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DataMgr.py
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DataMgr.py
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"""
#define MAX_FLUX 2000
typedef std::list<Flux*>::iterator flux_iter;
// item types
typedef enum
{
IT_INVALID = 0,
IT_ARTIFACT = 1,
IT_RUIN = 2,
IT_MINERAL = 4,
IT_LIFEFORM = 8,
IT_TRADEITEM = 16
} ItemType;
// item age
typedef enum
{
IA_INVALID = 0,
IA_STONE,
IA_METAL,
IA_INDUSTRIAL,
IA_SPACEFARING
} ItemAge;
// an item
class Item
{
public:
Item();
Item(const Item& rhs);
virtual ~Item();
Item& operator=(const Item& rhs);
void Reset();
bool IsArtifact() {return itemType == IT_ARTIFACT;};
bool IsMineral() {return itemType == IT_MINERAL;};
bool IsLifeForm() {return itemType == IT_LIFEFORM;};
ID id; // the ID of this item
ItemType itemType; // the type of item
std::string name; // the name
double value; // value
double size; // size (m^3)
double speed; // speed
double danger; // danger
double damage; // damage
ItemAge itemAge; // age
bool shipRepairMetal; // is this a ship repair metal?
bool blackMarketItem; // is this a blackmarket item?
std::string portrait; //This refers to the image file
//for Artifact items these properties are used:
int planetid;
int x;
int y;
//additional properties for Ruins:
std::string description;
// helper methods for working with the enumerated types
static ItemType ItemTypeFromString(std::string s);
static std::string ItemTypeToString(ItemType itemType);
static ItemAge ItemAgeFromString(std::string s);
static std::string ItemAgeToString(ItemAge itemAge);
};
// used to represent a collection of items; the collection is comprised of
// stacks of items; for example, 100 cans of root beer, 3 slim jims, etc; you can request
// the # of stacks, and then iterate over all the stacks; each stack returns
// to you the item and the quantity in that stack
class Items
{
public:
Items();
Items(const Items& rhs);
virtual ~Items();
Items& operator=(const Items& rhs);
void Reset();
bool Serialize(Archive& ar);
/**
* initializes this object to contain a random collection of items.
* @param maxNumStacks # of stacks will not exceed this value
* @param maxNumItemsPerStack # of items in any stack will not exceed this value
* @param typeFilter if provided, only items of the specified type mask will be generated
*/
void RandomPopulate(int maxNumStacks, int maxNumItemsPerStack, ItemType typeFilter = IT_INVALID);
/**
* returns the number of stacks, each stack contains a set of a single item type
*/
int GetNumStacks();
/**
* returns a single stack of items - the item info and the number of that item in the stack
*/
void GetStack(int idx, Item& item, int& numItemsInStack);
/**
* add the specified quantity of the item ID to this object; the item(s) will be
* added to the stack of that item type if already present.
*/
void AddItems(ID id, int numItemsToAdd);
/**
* this function should be called before any item is added to the inventory!
* returns true if it finds space for the list of items, and false if it doesn't.
* the ellipse takes in the item ids of each item to be added
*/
bool CheckForSpace(int spaceLimit, ... );
bool CheckForSpace(int spaceLimit, int totalSentIDs, int itemIDs[] );
/**
* remove the specified quantity of the item ID from this object; the stack of this
* item type will be decremented by the specified amount; it will not go below zero.
*/
void RemoveItems(ID id, int numItemsToRemove);
/**
* sets the # of the specified item to the value provided, overwriting the existing
* value if the item is already present or adding it if not.
*/
void SetItemCount(ID id, int numItems);
/**
* scan the vector for the item with the given id value and set the item placeholder to the item matching that id
*/
void Get_Item_By_ID(int id, Item& item, int &num_in_stack);
void Get_Item_By_Name(std::string name, Item& item, int &num_in_stack);
private:
std::vector<std::pair<ID,int> > stacks; // holds the stacks (each stack is a set of one item type)
};
class DataMgr
{
public:
// don't create new instances of this class, use the instance provided in the Module class
DataMgr();
virtual ~DataMgr();
// only called once at game initialization to load in all the data and prepare it for access
// shouldn't need to call this.
