350 lines
6.0 KiB
C++
350 lines
6.0 KiB
C++
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// ItemGrid.cpp
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// Implements the cItemGrid class representing a storage for items in a XY grid (chests, dispensers, inventory etc.)
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#include "Globals.h"
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#include "ItemGrid.h"
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#include "Items/ItemHandler.h"
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#include "Noise.h"
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cItemGrid::cItemGrid(int a_Width, int a_Height) :
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m_Width(a_Width),
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m_Height(a_Height),
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m_NumSlots(a_Width * a_Height),
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m_Slots(new cItem[a_Width * a_Height])
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{
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}
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cItemGrid::~cItemGrid()
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{
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delete[] m_Slots;
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}
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int cItemGrid::GetSlotNum(int a_X, int a_Y) const
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{
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if (
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(a_X < 0) || (a_X >= m_Width) ||
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(a_Y < 0) || (a_Y >= m_Height)
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)
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{
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LOGWARNING("%s: coords out of range: (%d, %d) in grid of size (%d, %d)",
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__FUNCTION__, a_X, a_Y, m_Width, m_Height
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);
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return -1;
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}
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return a_X + m_Width * a_Y;
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}
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void cItemGrid::GetSlotCoords(int a_SlotNum, int & a_X, int & a_Y) const
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
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{
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LOGWARNING("%s: SlotNum out of range: %d in grid of range %d",
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__FUNCTION__, a_SlotNum, m_NumSlots
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);
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a_X = -1;
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a_Y = -1;
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return;
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}
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a_X = a_SlotNum % m_Width;
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a_Y = a_SlotNum / m_Width;
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}
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const cItem & cItemGrid::GetSlot(int a_X, int a_Y) const
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{
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return GetSlot(GetSlotNum(a_X, a_Y));
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}
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cItem & cItemGrid::GetSlot(int a_X, int a_Y)
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{
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return GetSlot(GetSlotNum(a_X, a_Y));
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}
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const cItem & cItemGrid::GetSlot(int a_SlotNum) const
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
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{
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LOGWARNING("%s: Invalid slot number, %d out of %d slots",
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__FUNCTION__, a_SlotNum, m_NumSlots
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);
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return m_Slots[0];
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}
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return m_Slots[a_SlotNum];
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}
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cItem & cItemGrid::GetSlot(int a_SlotNum)
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
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{
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LOGWARNING("%s: Invalid slot number, %d out of %d slots",
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__FUNCTION__, a_SlotNum, m_NumSlots
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);
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return m_Slots[0];
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}
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return m_Slots[a_SlotNum];
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}
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void cItemGrid::SetSlot(int a_X, int a_Y, const cItem & a_Item)
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{
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SetSlot(GetSlotNum(a_X, a_Y), a_Item);
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}
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void cItemGrid::SetSlot(int a_X, int a_Y, short a_ItemType, char a_ItemCount, short a_ItemDamage)
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{
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SetSlot(GetSlotNum(a_X, a_Y), cItem(a_ItemType, a_ItemCount, a_ItemDamage));
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}
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void cItemGrid::SetSlot(int a_SlotNum, const cItem & a_Item)
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{
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if ((a_SlotNum < 0) || (a_SlotNum >= m_NumSlots))
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{
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LOGWARNING("%s: Invalid slot number %d out of %d slots",
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__FUNCTION__, a_SlotNum, m_NumSlots
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);
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return;
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}
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m_Slots[a_SlotNum] = a_Item;
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}
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void cItemGrid::SetSlot(int a_SlotNum, short a_ItemType, char a_ItemCount, short a_ItemDamage)
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{
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SetSlot(a_SlotNum, cItem(a_ItemType, a_ItemCount, a_ItemDamage));
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}
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void cItemGrid::Clear(void)
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{
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for (int i = 0; i < m_NumSlots; i++)
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{
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m_Slots[i].Empty();
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}
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}
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int cItemGrid::HowManyCanFit(const cItem & a_ItemStack)
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{
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char NumLeft = a_ItemStack.m_ItemCount;
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int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
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for (int i = m_NumSlots - 1; i >= 0; i--)
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{
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if (m_Slots[i].IsEmpty())
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{
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NumLeft -= MaxStack;
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}
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else if (m_Slots[i].IsStackableWith(a_ItemStack))
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{
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NumLeft -= MaxStack - m_Slots[i].m_ItemCount;
