diff options
Diffstat (limited to 'source/ItemGrid.cpp')
-rw-r--r-- | source/ItemGrid.cpp | 1324 |
1 files changed, 662 insertions, 662 deletions
diff --git a/source/ItemGrid.cpp b/source/ItemGrid.cpp index 4e424a668..a977a9b6d 100644 --- a/source/ItemGrid.cpp +++ b/source/ItemGrid.cpp @@ -1,662 +1,662 @@ -
-// ItemGrid.cpp
-
-// Implements the cItemGrid class representing a storage for items in a XY grid (chests, dispensers, inventory etc.)
-
-#include "Globals.h"
-#include "ItemGrid.h"
-#include "Items/ItemHandler.h"
-#include "Noise.h"
-
-
-
-
-
-cItemGrid::cItemGrid(int a_Width, int a_Height) :
- m_Width(a_Width),
- m_Height(a_Height),
- m_NumSlots(a_Width * a_Height),
- m_Slots(new cItem[a_Width * a_Height]),
- m_IsInTriggerListeners(false)
-{
-}
-
-
-
-
-
-cItemGrid::~cItemGrid()
-{
- delete[] m_Slots;
-}
-
-
-
-
-
-int cItemGrid::GetSlotNum(int a_X, int a_Y) const
-{
- if (
- (a_X < 0) || (a_X >= m_Width) ||
- (a_Y < 0) || (a_Y >= m_Height)
- )
- {
- LOGWARNING("%s: coords out of range: (%d, %d) in grid of size (%d, %d)",
- __FUNCTION__, a_X, a_Y, m_Width, m_Height
- );
- return -1;
- }
- return a_X + m_Width * a_Y;
-}
-
-
-
-
-
-void cItemGrid::GetSlotCoords(int a_SlotNum, int & a_X, int & a_Y) const
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: SlotNum out of range: %d in grid of range %d",
- __FUNCTION__, a_SlotNum, m_NumSlots
- );
- a_X = -1;
- a_Y = -1;
- return;
- }
- a_X = a_SlotNum % m_Width;
- a_Y = a_SlotNum / m_Width;
-}
-
-
-
-
-
-const cItem & cItemGrid::GetSlot(int a_X, int a_Y) const
-{
- return GetSlot(GetSlotNum(a_X, a_Y));
-}
-
-
-
-
-
-const cItem & cItemGrid::GetSlot(int a_SlotNum) const
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: Invalid slot number, %d out of %d slots",
- __FUNCTION__, a_SlotNum, m_NumSlots
- );
- return m_Slots[0];
- }
- return m_Slots[a_SlotNum];
-}
-
-
-
-
-
-void cItemGrid::SetSlot(int a_X, int a_Y, const cItem & a_Item)
-{
- SetSlot(GetSlotNum(a_X, a_Y), a_Item);
-}
-
-
-
-
-
-void cItemGrid::SetSlot(int a_X, int a_Y, short a_ItemType, char a_ItemCount, short a_ItemDamage)
-{
- SetSlot(GetSlotNum(a_X, a_Y), cItem(a_ItemType, a_ItemCount, a_ItemDamage));
-}
-
-
-
-
-
-void cItemGrid::SetSlot(int a_SlotNum, const cItem & a_Item)
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: Invalid slot number %d out of %d slots",
- __FUNCTION__, a_SlotNum, m_NumSlots
- );
- return;
- }
- m_Slots[a_SlotNum] = a_Item;
- TriggerListeners(a_SlotNum);
-}
-
-
-
-
-
-void cItemGrid::SetSlot(int a_SlotNum, short a_ItemType, char a_ItemCount, short a_ItemDamage)
-{
- SetSlot(a_SlotNum, cItem(a_ItemType, a_ItemCount, a_ItemDamage));
-}
-
-
-
-
-
-void cItemGrid::EmptySlot(int a_X, int a_Y)
-{
- EmptySlot(GetSlotNum(a_X, a_Y));
-}
-
-
-
-
-
-void cItemGrid::EmptySlot(int a_SlotNum)
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: Invalid slot number %d out of %d slots",
- __FUNCTION__, a_SlotNum, m_NumSlots
- );
- return;
- }
-
- // Check if already empty:
- if (m_Slots[a_SlotNum].IsEmpty())
- {
- return;
- }
-
- // Empty and notify
- m_Slots[a_SlotNum].Empty();
- TriggerListeners(a_SlotNum);
-}
-
-
-
-
-
-bool cItemGrid::IsSlotEmpty(int a_SlotNum) const
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: Invalid slot number %d out of %d slots",
- __FUNCTION__, a_SlotNum, m_NumSlots
- );
- return true;
- }
