// 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])
{
}
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));
}
cItem & cItemGrid::GetSlot(int a_X, int a_Y)
{
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];
}
cItem & cItemGrid::GetSlot(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 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;
}
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::Clear(void)
{
for (int i = 0; i < m_NumSlots; i++)
{
m_Slots[i].Empty();
}
}
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;
}
bool cItemGrid::AddItem(cItem & a_ItemStack)
{
int 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())
{
m_Slots[i] = a_ItemStack;
m_Slots[i].m_ItemCount = std::min(MaxStack, NumLeft);
NumLeft -= m_Slots[i].m_ItemCount;
}
else if (m_Slots[i].IsStackableWith(a_ItemStack))
{
int PrevCount = m_Slots[i].m_ItemCount;
m_Slots[i].m_ItemCount = std::min(MaxStack, PrevCount + NumLeft);
NumLeft -= m_Slots[i].m_ItemCount - PrevCount;
}
if (NumLeft <= 0)
{
// All items fit
return true;
}
} // for i - m_Slots[]
return (a_ItemStack.m_ItemCount > NumLeft);
}
bool cItemGrid::AddItems(cItems & a_ItemStackList)
{
bool res;
for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
{
res = AddItem(*itr) | res;
if (itr->IsEmpty())
{
itr = a_ItemStackList.erase(itr);
}
else
{
++itr;
}
}
return res;
}
int cItemGrid::GetFirstEmptySlot(void) const
{
return GetNextEmptySlot(-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::GetNextEmptySlot(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[]
}
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
}