bool Initialize();
// used to access available items; memory is owned by this class; you should not delete
// any returned objects
int GetNumItems();
Item* GetItem(int idx); // by index [0..N)
Item* GetItemByID(ID id); // by ID
Item* GetItem(std::string name); // by name
// used to access the available stars; memory is owned by this class; you should not delete
// any returned objects
int GetNumStars();
Star* GetStar(int idx); // by index [0...N)
Star* GetStarByID(ID id); // by ID
Star* GetStarByLocation(CoordValue x, CoordValue y); // by location
//this version does not require a star parent class
std::vector<Planet*> allPlanets;
std::map<ID,Planet*> allPlanetsByID;
Planet *GetPlanetByID(ID id);
int GetNumHumanNames();
std::string GetFullName(int id);
std::string GetFirstName(int id);
std::string GetLastName(int id);
std::string GetRandWholeName();
std::string GetRandMixedName();
//this should have only be needed during testing
//Officer* GetRandOfficer(int type);
std::list<Flux*> flux;
private:
bool m_initialized;
bool LoadItems();
bool LoadGalaxy();
bool LoadHumanNames();
std::vector<Item*> items;
std::map<ID,Item*> itemsByID;
std::vector<Star*> stars;
std::map<ID,Star*> starsByID;
std::map<std::pair<CoordValue,CoordValue>,Star*> starsByLocation;
std::vector<std::pair<std::string*,std::string*>*> humanNames;
};
#define ITEMS_FILE "data/strfltitems.xml"
#define GALAXY_FILE "data/galaxy.xml"
#define HUMANNAMES_FILE "data/human.xml"
Item::Item()
{
Reset();
}
Item::Item(const Item& rhs)
{
*this = rhs;
}
Item::~Item()
{
}
Item& Item::operator=(const Item& rhs)
{
id = rhs.id;
itemType = rhs.itemType;
name = rhs.name;
value = rhs.value;
size = rhs.size;
speed = rhs.speed;
danger = rhs.danger;
damage = rhs.damage;
itemAge = rhs.itemAge;
shipRepairMetal = rhs.shipRepairMetal;
blackMarketItem = rhs.blackMarketItem;
portrait = rhs.portrait;
planetid = rhs.planetid;
x = rhs.x;
y = rhs.y;
description = rhs.description;
return *this;
}
void Item::Reset()
{
id = 0;
itemType = IT_INVALID;
name = "";
value = 0;
size = 0;
speed = 0;
danger = 0;
damage = 0;
itemAge = IA_INVALID;
shipRepairMetal = false;
blackMarketItem = false;
portrait = "";
planetid = 0;
x = 0;
y = 0;
}
ItemType Item::ItemTypeFromString(std::string s)
{
ItemType result = IT_INVALID;
if (s == "Artifact")
{
result = IT_ARTIFACT;
}
else if (s == "Ruin")
{
result = IT_RUIN;
}
else if (s == "Mineral")
{
result = IT_MINERAL;
}
else if (s == "Life Form")
{
result = IT_LIFEFORM;
}
else if (s == "Trade Item")
{
result = IT_TRADEITEM;
}
return result;
}
std::string Item::ItemTypeToString(ItemType itemType)
{
string result;
switch (itemType)
{
case IT_ARTIFACT:
result = "Artifact";
break;
case IT_RUIN:
result = "Ruin";
break;
case IT_MINERAL:
result = "Mineral";
break;
case IT_LIFEFORM:
result = "Life Form";
break;
case IT_TRADEITEM:
result = "Trade Item";
break;
default:
result = "INVALID";
break;
}
return result;
}
ItemAge Item::ItemAgeFromString(std::string s)
{
ItemAge result = IA_INVALID;
if (s == "Stone")
{
result = IA_STONE;
}
else if (s == "Metal")
{
result = IA_METAL;
}
else if (s == "Industrial")
{
result = IA_INDUSTRIAL;
}
else if (s == "Space Faring")
{
result = IA_SPACEFARING;
}
return result;
}
std::string Item::ItemAgeToString(ItemAge itemAge)
{
string result;
switch (itemAge)
{
case IA_STONE:
result = "Stone";
break;
case IA_METAL:
result = "Metal";
break;
case IA_INDUSTRIAL:
result = "Industrial";
break;
case IA_SPACEFARING:
result = "Space Faring";
break;
default:
result = "INVALID";
break;
}
return result;
}
DataMgr::DataMgr()
: m_initialized(false)
{
}
DataMgr::~DataMgr()
{
