/* * 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 . */ #ifndef COMMON_INVENTORYDATA_H #define COMMON_INVENTORYDATA_H #include #include #include /** * 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(): slot(0), itemId(0), amount(0), equipmentSlot(0) {} unsigned slot; unsigned itemId; unsigned amount; unsigned equipmentSlot; /** 0 if not equipped */ }; // inventory slot id -> { item } using InventoryData = std::map; // the slots which are equipped using EquipData = std::set; /** * Structure storing the equipment and inventory of a Player. */ struct Possessions { friend class Inventory; public: const EquipData &getEquipment() const { return equipment; } const InventoryData &getInventory() const { return inventory; } /** * Should be done only at character serialization and storage load time. */ void setEquipment(EquipData &equipData) { equipment.swap(equipData); } void setInventory(InventoryData &inventoryData) { inventory.swap(inventoryData); } private: InventoryData inventory; EquipData equipment; }; #endif