint64_t hasCountOfItem(ItemDescriptor const& descriptor, bool exactMatch = false) const;
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// Consume items based on ItemDescriptor. Can take from any manageable item slot.
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bool consumeItems(ItemDescriptor const& descriptor, bool exactMatch = false);
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ItemDescriptor takeItems(ItemDescriptor const& descriptor, bool takePartial = false, bool exactMatch = false);
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// Return a summary of every item that can be consumed by ItemDescriptor.
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HashMap<ItemDescriptor, uint64_t> availableItems() const;
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HeadArmorPtr headArmor() const;
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ChestArmorPtr chestArmor() const;
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LegsArmorPtr legsArmor() const;
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BackArmorPtr backArmor() const;
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HeadArmorPtr headCosmetic() const;
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ChestArmorPtr chestCosmetic() const;
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LegsArmorPtr legsCosmetic() const;
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BackArmorPtr backCosmetic() const;
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ItemBagConstPtr bagContents(String const& bag) const;
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void condenseBagStacks(String const& bag);
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// Sorting a bag will not change the contents of an action bar location. It
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// will instead potentially change the pointed to slot of an action bar
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// location to point to the new slot that contains the same item.
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void sortBag(String const& bag);
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// Either move the contents of the given slot into the swap slot, move the
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// contents of the swap slot into the given inventory slot, or swap the
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// contents of the swap slot and the inventory slot, or combine them,
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// whichever makes the most sense.
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void shiftSwap(InventorySlot const& slot);
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// Puts the swap slot back into the inventory, if there is room. Returns
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// true if this was successful, and the swap slot is now empty.
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bool clearSwap();
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ItemPtr swapSlotItem() const;
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void setSwapSlotItem(ItemPtr const& items);
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// Non-manageable essential items that are always available as action bar
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// entries.
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ItemPtr essentialItem(EssentialItem essentialItem) const;
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void setEssentialItem(EssentialItem essentialItem, ItemPtr item);
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// Non-manageable currencies
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StringMap<uint64_t> availableCurrencies() const;
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uint64_t currency(String const& currencyType) const;
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void addCurrency(String const& currencyType, uint64_t amount);
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bool consumeCurrency(String const& currencyType, uint64_t amount);
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// A custom bar location primary and secondary cannot point to a slot that
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// has no item, and rather than set an empty slot to that location, the slot
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// will simply be cleared. If a primary slot is set to a two handed item, it
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// will clear the secondary slot. Any secondary slot that is set must be a
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// one handed item.
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Maybe<InventorySlot> customBarPrimarySlot(CustomBarIndex customBarIndex) const;
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Maybe<InventorySlot> customBarSecondarySlot(CustomBarIndex customBarIndex) const;
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void setCustomBarPrimarySlot(CustomBarIndex customBarIndex, Maybe<InventorySlot> slot);
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void setCustomBarSecondarySlot(CustomBarIndex customBarIndex, Maybe<InventorySlot> slot);
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// Add the given slot to a free place in the custom bar if one is available.
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void addToCustomBar(InventorySlot slot);
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// The custom bar has 'CustomBarGroups' groups that can be switched between.
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// This will not change the selected action bar location, but may change the
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// item if the selected location points to the custom bar and the contents
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// change.
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uint8_t customBarGroup() const;
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void setCustomBarGroup(uint8_t group);
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uint8_t customBarGroups() const;
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uint8_t customBarIndexes() const;
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// The action bar is the combination of the custom bar and the essential
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// items, and any of these locations can be selected.
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SelectedActionBarLocation selectedActionBarLocation() const;
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void selectActionBarLocation(SelectedActionBarLocation selectedActionBarLocation);
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// Held items are either the items shortcutted to in the currently selected
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// ActionBar primar / secondary locations, or if the swap slot is non-empty
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// then the swap slot.
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ItemPtr primaryHeldItem() const;
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ItemPtr secondaryHeldItem() const;
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// If the primary / secondary held items are valid manageable slots, returns
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// them.
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Maybe<InventorySlot> primaryHeldSlot() const;
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Maybe<InventorySlot> secondaryHeldSlot() const;
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void load(Json const& store);
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Json store() const;
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// Loop over every manageable item and potentially mutate it.
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void forEveryItem(function<void(InventorySlot const&, ItemPtr&)> function);
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// Loop over every manageable item.
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void forEveryItem(function<void(InventorySlot const&, ItemPtr const&)> function) const;
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// Return every manageable item
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List<ItemPtr> allItems() const;
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// Return summary of every manageable item name and the count of that item
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Map<String, uint64_t> itemSummary() const;
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// Clears away any empty items and sets them as null, and updates action bar
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// slots to maintain the rules for the action bar. Should be called every
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// tick.
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void cleanup();
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private:
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typedef pair<Maybe<InventorySlot>, Maybe<InventorySlot>> CustomBarLink;
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static bool checkInventoryFilter(ItemPtr const& items, String const& filterName);
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ItemPtr const& retrieve(InventorySlot const& slot) const;
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ItemPtr& retrieve(InventorySlot const& slot);
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void swapCustomBarLinks(InventorySlot a, InventorySlot b);
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void autoAddToCustomBar(InventorySlot slot);
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void netElementsNeedLoad(bool full) override;
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void netElementsNeedStore() override;
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Map<EquipmentSlot, ItemPtr> m_equipment;
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Map<String, ItemBagPtr> m_bags;
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ItemPtr m_swapSlot;
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Maybe<InventorySlot> m_swapReturnSlot;
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ItemPtr m_trashSlot;
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Map<EssentialItem, ItemPtr> m_essential;
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StringMap<uint64_t> m_currencies;
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uint8_t m_customBarGroup;
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MultiArray<CustomBarLink, 2> m_customBar;
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SelectedActionBarLocation m_selectedActionBar;
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Map<EquipmentSlot, NetElementData<ItemDescriptor>> m_equipmentNetState;
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Map<String, List<NetElementData<ItemDescriptor>>> m_bagsNetState;
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NetElementData<ItemDescriptor> m_swapSlotNetState;
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NetElementData<ItemDescriptor> m_trashSlotNetState;
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Map<EssentialItem, NetElementData<ItemDescriptor>> m_essentialNetState;
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NetElementData<StringMap<uint64_t>> m_currenciesNetState;
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NetElementUInt m_customBarGroupNetState;
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MultiArray<NetElementData<CustomBarLink>, 2> m_customBarNetState;
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NetElementData<SelectedActionBarLocation> m_selectedActionBarNetState;
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};
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}
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#endif
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