for (vector<Star*>::iterator i = stars.begin(); i != stars.end(); ++i)
{
delete (*i);
}
for (vector<std::pair<std::string*,std::string*>*>::iterator i = humanNames.begin(); i != humanNames.end(); ++i)
{
delete (*i);
}
for (flux_iter i = g_game->dataMgr->flux.begin(); i != g_game->dataMgr->flux.end(); i++){
delete (*i);
}
flux.clear();
}
int DataMgr::GetNumItems()
{
return (int)items.size();
}
Item* DataMgr::GetItem(int idx)
{
Item* result = NULL;
if ((idx >= 0) && (idx < (int)items.size()))
{
result = items[idx];
}
return result;
}
Item* DataMgr::GetItemByID(ID id)
{
Item* result = NULL;
map<ID,Item*>::iterator i = itemsByID.find(id);
if (i != itemsByID.end())
{
result = i->second;
}
return result;
}
Item* DataMgr::GetItem(string name) {
Item* result= NULL;
for (vector<Item *>::iterator i= items.begin(); i != items.end(); ++i){
if ((*i)->name == name) result= *i;
}
return result;
}
int DataMgr::GetNumStars()
{
return (int)stars.size();
}
Star * DataMgr::GetStar(int idx)
{
Star * result = NULL;
if ((idx >= 0) && (idx < (int)stars.size()))
{
result = stars[idx];
}
return result;
}
Star * DataMgr::GetStarByID(ID id)
{
Star * result = NULL;
map<ID,Star*>::iterator i = starsByID.find(id);
if (i != starsByID.end())
{
result = i->second;
}
return result;
}
Star* DataMgr::GetStarByLocation(CoordValue x, CoordValue y)
{
Star * result = NULL;
map<pair<CoordValue,CoordValue>,Star*>::iterator i = starsByLocation.find(make_pair(x,y));
if (i != starsByLocation.end())
{
result = i->second;
}
return result;
}
Planet* DataMgr::GetPlanetByID(ID id)
{
Planet * result = NULL;
map<ID,Planet*>::iterator i = allPlanetsByID.find(id);
if (i != allPlanetsByID.end())
{
result = i->second;
}
return result;
}
int DataMgr::GetNumHumanNames()
{
return (int)humanNames.size();
}
string DataMgr::GetFullName(int id)
{
if (id < (int)humanNames.size() && id >= 0)
return *humanNames[id]->first + " " + *humanNames[id]->second;
else
return "";
}
string DataMgr::GetFirstName(int id)
{
if (id < (int)humanNames.size() && id >= 0)
return *humanNames[id]->first;
else
return "";
}
string DataMgr::GetLastName(int id)
{
if (id < (int)humanNames.size() && id >= 0)
return *humanNames[id]->second;
else
return "";
}
string DataMgr::GetRandWholeName()
{
int randomID = Util::Random(0, (int)humanNames.size()-1);
return *humanNames[randomID]->first + " " + *humanNames[randomID]->second;
}
string DataMgr::GetRandMixedName()
{
try {
if (humanNames.size() == 0) {
g_game->message("ERROR: The human names data has not been loaded.");
return "<Error>";
}
int randomID = Util::Random(0, (int)humanNames.size()-1);
int randomID2 = Util::Random(0, (int)humanNames.size()-1);
return *humanNames[randomID]->first + " " + *humanNames[randomID2]->second;
}
catch(...) {
g_game->message("ERROR: The human names data has not been loaded.");
return "<error>";
}
return "<Error>";
}
bool DataMgr::Initialize()
{
if (m_initialized)
return true;
m_initialized = true;
if (!LoadItems())
return false;
if (!LoadGalaxy())
return false;
if (!LoadHumanNames())
return false;
return true;
}
bool DataMgr::LoadItems()
{
//open the strfltitems.xml file
TiXmlDocument doc(ITEMS_FILE);
if (!doc.LoadFile())
return false;
//load root of xml hierarchy
TiXmlElement * itemSet = doc.FirstChildElement("items");
if (itemSet == NULL)
return false;
// load all items
TiXmlElement * item = itemSet->FirstChildElement("item");
while (item != NULL)
{
Item newItem;
TiXmlHandle itemHandle(item);
TiXmlText * text;
text = itemHandle.FirstChild("ID").FirstChild().Text();
if (text != NULL)
{
newItem.id = atoi(text->Value());
}
text = itemHandle.FirstChild("Type").FirstChild().Text();
if (text != NULL)
{