- return m_Slots[a_SlotNum].IsEmpty();
-}
-
-
-
-
-
-bool cItemGrid::IsSlotEmpty(int a_X, int a_Y) const
-{
- return IsSlotEmpty(GetSlotNum(a_X, a_Y));
-}
-
-
-
-
-
-void cItemGrid::Clear(void)
-{
- for (int i = 0; i < m_NumSlots; i++)
- {
- m_Slots[i].Empty();
- TriggerListeners(i);
- }
-}
-
-
-
-
-
-int cItemGrid::HowManyCanFit(const cItem & a_ItemStack)
-{
- char NumLeft = a_ItemStack.m_ItemCount;
- int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
- for (int i = m_NumSlots - 1; i >= 0; i--)
- {
- if (m_Slots[i].IsEmpty())
- {
- NumLeft -= MaxStack;
- }
- else if (m_Slots[i].IsStackableWith(a_ItemStack))
- {
- NumLeft -= MaxStack - m_Slots[i].m_ItemCount;
- }
- if (NumLeft <= 0)
- {
- // All items fit
- return a_ItemStack.m_ItemCount;
- }
- } // for i - m_Slots[]
- return a_ItemStack.m_ItemCount - NumLeft;
-}
-
-
-
-
-
-int cItemGrid::AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack)
-{
- int PrevCount = 0;
- if (m_Slots[a_Slot].IsEmpty())
- {
- m_Slots[a_Slot] = a_ItemStack;
- PrevCount = 0;
- }
- else
- {
- PrevCount = m_Slots[a_Slot].m_ItemCount;
- }
- m_Slots[a_Slot].m_ItemCount = std::min(a_MaxStack, PrevCount + a_Num);
- int toReturn = m_Slots[a_Slot].m_ItemCount - PrevCount;
- TriggerListeners(a_Slot);
- return toReturn;
-}
-
-
-
-
-
-int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_PrioritarySlot)
-{
- int NumLeft = a_ItemStack.m_ItemCount;
- int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
-
- // Try prioritarySlot first:
- if (
- (a_PrioritarySlot != -1) &&
- (
- m_Slots[a_PrioritarySlot].IsEmpty() ||
- m_Slots[a_PrioritarySlot].IsStackableWith(a_ItemStack)
- )
- )
- {
- NumLeft -= AddItemToSlot(a_ItemStack, a_PrioritarySlot, NumLeft, MaxStack);
- }
-
- // Scan existing stacks:
- for (int i = m_NumSlots - 1; i >= 0; i--)
- {
- if (m_Slots[i].IsStackableWith(a_ItemStack))
- {
- NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
- }
- if (NumLeft <= 0)
- {
- // All items fit
- return a_ItemStack.m_ItemCount;
- }
- } // for i - m_Slots[]
-
- if (!a_AllowNewStacks)
- {
- return (a_ItemStack.m_ItemCount - NumLeft);
- }
-
- for (int i = m_NumSlots - 1; i >= 0; i--)
- {
- if (m_Slots[i].IsEmpty())
- {
- NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack);
- }
- if (NumLeft <= 0)
- {
- // All items fit
- return a_ItemStack.m_ItemCount;
- }
- } // for i - m_Slots[]
- return (a_ItemStack.m_ItemCount - NumLeft);
-}
-
-
-
-
-
-int cItemGrid::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, int a_PrioritarySlot)
-{
- int TotalAdded = 0;
- for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
- {
- int NumAdded = AddItem(*itr, a_AllowNewStacks, a_PrioritarySlot);
- if (itr->m_ItemCount == NumAdded)
- {
- itr = a_ItemStackList.erase(itr);
- }
- else
- {
- itr->m_ItemCount -= NumAdded;
- ++itr;
- }
- TotalAdded += NumAdded;
- }
- return TotalAdded;
-}
-
-
-
-
-
-int cItemGrid::ChangeSlotCount(int a_SlotNum, int a_AddToCount)
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: Invalid slot number %d out of %d slots, ignoring the call, returning -1",
- __FUNCTION__, a_SlotNum, m_NumSlots
- );
- return -1;
- }
-
- if (m_Slots[a_SlotNum].IsEmpty())
- {
- // The item is empty, it's not gonna change
- return 0;
- }
-
- if (m_Slots[a_SlotNum].m_ItemCount <= -a_AddToCount)
- {
- // Trying to remove more items than there already are, make the item empty