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}
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if (NumLeft <= 0)
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{
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// All items fit
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return a_ItemStack.m_ItemCount;
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}
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} // for i - m_Slots[]
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return a_ItemStack.m_ItemCount - NumLeft;
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}
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bool cItemGrid::AddItem(cItem & a_ItemStack)
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{
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int NumLeft = a_ItemStack.m_ItemCount;
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int MaxStack = ItemHandler(a_ItemStack.m_ItemType)->GetMaxStackSize();
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for (int i = m_NumSlots - 1; i >= 0; i--)
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{
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if (m_Slots[i].IsEmpty())
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{
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m_Slots[i] = a_ItemStack;
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m_Slots[i].m_ItemCount = std::min(MaxStack, NumLeft);
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NumLeft -= m_Slots[i].m_ItemCount;
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}
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else if (m_Slots[i].IsStackableWith(a_ItemStack))
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{
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int PrevCount = m_Slots[i].m_ItemCount;
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m_Slots[i].m_ItemCount = std::min(MaxStack, PrevCount + NumLeft);
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NumLeft -= m_Slots[i].m_ItemCount - PrevCount;
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}
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if (NumLeft <= 0)
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{
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// All items fit
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return true;
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}
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} // for i - m_Slots[]
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return (a_ItemStack.m_ItemCount > NumLeft);
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}
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bool cItemGrid::AddItems(cItems & a_ItemStackList)
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{
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bool res;
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for (cItems::iterator itr = a_ItemStackList.begin(); itr != a_ItemStackList.end();)
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{
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res = AddItem(*itr) | res;
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if (itr->IsEmpty())
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{
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itr = a_ItemStackList.erase(itr);
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}
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else
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{
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++itr;
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}
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}
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return res;
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}
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int cItemGrid::GetFirstEmptySlot(void) const
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{
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return GetNextEmptySlot(-1);
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}
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int cItemGrid::GetLastEmptySlot(void) const
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{
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for (int i = m_NumSlots - 1; i >= 0; i--)
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{
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if (m_Slots[i].IsEmpty())
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{
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return i;
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}
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}
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return -1;
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}
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int cItemGrid::GetNextEmptySlot(int a_StartFrom) const
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{
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for (int i = a_StartFrom + 1; i < m_NumSlots; i++)
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{
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if (m_Slots[i].IsEmpty())
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{
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return i;
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}
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}
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return -1;
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}
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void cItemGrid::CopyToItems(cItems & a_Items) const
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{
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for (int i = 0; i < m_NumSlots; i++)
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{
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if (!m_Slots[i].IsEmpty())
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{
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a_Items.push_back(m_Slots[i]);
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}
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} // for i - m_Slots[]
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}
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void cItemGrid::GenerateRandomLootWithBooks(const cLootProbab * a_LootProbabs, int a_CountLootProbabs, int a_NumSlots, int a_Seed)
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{
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// Calculate the total weight:
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int TotalProbab = 1;
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for (int i = 0; i < a_CountLootProbabs; i++)
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{
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TotalProbab += a_LootProbabs[i].m_Weight;
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}
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// Pick the loot items:
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cNoise Noise(a_Seed);
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for (int i = 0; i < a_NumSlots; i++)
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{
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int Rnd = (Noise.IntNoise1DInt(i) / 7);
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int LootRnd = Rnd % TotalProbab;
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Rnd >>= 8;
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cItem CurrentLoot = cItem(E_ITEM_BOOK, 1, 0); // TODO: enchantment
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for (int j = 0; j < a_CountLootProbabs; j++)
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{
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LootRnd -= a_LootProbabs[i].m_Weight;
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if (LootRnd < 0)
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{
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CurrentLoot = a_LootProbabs[i].m_Item;
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CurrentLoot.m_ItemCount = a_LootProbabs[i].m_MinAmount + (Rnd % (a_LootProbabs[i].m_MaxAmount - a_LootProbabs[i].m_MinAmount));
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Rnd >>= 8;
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break;
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}
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} // for j - a_LootProbabs[]
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SetSlot(Rnd % m_NumSlots, CurrentLoot);
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} // for i - NumSlots
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}
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