newItem.itemType = Item::ItemTypeFromString(text->Value());
}
text = itemHandle.FirstChild("Name").FirstChild().Text();
if (text != NULL)
{
newItem.name = text->Value();
}
text = itemHandle.FirstChild("Value").FirstChild().Text();
if (text != NULL)
{
newItem.value = atof(text->Value());
}
text = itemHandle.FirstChild("Size").FirstChild().Text();
if (text != NULL)
{
newItem.size = atof(text->Value());
}
text = itemHandle.FirstChild("Speed").FirstChild().Text();
if (text != NULL)
{
newItem.speed = atof(text->Value());
}
text = itemHandle.FirstChild("Danger").FirstChild().Text();
if (text != NULL)
{
newItem.danger = atof(text->Value());
}
text = itemHandle.FirstChild("Damage").FirstChild().Text();
if (text != NULL)
{
newItem.damage = atof(text->Value());
}
text = itemHandle.FirstChild("Age").FirstChild().Text();
if (text != NULL)
{
newItem.itemAge = Item::ItemAgeFromString(text->Value());
}
text = itemHandle.FirstChild("ShipRepairMetal").FirstChild().Text();
if (text != NULL)
{
string v(text->Value());
newItem.shipRepairMetal = v == "true";
}
text = itemHandle.FirstChild("BlackMarket").FirstChild().Text();
if (text != NULL)
{
string v(text->Value());
newItem.blackMarketItem = v == "true";
}
text = itemHandle.FirstChild("Portrait").FirstChild().Text();
if (text != NULL)
{
newItem.portrait = text->Value();
}
//new property for Artifacts
text = itemHandle.FirstChild("planetid").FirstChild().Text();
if (text != NULL)
{
newItem.planetid = atof(text->Value());
}
//new property for Artifacts
text = itemHandle.FirstChild("x").FirstChild().Text();
if (text != NULL)
{
newItem.x = atof(text->Value());
}
//new property for Artifacts
text = itemHandle.FirstChild("y").FirstChild().Text();
if (text != NULL)
{
newItem.y = atof(text->Value());
}
//new property for Ruins (and now for lifeForms too).
text = itemHandle.FirstChild("Description").FirstChild().Text();
if (text != NULL)
{
newItem.description = text->Value();
}
// make sure an item with this ID doesn't already exist
Item * existingItem = GetItemByID(newItem.id);
if (existingItem == NULL)
{
// add the item
Item * toAdd = new Item(newItem);
items.push_back(toAdd);
itemsByID[newItem.id] = toAdd;
}
item = item->NextSiblingElement("item");
}
return true;
}
bool DataMgr::LoadHumanNames()
{
TiXmlDocument doc(HUMANNAMES_FILE);
if (!doc.LoadFile())
return false;
TiXmlElement * people = doc.FirstChildElement("Names");
if (people == NULL)
return false;
// load all stars first, since the planets reference them
TiXmlElement * name = people->FirstChildElement("Name");
while (name != NULL)
{
string firstName;
string lastName;
TiXmlHandle nameHandle(name);
TiXmlText * text;
//Check for first name
text = nameHandle.FirstChild("First").FirstChild().Text();
if (text == NULL)
firstName = "";
else
firstName = text->Value();
//Check for last name
text = nameHandle.FirstChild("Last").FirstChild().Text();
if (text == NULL)
lastName = "";
else
lastName = text->Value();
//Add the name to the list
std::pair<std::string*,std::string*> * newName = new std::pair<std::string*,std::string*>;
newName->first = new string(firstName);
newName->second = new string(lastName);
humanNames.push_back(newName);
//Grab next name
name = name->NextSiblingElement("Name");
}
return true;
}
/*
* THIS CODE WAS ONLY NEEDED FOR TEMPORARY OFFICER DATA
*/
//Officer* DataMgr::GetRandOfficer(int type)
//{
// Officer *o = new Officer();
//
// o->name = g_game->dataMgr->GetRandMixedName();
//
// o->SetOfficerType(type);
//
// for (int i=0; i < 6; i++)
// o->attributes[i] = Util::Random(0,200);
//
// o->attributes[6] = Util::Random(1,25);
// o->attributes[7] = Util::Random(1,25);
//
// return o;