- m_Slots[a_SlotNum].Empty();
- TriggerListeners(a_SlotNum);
- return 0;
- }
-
- m_Slots[a_SlotNum].m_ItemCount += a_AddToCount;
- TriggerListeners(a_SlotNum);
- return m_Slots[a_SlotNum].m_ItemCount;
-}
-
-
-
-
-
-int cItemGrid::ChangeSlotCount(int a_X, int a_Y, int a_AddToCount)
-{
- return ChangeSlotCount(GetSlotNum(a_X, a_Y), a_AddToCount);
-}
-
-
-
-
-
-cItem cItemGrid::RemoveOneItem(int a_SlotNum)
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: Invalid slot number %d out of %d slots, ignoring the call, returning empty item",
- __FUNCTION__, a_SlotNum, m_NumSlots
- );
- return cItem();
- }
-
- // If the slot is empty, return an empty item
- if (m_Slots[a_SlotNum].IsEmpty())
- {
- return cItem();
- }
-
- // Make a copy of the item in slot, set count to 1 and remove one from the slot
- cItem res = m_Slots[a_SlotNum];
- res.m_ItemCount = 1;
- m_Slots[a_SlotNum].m_ItemCount -= 1;
-
- // Emptying the slot correctly if appropriate
- if (m_Slots[a_SlotNum].m_ItemCount == 0)
- {
- m_Slots[a_SlotNum].Empty();
- }
-
- // Notify everyone of the change
- TriggerListeners(a_SlotNum);
-
- // Return the stored one item
- return res;
-}
-
-
-
-
-
-cItem cItemGrid::RemoveOneItem(int a_X, int a_Y)
-{
- return RemoveOneItem(GetSlotNum(a_X, a_Y));
-}
-
-
-
-
-
-int cItemGrid::HowManyItems(const cItem & a_Item)
-{
- int res = 0;
- for (int i = 0; i < m_NumSlots; i++)
- {
- if (m_Slots[i].IsStackableWith(a_Item))
- {
- res += m_Slots[i].m_ItemCount;
- }
- }
- return res;
-}
-
-
-
-
-
-bool cItemGrid::HasItems(const cItem & a_ItemStack)
-{
- int CurrentlyHave = HowManyItems(a_ItemStack);
- return (CurrentlyHave >= a_ItemStack.m_ItemCount);
-}
-
-
-
-
-
-int cItemGrid::GetFirstEmptySlot(void) const
-{
- return GetNextEmptySlot(-1);
-}
-
-
-
-
-
-int cItemGrid::GetFirstUsedSlot(void) const
-{
- return GetNextUsedSlot(-1);
-}
-
-
-
-
-
-int cItemGrid::GetLastEmptySlot(void) const
-{
- for (int i = m_NumSlots - 1; i >= 0; i--)
- {
- if (m_Slots[i].IsEmpty())
- {
- return i;
- }
- }
- return -1;
-}
-
-
-
-
-
-int cItemGrid::GetLastUsedSlot(void) const
-{
- for (int i = m_NumSlots - 1; i >= 0; i--)
- {
- if (!m_Slots[i].IsEmpty())
- {
- return i;
- }
- }
- return -1;
-}
-
-
-
-
-
-int cItemGrid::GetNextEmptySlot(int a_StartFrom) const
-{
- for (int i = a_StartFrom + 1; i < m_NumSlots; i++)
- {
- if (m_Slots[i].IsEmpty())
- {
- return i;
- }
- }
- return -1;
-}
-
-
-
-
-
-int cItemGrid::GetNextUsedSlot(int a_StartFrom) const
-{
- for (int i = a_StartFrom + 1; i < m_NumSlots; i++)
- {
- if (!m_Slots[i].IsEmpty())
- {
- return i;
- }
- }
- return -1;
-}
-
-
-
-
-
-void cItemGrid::CopyToItems(cItems & a_Items) const
-{
- for (int i = 0; i < m_NumSlots; i++)
- {
- if (!m_Slots[i].IsEmpty())
- {
- a_Items.push_back(m_Slots[i]);
- }
- } // for i - m_Slots[]
-}
-
-
-
-
-
-bool cItemGrid::DamageItem(int a_SlotNum, short a_Amount)
-{
- if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
- {
- LOGWARNING("%s: invalid slot number %d out of %d slots, ignoring.", __FUNCTION__, a_SlotNum, m_NumSlots);
- return false;
- }
- return m_Slots[a_SlotNum].DamageItem(a_Amount);
-}
-
-
-
-
-
-bool cItemGrid::DamageItem(int a_X, int a_Y, short a_Amount)
-{
- return DamageItem(GetSlotNum(a_X, a_Y), a_Amount);
-}
-
-
-
-
-
-void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed)
