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/*
* The Mana Server
* Copyright (C) 2007-2010 The Mana World Development Team
*
* This file is part of The Mana Server.
*
* The Mana Server is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana Server is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana Server. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef COMMON_INVENTORYDATA_H
#define COMMON_INVENTORYDATA_H
#include <vector>
#include <map>
/**
* Numbers of inventory slots
* TODO: Make this configurable and sent to the client.
*/
#define INVENTORY_SLOTS 50
/**
* Structure storing an item in the inventory.
*/
struct InventoryItem
{
InventoryItem():
itemId(0), amount(0)
{}
unsigned int itemId;
unsigned int amount;
};
struct EquipmentItem
{
EquipmentItem():
itemId(0), itemInstance(0)
{}
EquipmentItem(unsigned int itemId, unsigned int itemInstance)
{
this->itemId = itemId;
this->itemInstance = itemInstance;
}
// The item id taken from the item db.
unsigned int itemId;
// A unique instance number used to separate items when equipping the same
// item id multiple times on possible multiple slots.
unsigned int itemInstance;
};
// inventory slot id -> { item }
typedef std::map< unsigned int, InventoryItem > InventoryData;
// equip slot id -> { item id, item instance }
// Equipment taking up multiple equip slot ids will be referenced multiple times
typedef std::multimap< unsigned int, EquipmentItem > EquipData;
/**
* Structure storing the equipment and inventory of a Player.
*/
struct Possessions
{
friend class Inventory;
public:
const EquipData &getEquipment() const
{ return equipSlots; }
const InventoryData &getInventory() const
{ return inventory; }
/**
* Should be done only at character serialization and storage load time.
*/
void setEquipment(EquipData &equipData)
{ equipSlots.swap(equipData); }
void setInventory(InventoryData &inventoryData)
{ inventory.swap(inventoryData); }
private:
InventoryData inventory;
EquipData equipSlots;
};
#endif
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