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Inventory.cpp
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Inventory.cpp
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// Fill out your copyright notice in the Description page of Project Settings.
#include "Survisland.h"
#include "Inventory.h"
#include "UnrealNetwork.h"
//
// *** Basic Functionality ***
//
bool UInventory::Initialize(int32 inSlots, TArray<FInventoryStructure> & inInventory) {
TArray<FInventoryStructure> bInv;
//bInv.Init(inSlots);
bInv.SetNum(inSlots);
inInventory = bInv;
return true;
}
bool UInventory::GetStackByClass(TSubclassOf<class AMasterItemActor> inClass, bool bReturnFullStacks, TArray<FInventoryStructure> inInventory, FInventoryStructure & outStructure, int32 & FoundIndex) {
for (auto bIterator(inInventory.CreateIterator()); bIterator; bIterator++)
{
if (!bIterator) continue;
if (bIterator->bClass == inClass) {
FItemInfo bItemInfo;
GetItemInfo(inClass, bItemInfo);
if (bIterator->bCount < bItemInfo.bItemStackSize) {
outStructure = *bIterator;
FoundIndex = bIterator.GetIndex();
return true;
}
else {
if (bReturnFullStacks) {
outStructure = *bIterator;
FoundIndex = bIterator.GetIndex();
return true;
}
}
}
}
return false;
}
bool UInventory::GetItemCount(TSubclassOf<class AMasterItemActor> inClass, TArray<FInventoryStructure> inInventory, int32 & ItemCount) {
int32 intCounter = 0;
for (auto bIterator(inInventory.CreateIterator()); bIterator; bIterator++)
{
if (!bIterator) continue;
if (bIterator->bClass == inClass) {
intCounter += bIterator->bCount;
}
}
if (intCounter <= 0)
return false;
ItemCount = intCounter;
return true;
}
bool UInventory::GetItemStackCount(TSubclassOf<class AMasterItemActor> inClass, TArray<FInventoryStructure> inInventory, int32 & StackCount) {
int32 intCounter = 0;
for (auto bIterator(inInventory.CreateIterator()); bIterator; bIterator++)
{
if (!bIterator) continue;
if (bIterator->bClass == inClass) {
intCounter++;
}
}
if (intCounter <= 0)
return false;
StackCount = intCounter;
return true;
}
bool UInventory::GetStackByIndex(int32 inIndex, TArray<FInventoryStructure> inInventory, FInventoryStructure & outStructure) {
if ((inIndex < 0) || (inIndex > inInventory.Num()))
return false;
outStructure = inInventory[inIndex];
return true;
}
bool UInventory::GetStackByID(FString inID, TArray<FInventoryStructure> inInventory, FInventoryStructure & outStructure, int32 & FoundIndex) {
if (inID == "")
return false;
for (auto bIterator(inInventory.CreateIterator()); bIterator; bIterator++)
{
if (!bIterator) continue;
if (FString(*bIterator->bID) == inID) {
outStructure = *bIterator;
FoundIndex = bIterator.GetIndex();
return true;
}
}
return false;
}
bool UInventory::GetFreeInventorySpace(TSubclassOf<class AMasterItemActor> inClass, TArray<FInventoryStructure> inInventory, int32 & outCount) {
int32 intCounter = 0, intSlots = 0;
FItemInfo bItemInfo;
for (auto bIterator(inInventory.CreateIterator()); bIterator; bIterator++)
{
if (!bIterator) continue;
if (bIterator->bClass == inClass) {
GetItemInfo(inClass, bItemInfo);
if (bIterator->bCount < bItemInfo.bItemStackSize) {
intCounter += (bItemInfo.bItemStackSize - bIterator->bCount);
}
}
}
GetItemInfo(inClass, bItemInfo);
GetFreeInventorySlots(inInventory, intSlots);
intCounter += intSlots * bItemInfo.bItemStackSize;
if (intCounter <= 0)
return false;
outCount = intCounter;
return true;
}