-{
- // Calculate the total weight:
- int TotalProbab = 1;
- for (int i = 0; i < a_CountLootProbabs; i++)
- {
- TotalProbab += a_LootProbabs[i].m_Weight;
- }
-
- // Pick the loot items:
- cNoise Noise(a_Seed);
- for (int i = 0; i < a_NumSlots; i++)
- {
- int Rnd = (Noise.IntNoise1DInt(i) / 7);
- int LootRnd = Rnd % TotalProbab;
- Rnd >>= 8;
- cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
- for (int j = 0; j < a_CountLootProbabs; j++)
- {
- LootRnd -= a_LootProbabs[i].m_Weight;
- if (LootRnd < 0)
- {
- CurrentLoot = a_LootProbabs[i].m_Item;
- CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount));
- Rnd >>= 8;
- break;
- }
- } // for j - a_LootProbabs[]
- SetSlot(Rnd % m_NumSlots, CurrentLoot);
- } // for i - NumSlots
-}
-
-
-
-
-
-void cItemGrid::AddListener(cListener & a_Listener)
-{
- cCSLock Lock(m_CSListeners);
- ASSERT(!m_IsInTriggerListeners); // Must not call this while in TriggerListeners()
- m_Listeners.push_back(&a_Listener);
-}
-
-
-
-
-
-void cItemGrid::RemoveListener(cListener & a_Listener)
-{
- cCSLock Lock(m_CSListeners);
- ASSERT(!m_IsInTriggerListeners); // Must not call this while in TriggerListeners()
- for (cListeners::iterator itr = m_Listeners.begin(), end = m_Listeners.end(); itr != end; ++itr)
- {
- if (*itr == &a_Listener)
- {
- m_Listeners.erase(itr);
- return;
- }
- } // for itr - m_Listeners[]
-}
-
-
-
-
-
-void cItemGrid::TriggerListeners(int a_SlotNum)
-{
- cListeners Listeners;
- {
- cCSLock Lock(m_CSListeners);
- m_IsInTriggerListeners = true;
- Listeners = m_Listeners;
- }
- for (cListeners::iterator itr = Listeners.begin(), end = Listeners.end(); itr != end; ++itr)
- {
- (*itr)->OnSlotChanged(this, a_SlotNum);
- } // for itr - m_Listeners[]
- m_IsInTriggerListeners = false;
-}
-
-
-
-
+ +// ItemGrid.cpp + +// Implements the cItemGrid class representing a storage for items in a XY grid (chests, dispensers, inventory etc.) + +#include "Globals.h" +#include "ItemGrid.h" +#include "Items/ItemHandler.h" +#include "Noise.h" + + + + + +cItemGrid::cItemGrid(int a_Width, int a_Height) : + m_Width(a_Width), + m_Height(a_Height), + m_NumSlots(a_Width * a_Height), + m_Slots(new cItem[a_Width * a_Height]), + m_IsInTriggerListeners(false) +{ +} + + + + + +cItemGrid::~cItemGrid() +{ + delete[] m_Slots; +} + + + + + +int cItemGrid::GetSlotNum(int a_X, int a_Y) const +{ + if ( + (a_X < 0) || (a_X >= m_Width) || + (a_Y < 0) || (a_Y >= m_Height) + ) + { + LOGWARNING("%s: coords out of range: (%d, %d) in grid of size (%d, %d)", + __FUNCTION__, a_X, a_Y, m_Width, m_Height + ); + return -1; + } + return a_X + m_Width * a_Y; +} + + + + + +void cItemGrid::GetSlotCoords(int a_SlotNum, int & a_X, int & a_Y) const +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: SlotNum out of range: %d in grid of range %d", + __FUNCTION__, a_SlotNum, m_NumSlots + ); + a_X = -1; + a_Y = -1; + return; + } + a_X = a_SlotNum % m_Width; + a_Y = a_SlotNum / m_Width; +} + + + + + +const cItem & cItemGrid::GetSlot(int a_X, int a_Y) const +{ + return GetSlot(GetSlotNum(a_X, a_Y)); +} + + + + + +const cItem & cItemGrid::GetSlot(int a_SlotNum) const +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: Invalid slot number, %d out of %d slots", + __FUNCTION__, a_SlotNum, m_NumSlots + ); + return m_Slots[0]; + } + return m_Slots[a_SlotNum]; +} + + + + + +void