minetest/src/inventory.cpp
2011-11-29 19:13:48 +02:00

1238 lines
25 KiB
C++

/*
Minetest-c55
Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
This program 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
(at your option) any later version.
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "inventory.h"
#include "serialization.h"
#include "utility.h"
#include "debug.h"
#include <sstream>
#include "main.h" // For tsrc, g_toolmanager
#include "serverobject.h"
#include "content_mapnode.h"
#include "content_inventory.h"
#include "content_sao.h"
#include "player.h"
#include "log.h"
#include "nodedef.h"
#include "tooldef.h"
#include "gamedef.h"
#include "strfnd.h"
/*
InventoryItem
*/
InventoryItem::InventoryItem(IGameDef *gamedef, u16 count):
m_gamedef(gamedef),
m_count(count)
{
assert(m_gamedef);
}
InventoryItem::~InventoryItem()
{
}
content_t content_translate_from_19_to_internal(content_t c_from)
{
for(u32 i=0; i<sizeof(trans_table_19)/sizeof(trans_table_19[0]); i++)
{
if(trans_table_19[i][1] == c_from)
{
return trans_table_19[i][0];
}
}
return c_from;
}
InventoryItem* InventoryItem::deSerialize(std::istream &is, IGameDef *gamedef)
{
DSTACK(__FUNCTION_NAME);
//is.imbue(std::locale("C"));
// Read name
std::string name;
std::getline(is, name, ' ');
if(name == "MaterialItem")
{
// u16 reads directly as a number (u8 doesn't)
u16 material;
is>>material;
u16 count;
is>>count;
// Convert old materials
if(material <= 0xff)
material = content_translate_from_19_to_internal(material);
if(material > MAX_CONTENT)
throw SerializationError("Too large material number");
return new MaterialItem(gamedef, material, count);
}
else if(name == "MaterialItem2")
{
u16 material;
is>>material;
u16 count;
is>>count;
if(material > MAX_CONTENT)
throw SerializationError("Too large material number");
return new MaterialItem(gamedef, material, count);
}
else if(name == "NodeItem" || name == "MaterialItem3")
{
std::string all;
std::getline(is, all, '\n');
std::string nodename;
// First attempt to read inside ""
Strfnd fnd(all);
fnd.next("\"");
// If didn't skip to end, we have ""s
if(!fnd.atend()){
nodename = fnd.next("\"");
} else { // No luck, just read a word then
fnd.start(all);
nodename = fnd.next(" ");
}
fnd.skip_over(" ");
u16 count = stoi(trim(fnd.next("")));
return new MaterialItem(gamedef, nodename, count);
}
else if(name == "MBOItem")
{
std::string inventorystring;
std::getline(is, inventorystring, '|');
throw SerializationError("MBOItem not supported anymore");
}
else if(name == "CraftItem")
{
std::string all;
std::getline(is, all, '\n');
std::string subname;
// First attempt to read inside ""
Strfnd fnd(all);
fnd.next("\"");
// If didn't skip to end, we have ""s
if(!fnd.atend()){
subname = fnd.next("\"");
} else { // No luck, just read a word then
fnd.start(all);
subname = fnd.next(" ");
}
// Then read count
fnd.skip_over(" ");
u16 count = stoi(trim(fnd.next("")));
return new CraftItem(gamedef, subname, count);
}
else if(name == "ToolItem")
{
std::string all;
std::getline(is, all, '\n');
std::string toolname;
// First attempt to read inside ""
Strfnd fnd(all);
fnd.next("\"");
// If didn't skip to end, we have ""s
if(!fnd.atend()){