bool UInventory::GetFreeInventorySlots(TArray<FInventoryStructure> inInventory, int32 & outCount) {
int32 intCounter = 0;
for (auto bIterator(inInventory.CreateIterator()); bIterator; bIterator++)
{
if (!bIterator) continue;
if (bIterator->bClass == NULL) {
intCounter++;
}
}
if (intCounter <= 0)
return false;
outCount = intCounter;
return true;
}
//
// This function returns a Structure with the default variables
//
bool UInventory::GetItemInfo(TSubclassOf<AMasterItemActor> bItemClass, FItemInfo & bIteminfo) {
if (!bItemClass.GetDefaultObject())
return false;
bIteminfo = bItemClass.GetDefaultObject()->bIteminfo;
return true;
}
//
// Generates a FString from multible random numbers. This FString can be used as a Unique ID since the chances are good that this ID is Unique in a gamelife cycle
//
// (MIN MAX without division will bug the RandRange)
//
void UInventory::GetUniqueID(FString & bUniqueID) {
bUniqueID = FString();
for (int i = 0; i < 5; i++)
bUniqueID.AppendInt(FMath::RandRange(INT32_MIN / 11, INT32_MAX / 11));
}
int32 UInventory::StacksFromAmount(TSubclassOf<class AMasterItemActor> inClass, int32 inAmount) {
FItemInfo bItemInfo;
GetItemInfo(inClass, bItemInfo);
if (inAmount == 0)
return 0;
int32 Amount = FMath::DivideAndRoundUp(inAmount, bItemInfo.bItemStackSize);
return Amount;
}
bool UInventory::AddToInventory(TSubclassOf<class AMasterItemActor> inClass, TArray<FInventoryStructure>& inInventory, int32 Amount, bool AddNewStack) {
bool result;
FItemInfo bItemInfo;
int32 FoundStack = -1;
if (Amount <= 0)
return false;
if (!AddNewStack) {
FInventoryStructure bInvStruct;
result = GetStackByClass(inClass, false, inInventory, bInvStruct, FoundStack);
if (result) {
GetItemInfo(inClass, bItemInfo);
FInventoryStructure bItemStruct;
GetStackByIndex(FoundStack, inInventory, bItemStruct);
if (bItemInfo.bItemStackSize < bItemStruct.bCount + Amount) {
int32 Remainder = bItemInfo.bItemStackSize - bItemStruct.bCount;
Remainder = Amount - Remainder;
inInventory[FoundStack].bCount = bItemInfo.bItemStackSize;
AddToInventory(inClass, inInventory, Remainder, false);
return true;
}
else {
inInventory[FoundStack].bCount += Amount;
return true;
}
}
else {
//New Stack
GetItemInfo(inClass, bItemInfo);
if (Amount > bItemInfo.bItemStackSize) {
//More than 1 Stack
int32 FreeSlots;
GetFreeInventorySlots(inInventory, FreeSlots);
if (StacksFromAmount(inClass, Amount) > FreeSlots)
return false;
int32 Remainder = Amount - bItemInfo.bItemStackSize;
FInventoryStructure bItemStruct;
result = GetStackByClass(NULL, true, inInventory, bItemStruct, FoundStack);
if (!result)
return false;
inInventory[FoundStack].bCount = bItemInfo.bItemStackSize;
inInventory[FoundStack].bClass = inClass;
FString uID;
GetUniqueID(uID);
inInventory[FoundStack].bID = uID;
AddToInventory(inClass, inInventory, Remainder, false);
return true;
}
else {
//Less than 1 Stack
FInventoryStructure bItemStruct;
result = GetStackByClass(NULL, true, inInventory, bItemStruct, FoundStack);
if (!result)
return false;
inInventory[FoundStack].bCount = Amount;
inInventory[FoundStack].bClass = inClass;
FString uID;
GetUniqueID(uID);
inInventory[FoundStack].bID = uID;
return true;
}
}
}
else {
int32 FreeSlots;
GetFreeInventorySlots(inInventory, FreeSlots);
if (StacksFromAmount(inClass, Amount) > FreeSlots)
return false;
FItemInfo bItemInfo;
GetItemInfo(inClass, bItemInfo);
int32 SlotIndex;
FInventoryStructure bInventoryStructure;