cItemGrid::SetSlot(int a_X, int a_Y, const cItem & a_Item) +{ + SetSlot(GetSlotNum(a_X, a_Y), a_Item); +} + + + + + +void cItemGrid::SetSlot(int a_X, int a_Y, short a_ItemType, char a_ItemCount, short a_ItemDamage) +{ + SetSlot(GetSlotNum(a_X, a_Y), cItem(a_ItemType, a_ItemCount, a_ItemDamage)); +} + + + + + +void cItemGrid::SetSlot(int a_SlotNum, const cItem & a_Item) +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: Invalid slot number %d out of %d slots", + __FUNCTION__, a_SlotNum, m_NumSlots + ); + return; + } + m_Slots[a_SlotNum] = a_Item; + TriggerListeners(a_SlotNum); +} + + + + + +void cItemGrid::SetSlot(int a_SlotNum, short a_ItemType, char a_ItemCount, short a_ItemDamage) +{ + SetSlot(a_SlotNum, cItem(a_ItemType, a_ItemCount, a_ItemDamage)); +} + + + + + +void cItemGrid::EmptySlot(int a_X, int a_Y) +{ + EmptySlot(GetSlotNum(a_X, a_Y)); +} + + + + + +void cItemGrid::EmptySlot(int a_SlotNum) +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: Invalid slot number %d out of %d slots", + __FUNCTION__, a_SlotNum, m_NumSlots + ); + return; + } + + // Check if already empty: + if (m_Slots[a_SlotNum].IsEmpty()) + { + return; + } + + // Empty and notify + m_Slots[a_SlotNum].Empty(); + TriggerListeners(a_SlotNum); +} + + + + + +bool cItemGrid::IsSlotEmpty(int a_SlotNum) const +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: Invalid slot number %d out of %d slots", + __FUNCTION__, a_SlotNum, m_NumSlots + ); + return true; + } + return m_Slots[a_SlotNum].IsEmpty(); +} + + + + + +bool cItemGrid::IsSlotEmpty(int a_X, int a_Y) const +{ + return IsSlotEmpty(GetSlotNum(a_X, a_Y)); +} + + + + + +void cItemGrid::Clear(void) +{ + for (int i = 0; i < m_NumSlots; i++) + { + m_Slots[i].Empty(); + TriggerListeners(i); + } +} + + + + + +int cItemGrid::HowManyCanFit(const cItem & a_ItemStack) +{ + char NumLeft = a_ItemStack.m_ItemCount; + int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize(); + for (int i = m_NumSlots - 1; i >= 0; i--) + { + if (m_Slots[i].IsEmpty()) + { + NumLeft -= MaxStack; + } + else if (m_Slots[i].IsStackableWith(a_ItemStack)) + { + NumLeft -= MaxStack - m_Slots[i].m_ItemCount; + } + if (NumLeft <= 0) + { + // All items fit + return a_ItemStack.m_ItemCount; + } + } // for i - m_Slots[] + return a_ItemStack.m_ItemCount - NumLeft; +} + + + + + +int cItemGrid::AddItemToSlot(const cItem & a_ItemStack, int a_Slot, int a_Num, int a_MaxStack) +{ + int PrevCount = 0; + if (m_Slots[a_Slot].IsEmpty()) + { + m_Slots[a_Slot] = a_ItemStack; + PrevCount = 0; + } + else + { + PrevCount = m_Slots[a_Slot].m_ItemCount; + } + m_Slots[a_Slot].m_ItemCount = std::min(a_MaxStack, PrevCount + a_Num); + int toReturn = m_Slots[a_Slot].m_ItemCount - PrevCount; + TriggerListeners(a_Slot); + return toReturn; +} + + + + + +int cItemGrid::AddItem(cItem & a_ItemStack, bool a_AllowNewStacks, int a_PrioritarySlot) +{ + int NumLeft = a_ItemStack.m_ItemCount; + int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize(); + + // Try prioritarySlot first: + if ( + (a_PrioritarySlot != -1) && + ( + m_Slots[a_PrioritarySlot].IsEmpty() || + m_Slots[a_PrioritarySlot].IsStackableWith(a_ItemStack) + ) + ) + { + NumLeft -= AddItemToSlot(a_ItemStack, a_PrioritarySlot, NumLeft, MaxStack); + } + + // Scan existing stacks: + for (int i = m_NumSlots - 1; i >= 0; i--) + { + if (m_Slots[i].IsStackableWith(a_ItemStack)) + { + NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack); + } + if (NumLeft <= 0) + { + // All items fit + return a_ItemStack.m_ItemCount; + } + } // for i - m_Slots[] + + if (!a_AllowNewStacks) + { + return (a_ItemStack.m_ItemCount - NumLeft); + } + + for (int i = m_NumSlots - 1; i >= 0; i--) + { + if (m_Slots[i].IsEmpty()) + { + NumLeft -= AddItemToSlot(a_ItemStack, i, NumLeft, MaxStack); + } + if (NumLeft <= 0) + { + // All items fit + return a_ItemStack.m_ItemCount; + } + } // for i - m_Slots[] + return (a_ItemStack.m_ItemCount - NumLeft); +} + + + + + +int cItemGrid::AddItems(cItems & a_ItemStackList, bool a_AllowNewStacks, int a_PrioritarySlot) +{ + int TotalAdded = 0; + for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();) + { + int NumAdded = AddItem(*itr, a_AllowNewStacks, a_PrioritarySlot); + if (itr->m_ItemCount == NumAdded) + { + itr = a_ItemStackList.erase(itr); + } + else + { + itr->m_ItemCount -= NumAdded; + ++itr; + } + TotalAdded += NumAdded; + } + return TotalAdded; +} + + + + + +int cItemGrid::ChangeSlotCount(int a_SlotNum, int a_AddToCount) +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: Invalid slot number %d out of %d slots, ignoring the call, returning -1", + __FUNCTION__, a_SlotNum, m_NumSlots + ); + return -1; + } + + if (m_Slots[a_SlotNum].IsEmpty()) + { + // The item is empty, it's not gonna change + return 0; + } + + if (m_Slots[a_SlotNum].m_ItemCount <= -a_AddToCount) + { + // Trying to remove more items than there already are, make the item empty + m_Slots[a_SlotNum].Empty(); + TriggerListeners(a_SlotNum); + return 0; + } + + m_Slots[a_SlotNum].m_ItemCount += a_AddToCount; + TriggerListeners(a_SlotNum); + return m_Slots[a_SlotNum].m_ItemCount; +} + + + + + +int cItemGrid::ChangeSlotCount(int a_X, int a_Y, int a_AddToCount) +{ + return ChangeSlotCount(GetSlotNum(a_X, a_Y), a_AddToCount); +} + + + + + +cItem cItemGrid::RemoveOneItem(int a_SlotNum) +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: Invalid slot number %d out of %d slots, ignoring the call, returning empty item", + __FUNCTION__, a_SlotNum, m_NumSlots + ); + return cItem(); + } + + // If the slot is empty, return an empty item + if (m_Slots[a_SlotNum].IsEmpty()) + { + return cItem(); + } + + // Make a copy of the item in slot, set count to 1 and remove one from the slot + cItem res = m_Slots[a_SlotNum]; + res.m_ItemCount = 1; + m_Slots[a_SlotNum].m_ItemCount -= 1; + + // Emptying the slot correctly if appropriate + if (m_Slots[a_SlotNum].m_ItemCount == 0) + { + m_Slots[a_SlotNum].Empty(); + } + + // Notify everyone of the change + TriggerListeners(a_SlotNum); + + // Return the stored one item + return res; +} + + + + + +cItem cItemGrid::RemoveOneItem(int a_X, int a_Y) +{ + return RemoveOneItem(GetSlotNum(a_X, a_Y)); +} + + + + + +int cItemGrid::HowManyItems(const cItem & a_Item) +{ + int res = 0; + for (int i = 0; i < m_NumSlots; i++) + { + if (m_Slots[i].IsStackableWith(a_Item)) + { + res += m_Slots[i].m_ItemCount; + } + } + return res; +} + + + + + +bool cItemGrid::HasItems(const cItem & a_ItemStack) +{ + int CurrentlyHave = HowManyItems(a_ItemStack); + return (CurrentlyHave >= a_ItemStack.m_ItemCount); +} + + + + + +int cItemGrid::GetFirstEmptySlot(void) const +{ + return GetNextEmptySlot(-1); +} + + + + + +int