toolname = fnd.next("\"");
} else { // No luck, just read a word then
fnd.start(all);
toolname = fnd.next(" ");
}
// Then read wear
fnd.skip_over(" ");
u16 wear = stoi(trim(fnd.next("")));
return new ToolItem(gamedef, toolname, wear);
}
else
{
infostream<<"Unknown InventoryItem name=\""<<name<<"\""<<std::endl;
throw SerializationError("Unknown InventoryItem name");
}
}
std::string InventoryItem::getItemString() {
// Get item string
std::ostringstream os(std::ios_base::binary);
serialize(os);
return os.str();
}
ServerActiveObject* InventoryItem::createSAO(ServerEnvironment *env, u16 id, v3f pos)
{
/*
Create an ItemSAO
*/
pos.Y -= BS*0.25; // let it drop a bit
// Randomize a bit
pos.X += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
pos.Z += BS*0.2*(float)myrand_range(-1000,1000)/1000.0;
// Create object
ServerActiveObject *obj = new ItemSAO(env, pos, getItemString());
return obj;
}
/*
MaterialItem
*/
MaterialItem::MaterialItem(IGameDef *gamedef, std::string nodename, u16 count):
InventoryItem(gamedef, count)
{
if(nodename == "")
nodename = "unknown_block";
m_nodename = nodename;
}
// Legacy constructor
MaterialItem::MaterialItem(IGameDef *gamedef, content_t content, u16 count):
InventoryItem(gamedef, count)
{
INodeDefManager *ndef = m_gamedef->ndef();
std::string nodename = ndef->get(content).name;
if(nodename == "")
nodename = "unknown_block";
m_nodename = nodename;
}
#ifndef SERVER
video::ITexture * MaterialItem::getImage() const
{
return m_gamedef->getNodeDefManager()->get(m_nodename).inventory_texture;
}
#endif
bool MaterialItem::isCookable() const
{
INodeDefManager *ndef = m_gamedef->ndef();
const ContentFeatures &f = ndef->get(m_nodename);
return (f.cookresult_item != "");
}
InventoryItem *MaterialItem::createCookResult() const
{
INodeDefManager *ndef = m_gamedef->ndef();
const ContentFeatures &f = ndef->get(m_nodename);
std::istringstream is(f.cookresult_item, std::ios::binary);
return InventoryItem::deSerialize(is, m_gamedef);
}
float MaterialItem::getCookTime() const
{
INodeDefManager *ndef = m_gamedef->ndef();
const ContentFeatures &f = ndef->get(m_nodename);
return f.furnace_cooktime;
}
float MaterialItem::getBurnTime() const
{
INodeDefManager *ndef = m_gamedef->ndef();
const ContentFeatures &f = ndef->get(m_nodename);
return f.furnace_burntime;
}
content_t MaterialItem::getMaterial() const
{
INodeDefManager *ndef = m_gamedef->ndef();
content_t id = CONTENT_IGNORE;
ndef->getId(m_nodename, id);
return id;
}
/*
ToolItem
*/
std::string ToolItem::getImageBasename() const
{
return m_gamedef->getToolDefManager()->getImagename(m_toolname);
}
#ifndef SERVER
video::ITexture * ToolItem::getImage() const
{
ITextureSource *tsrc = m_gamedef->tsrc();
std::string basename = getImageBasename();
/*
Calculate a progress value with sane amount of
maximum states
*/
u32 maxprogress = 30;
u32 toolprogress = (65535-m_wear)/(65535/maxprogress);
float value_f = (float)toolprogress / (float)maxprogress;
std::ostringstream os;
os<<basename<<"^[progressbar"<<value_f;
return tsrc->getTextureRaw(os.str());
}
video::ITexture * ToolItem::getImageRaw() const
{
ITextureSource *tsrc = m_gamedef->tsrc();
return tsrc->getTextureRaw(getImageBasename());