GetStackByClass(NULL, true, inInventory, bInventoryStructure, SlotIndex);
if (bItemInfo.bItemStackSize >= Amount) {
inInventory[SlotIndex].bClass = inClass;
inInventory[SlotIndex].bCount = Amount;
FString bID;
GetUniqueID(bID);
inInventory[SlotIndex].bID = bID;
return true;
}
else {
inInventory[SlotIndex].bClass = inClass;
inInventory[SlotIndex].bCount = bItemInfo.bItemStackSize;
FString bID;
GetUniqueID(bID);
inInventory[SlotIndex].bID = bID;
AddToInventory(inClass, inInventory, Amount - bItemInfo.bItemStackSize, true);
return true;
}
}
return true;
}
bool UInventory::RemoveFromInventory(TSubclassOf<class AMasterItemActor> inClass, TArray<FInventoryStructure>& inInventory, int32 Amount) {
int32 intInteger, intRemainder;
FItemInfo bItemInfo;
FInventoryStructure bInventoryStructure;
GetItemInfo(inClass, bItemInfo);
GetItemCount(inClass, inInventory, intInteger);
if (Amount > intInteger)
return false;
GetStackByClass(inClass, true, inInventory, bInventoryStructure, intInteger);
if (bInventoryStructure.bCount > Amount) {
inInventory[intInteger].bCount -= Amount;
return true;
}
else {
intRemainder = Amount - bInventoryStructure.bCount;
inInventory[intInteger] = FInventoryStructure();
RemoveFromInventory(inClass, inInventory, intRemainder);
return true;
}
}
bool UInventory::RemoveFromStack(int32 inIndex, TArray<FInventoryStructure>& inInventory, int32 Amount, bool RemoveWholeStack) {
FInventoryStructure bInventoryStructure;
GetStackByIndex(inIndex, inInventory, bInventoryStructure);
if (Amount > bInventoryStructure.bCount)
return false;
if (RemoveWholeStack) {
inInventory[inIndex] = FInventoryStructure();
return true;
}
else {
inInventory[inIndex].bCount -= Amount;
return true;
}
}
bool UInventory::SwapInventoryPosition(TArray<FInventoryStructure>& inInventory, int32 inIndexA, int32 inIndexB) {
FInventoryStructure bInventoryStructure;
GetStackByIndex(inIndexA, inInventory, bInventoryStructure);
inInventory[inIndexA] = inInventory[inIndexB];
inInventory[inIndexB] = bInventoryStructure;
return true;
}
bool UInventory::SplitStack(TArray<FInventoryStructure>& inInventory, int32 inIndex, int32 inSplit) {
FInventoryStructure bInventoryStructure;
int32 Remainder, FreeSlots;
GetStackByIndex(inIndex, inInventory, bInventoryStructure);
GetFreeInventorySlots(inInventory, FreeSlots);
if (FreeSlots < 1)
return false;
if ((inSplit >= bInventoryStructure.bCount) || (inSplit <= 0))
return false;
Remainder = bInventoryStructure.bCount - inSplit;
inInventory[inIndex].bCount = Remainder;
AddToInventory(bInventoryStructure.bClass, inInventory, inSplit, true);
return true;
}
bool UInventory::MergeStacks(TArray<FInventoryStructure>& inInventory, int32 inIndexA, int32 inIndexB) {
FItemInfo bItemInfo;
FInventoryStructure bInventoryStructureA, bInventoryStructureB;
GetStackByIndex(inIndexA, inInventory, bInventoryStructureA);
GetStackByIndex(inIndexB, inInventory, bInventoryStructureB);
GetItemInfo(inInventory[inIndexA].bClass, bItemInfo);
if (inInventory[inIndexA].bClass != inInventory[inIndexB].bClass)
return false;
if (bItemInfo.bItemStackSize >= bInventoryStructureA.bCount + bInventoryStructureB.bCount) {
inInventory[inIndexA].bCount += inInventory[inIndexB].bCount;
RemoveFromStack(inIndexB, inInventory, 0, true);
return true;
}
else{
int32 Remainder = bItemInfo.bItemStackSize - inInventory[inIndexA].bCount;
inInventory[inIndexA].bCount = bItemInfo.bItemStackSize;
inInventory[inIndexB].bCount -= Remainder;
return true;
}
}