CommonLibSSE NG
CombatInventoryItem.h
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1 #pragma once
2 
3 #include "RE/A/ActorValues.h"
4 #include "RE/C/CombatObject.h"
5 
6 namespace RE
7 {
8  class BGSLoadGameBuffer;
9  class BGSSaveGameBuffer;
10  class CombatController;
11  class TESBoundObject;
12  class BGSEquipSlot;
13 
15  {
16  public:
17  // members
19  float value; // 04
20  };
21  static_assert(sizeof(CombatInventoryItemResource) == 0x8);
22 
24  {
25  public:
26  // members
28  std::uint32_t slot; // 0C
29  };
30  static_assert(sizeof(CombatInventoryItemSlot) == 0x10);
31 
33  {
34  public:
35  inline static constexpr auto RTTI = RTTI_CombatInventoryItem;
36 
37  enum class TYPE
38  {
39  kNone = 0,
40  kMelee,
41  kRanged,
42  kShield,
44  kMagic,
45  kShout,
46  kStaff,
47  kPotion,
48  kScroll,
49  kTorch
50  };
51 
52  enum class CATEGORY
53  {
54  kTotal = 7
55  };
56 
57  ~CombatInventoryItem() override; // 00
58 
59  // override (CombatObject)
60  void SaveGame(BGSSaveGameBuffer* a_buf) override; // 03
61  void LoadGame(BGSLoadGameBuffer* a_buf) override; // 04
62 
63  // add
64  virtual float GetMinRange(); // 05 - { return 0.0; }
65  virtual float GetMaxRange(); // 06 - { return 0.0; }
66  virtual float GetOptimalRange(); // 07 - { return 0.0; }
67  virtual float GetEquipRange(); // 08 - { return FLT_MAX; }
68  virtual TYPE GetType(); // 09
69  virtual TYPE GetEquipType(BGSEquipSlot a_slot); // 0A - { return GetType(); }
70  virtual CATEGORY GetCategory() = 0; // 0B
71  virtual float CalculateScore(CombatController* a_controller) = 0; // 0C
72  virtual CombatInventoryItem* Clone() = 0; // 0D
73  virtual bool CheckBusy(CombatController* a_controller); // 0E
74  virtual bool CheckShouldEquip(CombatController* a_controller); // 0F - { return !a_controller->state->isFleeing; }
75  virtual bool GetResource(CombatInventoryItemResource& a_resource); // 10
76  virtual void Equip(CombatController* a_controller); // 11
77  virtual void Unequip(CombatController* a_controller); // 12
78  virtual bool IsValid(); // 13 - { return item != nullptr; }
79  virtual void GetDescription(const char* a_dest, std::uint32_t a_size); // 14
80 
81  // members
82  TESForm* item; // 10
83  float itemScore; // 18
84  std::uint32_t unk1C; // 1C
86  };
87  static_assert(sizeof(CombatInventoryItem) == 0x30);
88 }
Definition: BGSEquipSlot.h:10
Definition: BGSLoadGameBuffer.h:6
Definition: BGSSaveGameBuffer.h:10
Definition: CombatController.h:23
Definition: CombatInventoryItem.h:24
BGSEquipSlot * equipSlot
Definition: CombatInventoryItem.h:27
std::uint32_t slot
Definition: CombatInventoryItem.h:28
Definition: CombatInventoryItem.h:33
virtual CombatInventoryItem * Clone()=0
virtual float GetMinRange()
virtual bool IsValid()
virtual bool CheckShouldEquip(CombatController *a_controller)
void SaveGame(BGSSaveGameBuffer *a_buf) override
virtual void Equip(CombatController *a_controller)
virtual float GetEquipRange()
std::uint32_t unk1C
Definition: CombatInventoryItem.h:84
CombatInventoryItemSlot itemSlot
Definition: CombatInventoryItem.h:85
static constexpr auto RTTI
Definition: CombatInventoryItem.h:35
virtual float GetMaxRange()
virtual void GetDescription(const char *a_dest, std::uint32_t a_size)
float itemScore
Definition: CombatInventoryItem.h:83
virtual bool GetResource(CombatInventoryItemResource &a_resource)
virtual TYPE GetType()
CATEGORY
Definition: CombatInventoryItem.h:53
virtual CATEGORY GetCategory()=0
virtual TYPE GetEquipType(BGSEquipSlot a_slot)
virtual void Unequip(CombatController *a_controller)
virtual float CalculateScore(CombatController *a_controller)=0
virtual bool CheckBusy(CombatController *a_controller)
void LoadGame(BGSLoadGameBuffer *a_buf) override
TESForm * item
Definition: CombatInventoryItem.h:82
TYPE
Definition: CombatInventoryItem.h:38
virtual float GetOptimalRange()
~CombatInventoryItem() override
Definition: CombatObject.h:11
Definition: TESForm.h:36
Definition: AbsorbEffect.h:6
constexpr REL::VariantID RTTI_CombatInventoryItem(687590, 395440, 0x1f1d1a8)
ActorValue
Definition: ActorValues.h:6
Definition: CombatInventoryItem.h:15
float value
Definition: CombatInventoryItem.h:19
ActorValue actorValue
Definition: CombatInventoryItem.h:18