}
#endif
/*
CraftItem
*/
#ifndef SERVER
video::ITexture * CraftItem::getImage() const
{
ITextureSource *tsrc = m_gamedef->tsrc();
std::string name = item_craft_get_image_name(m_subname, m_gamedef);
// Get such a texture
return tsrc->getTextureRaw(name);
}
#endif
ServerActiveObject* CraftItem::createSAO(ServerEnvironment *env, u16 id, v3f pos)
{
// Special cases
ServerActiveObject *obj = item_craft_create_object(m_subname, env, pos);
if(obj)
return obj;
// Default
return InventoryItem::createSAO(env, id, pos);
}
u16 CraftItem::getDropCount() const
{
// Special cases
s16 dc = item_craft_get_drop_count(m_subname, m_gamedef);
if(dc != -1)
return dc;
// Default
return InventoryItem::getDropCount();
}
bool CraftItem::isCookable() const
{
return item_craft_is_cookable(m_subname, m_gamedef);
}
InventoryItem *CraftItem::createCookResult() const
{
return item_craft_create_cook_result(m_subname, m_gamedef);
}
float CraftItem::getCookTime() const
{
return 3.0;
}
float CraftItem::getBurnTime() const
{
if(m_subname == "lump_of_coal")
return 40;
return -1;
}
bool CraftItem::use(ServerEnvironment *env, ServerActiveObject *user)
{
if(!item_craft_is_eatable(m_subname, m_gamedef))
return false;
u16 result_count = getCount() - 1; // Eat one at a time
s16 hp_change = item_craft_eat_hp_change(m_subname, m_gamedef);
s16 hp = user->getHP();
hp += hp_change;
if(hp < 0)
hp = 0;
user->setHP(hp);
if(result_count < 1)
return true;
setCount(result_count);
return false;
}
/*
Inventory
*/
InventoryList::InventoryList(std::string name, u32 size)
{
m_name = name;
m_size = size;
clearItems();
//m_dirty = false;
}
InventoryList::~InventoryList()
{
for(u32 i=0; i<m_items.size(); i++)
{
if(m_items[i])
delete m_items[i];
}
}
void InventoryList::clearItems()
{
for(u32 i=0; i<m_items.size(); i++)
{
if(m_items[i])
delete m_items[i];
}
m_items.clear();
for(u32 i=0; i<m_size; i++)
{
m_items.push_back(NULL);
}
//setDirty(true);
}
void InventoryList::serialize(std::ostream &os) const
{
//os.imbue(std::locale("C"));
for(u32 i=0; i<m_items.size(); i++)
{
InventoryItem *item = m_items[i];
if(item != NULL)
{
os<<"Item ";
item->serialize(os);
}
else
{
os<<"Empty";
}
os<<"\n";
}
os<<"EndInventoryList\n";
}
void InventoryList::deSerialize(std::istream &is, IGameDef *gamedef)
{
//is.imbue(std::locale("C"));
clearItems();
u32 item_i = 0;
for(;;)
{
std::string line;
std::getline(is, line, '\n');
std::istringstream iss(line);
//iss.imbue(std::locale("C"));
std::string name;
std::getline(iss, name, ' ');
if(name == "EndInventoryList")
{
break;
}
// This is a temporary backwards compatibility fix
else if(name == "end")
{
break;
}
else if(name == "Item")
{
if(item_i > getSize() - 1)
throw SerializationError("too many items");
InventoryItem *item = InventoryItem::deSerialize(iss, gamedef);
m_items[item_i++] = item;
}
else if(name == "Empty")
{
if(item_i > getSize() - 1)
throw SerializationError("too many items");
m_items[item_i++] = NULL;
}
else
{
throw SerializationError("Unknown inventory identifier");
}
}
}
InventoryList::InventoryList(const InventoryList &other)
{
/*
Do this so that the items get cloned. Otherwise the pointers
in the array will just get copied.