cItemGrid::GetFirstUsedSlot(void) const +{ + return GetNextUsedSlot(-1); +} + + + + + +int cItemGrid::GetLastEmptySlot(void) const +{ + for (int i = m_NumSlots - 1; i >= 0; i--) + { + if (m_Slots[i].IsEmpty()) + { + return i; + } + } + return -1; +} + + + + + +int cItemGrid::GetLastUsedSlot(void) const +{ + for (int i = m_NumSlots - 1; i >= 0; i--) + { + if (!m_Slots[i].IsEmpty()) + { + return i; + } + } + return -1; +} + + + + + +int cItemGrid::GetNextEmptySlot(int a_StartFrom) const +{ + for (int i = a_StartFrom + 1; i < m_NumSlots; i++) + { + if (m_Slots[i].IsEmpty()) + { + return i; + } + } + return -1; +} + + + + + +int cItemGrid::GetNextUsedSlot(int a_StartFrom) const +{ + for (int i = a_StartFrom + 1; i < m_NumSlots; i++) + { + if (!m_Slots[i].IsEmpty()) + { + return i; + } + } + return -1; +} + + + + + +void cItemGrid::CopyToItems(cItems & a_Items) const +{ + for (int i = 0; i < m_NumSlots; i++) + { + if (!m_Slots[i].IsEmpty()) + { + a_Items.push_back(m_Slots[i]); + } + } // for i - m_Slots[] +} + + + + + +bool cItemGrid::DamageItem(int a_SlotNum, short a_Amount) +{ + if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots)) + { + LOGWARNING("%s: invalid slot number %d out of %d slots, ignoring.", __FUNCTION__, a_SlotNum, m_NumSlots); + return false; + } + return m_Slots[a_SlotNum].DamageItem(a_Amount); +} + + + + + +bool cItemGrid::DamageItem(int a_X, int a_Y, short a_Amount) +{ + return DamageItem(GetSlotNum(a_X, a_Y), a_Amount); +} + + + + + +void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed) +{ + // Calculate the total weight: + int TotalProbab = 1; + for (int i = 0; i < a_CountLootProbabs; i++) + { + TotalProbab += a_LootProbabs[i].m_Weight; + } + + // Pick the loot items: + cNoise Noise(a_Seed); + for (int i = 0; i < a_NumSlots; i++) + { + int Rnd = (Noise.IntNoise1DInt(i) / 7); + int LootRnd = Rnd % TotalProbab; + Rnd >>= 8; + cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment + for (int j = 0; j < a_CountLootProbabs; j++) + { + LootRnd -= a_LootProbabs[i].m_Weight; + if (LootRnd < 0) + { + CurrentLoot = a_LootProbabs[i].m_Item; + CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount)); + Rnd >>= 8; + break; + } + } // for j - a_LootProbabs[] + SetSlot(Rnd % m_NumSlots, CurrentLoot); + } // for i - NumSlots +} + + + + + +void cItemGrid::AddListener(cListener & a_Listener) +{ + cCSLock Lock(m_CSListeners); + ASSERT(!m_IsInTriggerListeners); // Must not call this while in TriggerListeners() + m_Listeners.push_back(&a_Listener); +} + + + + + +void cItemGrid::RemoveListener(cListener & a_Listener) +{ + cCSLock Lock(m_CSListeners); + ASSERT(!m_IsInTriggerListeners); // Must not call this while in TriggerListeners() + for (cListeners::iterator itr = m_Listeners.begin(), end = m_Listeners.end(); itr != end; ++itr) + { + if (*itr == &a_Listener) + { + m_Listeners.erase(itr); + return; + } + } // for itr - m_Listeners[] +} + + + + + +void cItemGrid::TriggerListeners(int a_SlotNum) +{ + cListeners Listeners; + { + cCSLock Lock(m_CSListeners); + m_IsInTriggerListeners = true; + Listeners = m_Listeners; + } + for (cListeners::iterator itr = Listeners.begin(), end = Listeners.end(); itr != end; ++itr) + { + (*itr)->OnSlotChanged(this, a_SlotNum); + } // for itr - m_Listeners[] + m_IsInTriggerListeners = false; +} + + + + |