//}
Items::Items()
{
Reset();
}
Items::Items(const Items& rhs)
{
*this = rhs;
}
Items::~Items()
{
}
Items& Items::operator=(const Items& rhs)
{
Reset();
for (vector<pair<ID,int> >::const_iterator i = rhs.stacks.begin(); i != rhs.stacks.end(); ++i)
{
stacks.push_back(*i);
}
return *this;
}
void Items::Reset()
{
stacks.clear();
}
bool Items::Serialize(Archive& ar)
{
string ClassName = "Items";
int Schema = 0;
if (ar.IsStoring())
{
ar << ClassName;
ar << Schema;
int numStacks = (int)stacks.size();
ar << numStacks;
for (vector<pair<ID,int> >::iterator i = stacks.begin(); i != stacks.end(); ++i)
{
int id = i->first;
int numItems = i->second;
ar << id;
ar << numItems;
}
}
else
{
Reset();
string LoadClassName;
ar >> LoadClassName;
if (LoadClassName != ClassName)
return false;
int LoadSchema;
ar >> LoadSchema;
if (LoadSchema > Schema)
return false;
int numStacks;
ar >> numStacks;
for (int i = 0; i < numStacks; i++)
{
int id;
ar >> id;
int numItems;
ar >> numItems;
stacks.push_back(make_pair(id,numItems));
}
}
return true;
}
void Items::RandomPopulate(int maxNumStacks, int maxNumItemsPerStack, ItemType typeFilter /*= IT_INVALID*/)
{
Reset();
int numStacks = rand() % maxNumStacks + 1;
int numItemTypes = g_game->dataMgr->GetNumItems();
map<int,bool> usedItemTypes;
for (int i = 0; i < numStacks; i++)
{
int itemTypeIdx = -1;
Item* pItem = NULL;
while (itemTypeIdx < 0)
{
int randItemTypeIdx = rand() % numItemTypes;
pItem = g_game->dataMgr->GetItem(randItemTypeIdx);;
if (usedItemTypes.find(randItemTypeIdx) == usedItemTypes.end())
{
if ((typeFilter == IT_INVALID) ||
((typeFilter & pItem->itemType) != 0))
{
usedItemTypes[randItemTypeIdx] = true;
itemTypeIdx = randItemTypeIdx;
}
}
}
int numItemsInStack = rand() % maxNumItemsPerStack + 1;
stacks.push_back(make_pair(pItem->id,numItemsInStack));
}
}
int Items::GetNumStacks()
{
return (int)stacks.size();
}
void Items::GetStack(int idx, Item& item, int& numItemsInStack)
{
item.Reset();
numItemsInStack = 0;
if (idx < 0)
return;
if (idx >= GetNumStacks())
return;
pair<ID,int> stack = stacks[idx];
Item * pItem = g_game->dataMgr->GetItemByID(stack.first);
if (pItem == NULL)
return;
item = *pItem;
numItemsInStack = stack.second;
}
bool Items::CheckForSpace(int spaceLimit, ... )
{
int totalIDs = 0;
va_list itemIDs;
va_start( itemIDs, spaceLimit );
for (int id = va_arg( itemIDs, int ), lastID = id; id != lastID; lastID = id, id = va_arg( itemIDs, int ))
{
++totalIDs;
for (vector<pair<ID,int> >::iterator i = stacks.begin(); i != stacks.end(); ++i)
{
if (i->first == id)
{
--totalIDs;
break;
}
}
}
va_end( itemIDs );
return (spaceLimit >= (int)stacks.size() + totalIDs);
}
bool Items::CheckForSpace(int spaceLimit, int totalSentIDs, int itemIDs[] )
{
int totalIDs = 0;
for (int id = 0; id < totalSentIDs; ++id )
{
++totalIDs;
for (vector<pair<ID,int> >::iterator i = stacks.begin(); i != stacks.end(); ++i)
{
if (i->first == itemIDs[id])
{
--totalIDs;
break;
}
}
}
return (spaceLimit >= (int)stacks.size() + totalIDs);
}
void Items::AddItems(ID id, int numItemsToAdd)
{
if (numItemsToAdd <= 0)
return;
Item * pItem = g_game->dataMgr->GetItemByID(id);
if (pItem == NULL)
return;
bool itemStackExisted = false;
for (vector<pair<ID,int> >::iterator i = stacks.begin(); i != stacks.end(); ++i)
{
if (i->first == id)
{
pair<ID,int>& existingStack = *i;
existingStack.second += numItemsToAdd;
itemStackExisted = true;
break;
}
}
if (itemStackExisted)
return;
stacks.push_back(make_pair(id,numItemsToAdd));
}
void Items::RemoveItems(ID id, int numItemsToRemove)
{
if (numItemsToRemove <= 0)
return;
Item * pItem = g_game->dataMgr->GetItemByID(id);
if (pItem == NULL)
return;