*/
*this = other;
}
InventoryList & InventoryList::operator = (const InventoryList &other)
{
m_name = other.m_name;
m_size = other.m_size;
clearItems();
for(u32 i=0; i<other.m_items.size(); i++)
{
InventoryItem *item = other.m_items[i];
if(item != NULL)
{
m_items[i] = item->clone();
}
}
//setDirty(true);
return *this;
}
const std::string &InventoryList::getName() const
{
return m_name;
}
u32 InventoryList::getSize()
{
return m_items.size();
}
u32 InventoryList::getUsedSlots()
{
u32 num = 0;
for(u32 i=0; i<m_items.size(); i++)
{
InventoryItem *item = m_items[i];
if(item != NULL)
num++;
}
return num;
}
u32 InventoryList::getFreeSlots()
{
return getSize() - getUsedSlots();
}
const InventoryItem * InventoryList::getItem(u32 i) const
{
if(i > m_items.size() - 1)
return NULL;
return m_items[i];
}
InventoryItem * InventoryList::getItem(u32 i)
{
if(i > m_items.size() - 1)
return NULL;
return m_items[i];
}
InventoryItem * InventoryList::changeItem(u32 i, InventoryItem *newitem)
{
assert(i < m_items.size());
InventoryItem *olditem = m_items[i];
m_items[i] = newitem;
//setDirty(true);
return olditem;
}
void InventoryList::deleteItem(u32 i)
{
assert(i < m_items.size());
InventoryItem *item = changeItem(i, NULL);
if(item)
delete item;
}
InventoryItem * InventoryList::addItem(InventoryItem *newitem)
{
if(newitem == NULL)
return NULL;
/*
First try to find if it could be added to some existing items
*/
for(u32 i=0; i<m_items.size(); i++)
{
// Ignore empty slots
if(m_items[i] == NULL)
continue;
// Try adding
newitem = addItem(i, newitem);
if(newitem == NULL)
return NULL; // All was eaten
}
/*
Then try to add it to empty slots
*/
for(u32 i=0; i<m_items.size(); i++)
{
// Ignore unempty slots
if(m_items[i] != NULL)
continue;
// Try adding
newitem = addItem(i, newitem);
if(newitem == NULL)
return NULL; // All was eaten
}
// Return leftover
return newitem;
}
InventoryItem * InventoryList::addItem(u32 i, InventoryItem *newitem)
{
if(newitem == NULL)
return NULL;
//setDirty(true);
// If it is an empty position, it's an easy job.
InventoryItem *to_item = getItem(i);
if(to_item == NULL)
{
m_items[i] = newitem;
return NULL;
}
// If not addable, return the item
if(newitem->addableTo(to_item) == false)
return newitem;
// If the item fits fully in the slot, add counter and delete it
if(newitem->getCount() <= to_item->freeSpace())
{
to_item->add(newitem->getCount());
delete newitem;
return NULL;
}
// Else the item does not fit fully. Add all that fits and return
// the rest.
else
{
u16 freespace = to_item->freeSpace();
to_item->add(freespace);
newitem->remove(freespace);
return newitem;
}
}
bool InventoryList::itemFits(const u32 i, const InventoryItem *newitem)
{
// If it is an empty position, it's an easy job.
const InventoryItem *to_item = getItem(i);
if(to_item == NULL)
{
return true;
}
// If not addable, fail
if(newitem->addableTo(to_item) == false)
return false;
// If the item fits fully in the slot, pass
if(newitem->getCount() <= to_item->freeSpace())
{
return true;
}
return false;
}
bool InventoryList::roomForItem(const InventoryItem *item)
{
for(u32 i=0; i<m_items.size(); i++)
if(itemFits(i, item))
return true;
return false;
}
bool InventoryList::roomForCookedItem(const InventoryItem *item)
{
if(!item)
return false;
const InventoryItem *cook = item->createCookResult();
if(!cook)
return false;
bool room = roomForItem(cook);
delete cook;
return room;
}
InventoryItem * InventoryList::takeItem(u32 i, u32 count)
{
if(count == 0)
return NULL;
//setDirty(true);
InventoryItem *item = getItem(i);
// If it is an empty position, return NULL
if(item == NULL)
return NULL;
if(count >= item->getCount())
{
// Get the item by swapping NULL to its place
return changeItem(i, NULL);
}
else
{
InventoryItem *item2 = item->clone();
item->remove(count);
item2->setCount(count);
return item2;
}
return false;
}
void InventoryList::decrementMaterials(u16 count)
{
for(u32 i=0; i<m_items.size(); i++)
{
InventoryItem *item = takeItem(i, count);
if(item)
delete item;
}
}
void InventoryList::print(std::ostream &o)
{
o<<"InventoryList:"<<std::endl;
for(u32 i=0; i<m_items.size(); i++)
{
InventoryItem *item = m_items[i];
if(item != NULL)
{
o<<i<<": ";
item->serialize(o);
o<<"\n";
}
}
}
/*
Inventory
*/
Inventory::~Inventory()
{
clear();
}
void Inventory::clear()
{
for(u32 i=0; i<m_lists.size(); i++)
{
delete m_lists[i];
}
m_lists.clear();
}
Inventory::Inventory()
{
}
Inventory::Inventory(const Inventory &other)
{
*this = other;
}
Inventory & Inventory::operator = (const Inventory &other)
{
clear();
for(u32 i=0; i<other.m_lists.size(); i++)
{
m_lists.push_back(new InventoryList(*other.m_lists[i]));
}
return *this;
}
void Inventory::serialize(std::ostream &os) const
{
for(u32 i=0; i<m_lists.size(); i++)
{
InventoryList *list = m_lists[i];
os<<"List "<<list->getName()<<" "<<list->getSize()<<"\n";
list->serialize(os);
}
os<<"EndInventory\n";
}
void Inventory::deSerialize(std::istream &is, IGameDef *gamedef)
{
clear();
for(;;)
{
std::string line;
std::getline(is, line, '\n');
std::istringstream iss(line);
std::string name;
std::getline(iss, name, ' ');
if(name == "EndInventory")
{
break;
}
// This is a temporary backwards compatibility fix
else if(name == "end")
{
break;
}
else if(name == "List")
{
std::string listname;
u32 listsize;
std::getline(iss, listname, ' ');
iss>>listsize;
InventoryList *list = new InventoryList(listname, listsize);
list->deSerialize(is, gamedef);
m_lists.push_back(list);
}
else
{
throw SerializationError("Unknown inventory identifier");
}
}
}
InventoryList * Inventory::addList(const std::string &name, u32 size)
{
s32 i = getListIndex(name);
if(i != -1)
{
if(m_lists[i]->getSize() != size)
{
delete m_lists[i];
m_lists[i] = new InventoryList(name, size);
}
return m_lists[i];
}
else
{
m_lists.push_back(new InventoryList(name, size));
return m_lists.getLast();
}
}
InventoryList * Inventory::getList(const std::string &name)
{
s32 i = getListIndex(name);
if(i == -1)
return NULL;
return m_lists[i];
}
const InventoryList * Inventory::getList(const std::string &name) const
{
s32 i = getListIndex(name);
if(i == -1)
return NULL;
return m_lists[i];
}
const s32 Inventory::getListIndex(const std::string &name) const
{
for(u32 i=0; i<m_lists.size(); i++)
{
if(m_lists[i]->getName() == name)
return i;
}
return -1;
}
/*
InventoryAction
*/
InventoryAction * InventoryAction::deSerialize(std::istream &is)
{
std::string type;
std::getline(is, type, ' ');
InventoryAction *a = NULL;
if(type == "Move")
{
a = new IMoveAction(is);
}
return a;
}
static std::string describeC(const struct InventoryContext *c)
{
if(c->current_player == NULL)
return "current_player=NULL";
else
return std::string("current_player=") + c->current_player->getName();
}
IMoveAction::IMoveAction(std::istream &is)
{
std::string ts;
std::getline(is, ts, ' ');
count = stoi(ts);
std::getline(is, from_inv, ' ');
std::getline(is, from_list, ' ');
std::getline(is, ts, ' ');
from_i = stoi(ts);
std::getline(is, to_inv, ' ');
std::getline(is, to_list, ' ');
std::getline(is, ts, ' ');
to_i = stoi(ts);
}
void IMoveAction::apply(InventoryContext *c, InventoryManager *mgr)
{
Inventory *inv_from = mgr->getInventory(c, from_inv);
Inventory *inv_to = mgr->getInventory(c, to_inv);
if(!inv_from){
infostream<<"IMoveAction::apply(): FAIL: source inventory not found: "
<<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
<<", to_inv=\""<<to_inv<<"\""<<std::endl;
return;
}
if(!inv_to){
infostream<<"IMoveAction::apply(): FAIL: destination inventory not found: "
"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
<<", to_inv=\""<<to_inv<<"\""<<std::endl;
return;
}
InventoryList *list_from = inv_from->getList(from_list);
InventoryList *list_to = inv_to->getList(to_list);
/*
If a list doesn't exist or the source item doesn't exist
*/
if(!list_from){
infostream<<"IMoveAction::apply(): FAIL: source list not found: "
<<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
<<", from_list=\""<<from_list<<"\""<<std::endl;
return;
}
if(!list_to){
infostream<<"IMoveAction::apply(): FAIL: destination list not found: "
<<"context=["<<describeC(c)<<"], to_inv=\""<<to_inv<<"\""
<<", to_list=\""<<to_list<<"\""<<std::endl;
return;
}
if(list_from->getItem(from_i) == NULL)
{
infostream<<"IMoveAction::apply(): FAIL: source item not found: "
<<"context=["<<describeC(c)<<"], from_inv=\""<<from_inv<<"\""
<<", from_list=\""<<from_list<<"\""
<<" from_i="<<from_i<<std::endl;
return;
}
/*
If the source and the destination slots are the same
*/
if(inv_from == inv_to && list_from == list_to && from_i == to_i)
{
infostream<<"IMoveAction::apply(): FAIL: source and destination slots "
<<"are the same: inv=\""<<from_inv<<"\" list=\""<<from_list
<<"\" i="<<from_i<<std::endl;
return;
}
// Take item from source list
InventoryItem *item1 = NULL;
if(count == 0)
item1 = list_from->changeItem(from_i, NULL);
else
item1 = list_from->takeItem(from_i, count);
// Try to add the item to destination list
InventoryItem *olditem = item1;
item1 = list_to->addItem(to_i, item1);
// If something is returned, the item was not fully added
if(item1 != NULL)
{
// If olditem is returned, nothing was added.
bool nothing_added = (item1 == olditem);
// If something else is returned, part of the item was left unadded.
// Add the other part back to the source item
list_from->addItem(from_i, item1);
// If olditem is returned, nothing was added.
// Swap the items
if(nothing_added)
{
// Take item from source list
item1 = list_from->changeItem(from_i, NULL);
// Adding was not possible, swap the items.
InventoryItem *item2 = list_to->changeItem(to_i, item1);
// Put item from destination list to the source list
list_from->changeItem(from_i, item2);
}
}
mgr->inventoryModified(c, from_inv);
if(from_inv != to_inv)
mgr->inventoryModified(c, to_inv);
infostream<<"IMoveAction::apply(): moved at "
<<"["<<describeC(c)<<"]"
<<" from inv=\""<<from_inv<<"\""
<<" list=\""<<from_list<<"\""
<<" i="<<from_i
<<" to inv=\""<<to_inv<<"\""
<<" list=\""<<to_list<<"\""
<<" i="<<to_i
<<std::endl;
}
/*
Craft checking system
*/
bool ItemSpec::checkItem(const InventoryItem *item) const
{
if(type == ITEM_NONE)
{
// Has to be no item
if(item != NULL)
return false;
return true;
}
// There should be an item
if(item == NULL)
return false;
std::string itemname = item->getName();
if(type == ITEM_MATERIAL)
{
if(itemname != "MaterialItem")
return false;
MaterialItem *mitem = (MaterialItem*)item;
if(num != 65535){
if(mitem->getMaterial() != num)
return false;
} else {
if(mitem->getNodeName() != name)
return false;
}
}
else if(type == ITEM_CRAFT)
{
if(itemname != "CraftItem")
return false;
CraftItem *mitem = (CraftItem*)item;
if(mitem->getSubName() != name)
return false;
}
else if(type == ITEM_TOOL)
{
// Not supported yet
assert(0);
}
else if(type == ITEM_MBO)
{
// Not supported yet
assert(0);
}
else
{
// Not supported yet
assert(0);
}
return true;
}
bool checkItemCombination(InventoryItem const * const *items, const ItemSpec *specs)
{
u16 items_min_x = 100;
u16 items_max_x = 100;
u16 items_min_y = 100;
u16 items_max_y = 100;
for(u16 y=0; y<3; y++)
for(u16 x=0; x<3; x++)
{
if(items[y*3 + x] == NULL)
continue;
if(items_min_x == 100 || x < items_min_x)
items_min_x = x;
if(items_min_y == 100 || y < items_min_y)
items_min_y = y;
if(items_max_x == 100 || x > items_max_x)
items_max_x = x;
if(items_max_y == 100 || y > items_max_y)
items_max_y = y;
}
// No items at all, just return false
if(items_min_x == 100)
return false;
u16 items_w = items_max_x - items_min_x + 1;
u16 items_h = items_max_y - items_min_y + 1;
u16 specs_min_x = 100;
u16 specs_max_x = 100;
u16 specs_min_y = 100;
u16 specs_max_y = 100;
for(u16 y=0; y<3; y++)
for(u16 x=0; x<3; x++)
{
if(specs[y*3 + x].type == ITEM_NONE)
continue;
if(specs_min_x == 100 || x < specs_min_x)
specs_min_x = x;
if(specs_min_y == 100 || y < specs_min_y)
specs_min_y = y;
if(specs_max_x == 100 || x > specs_max_x)
specs_max_x = x;
if(specs_max_y == 100 || y > specs_max_y)
specs_max_y = y;
}
// No specs at all, just return false
if(specs_min_x == 100)
return false;
u16 specs_w = specs_max_x - specs_min_x + 1;
u16 specs_h = specs_max_y - specs_min_y + 1;
// Different sizes
if(items_w != specs_w || items_h != specs_h)
return false;
for(u16 y=0; y<specs_h; y++)
for(u16 x=0; x<specs_w; x++)
{
u16 items_x = items_min_x + x;
u16 items_y = items_min_y + y;
u16 specs_x = specs_min_x + x;
u16 specs_y = specs_min_y + y;
const InventoryItem *item = items[items_y * 3 + items_x];
const ItemSpec &spec = specs[specs_y * 3 + specs_x];
if(spec.checkItem(item) == false)
return false;
}
return true;
}
bool checkItemCombination(const InventoryItem * const * items,
const InventoryItem * const * specs)
{
u16 items_min_x = 100;
u16 items_max_x = 100;
u16 items_min_y = 100;
u16 items_max_y = 100;
for(u16 y=0; y<3; y++)
for(u16 x=0; x<3; x++)
{
if(items[y*3 + x] == NULL)
continue;
if(items_min_x == 100 || x < items_min_x)
items_min_x = x;
if(items_min_y == 100 || y < items_min_y)
items_min_y = y;
if(items_max_x == 100 || x > items_max_x)
items_max_x = x;
if(items_max_y == 100 || y > items_max_y)
items_max_y = y;
}
// No items at all, just return false
if(items_min_x == 100)
return false;
u16 items_w = items_max_x - items_min_x + 1;
u16 items_h = items_max_y - items_min_y + 1;
u16 specs_min_x = 100;
u16 specs_max_x = 100;
u16 specs_min_y = 100;
u16 specs_max_y = 100;
for(u16 y=0; y<3; y++)
for(u16 x=0; x<3; x++)
{
if(specs[y*3 + x] == NULL)
continue;
if(specs_min_x == 100 || x < specs_min_x)
specs_min_x = x;
if(specs_min_y == 100 || y < specs_min_y)
specs_min_y = y;
if(specs_max_x == 100 || x > specs_max_x)
specs_max_x = x;
if(specs_max_y == 100 || y > specs_max_y)
specs_max_y = y;
}
// No specs at all, just return false
if(specs_min_x == 100)
return false;
u16 specs_w = specs_max_x - specs_min_x + 1;
u16 specs_h = specs_max_y - specs_min_y + 1;
// Different sizes
if(items_w != specs_w || items_h != specs_h)
return false;
for(u16 y=0; y<specs_h; y++)
for(u16 x=0; x<specs_w; x++)
{
u16 items_x = items_min_x + x;
u16 items_y = items_min_y + y;
u16 specs_x = specs_min_x + x;
u16 specs_y = specs_min_y + y;
const InventoryItem *item = items[items_y * 3 + items_x];
const InventoryItem *spec = specs[specs_y * 3 + specs_x];
if(item == NULL && spec == NULL)
continue;
if(item == NULL && spec != NULL)
return false;
if(item != NULL && spec == NULL)
return false;
if(!spec->isSubsetOf(item))
return false;
}
return true;
}
//END