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using rpg::item; |
using rpg::item; |
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/** |
/** |
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* Mapping from itm categories to equipment slots. |
* Mapping from %item categories to equipment slots. |
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*/ |
*/ |
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std::hash_map<std::string, rpg::slot_list, |
std::hash_map<std::string, rpg::slot_list, |
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std::hash<std::string> > equipment::SlotCategoryMap; |
std::hash<std::string> > equipment::SlotCategoryMap; |
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/** |
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* Predefined %equipment for certain %character types |
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*/ |
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std::hash_map<std::string, std::vector<std::string>, |
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std::hash<std::string> > equipment::EquipmentDefs; |
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// retrieve a list of slots the item would fit into |
// retrieve a list of slots the item would fit into |
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const rpg::slot_list equipment::fits (item *itm) const |
const rpg::slot_list equipment::fits (item *itm) const |
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{ |
{ |
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SlotCategoryMap[category] = slots; |
SlotCategoryMap[category] = slots; |
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} |
} |
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} |
} |
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// define equipment for certain type of characters |
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void equipment::add_definition (const std::string & type, const std::vector<std::string> & slots) |
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{ |
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EquipmentDefs[type] = slots; |
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} |
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// create equipment storage for given type of characters |
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rpg::inventory *equipment::create (const std::string & type) |
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{ |
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rpg::inventory *inv = new rpg::inventory (); |
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std::hash_map<std::string, std::vector<std::string>, |
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std::hash<std::string> >::iterator t = EquipmentDefs.find (type); |
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// does given type exist? |
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if (t != EquipmentDefs.end ()) |
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{ |
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const std::vector<std::string> &slots = (*t).second; |
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for (std::vector<std::string>::const_iterator i = slots.begin(); i != slots.end (); i++) |
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{ |
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// fill inventory with predefined slots |
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inv->add_slot (*i, true); |
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} |
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} |
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else |
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{ |
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fprintf (stderr, "*** equipment::create: character type '%s' undefined!\n", type.c_str ()); |
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} |
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return inv; |
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} |
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// save to disk |
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void equipment::put_state (base::flat & out) |
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{ |
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base::flat record, slots; |
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// save mappings |
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std::hash_map<std::string, rpg::slot_list, |
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std::hash<std::string> >::const_iterator s = SlotCategoryMap.begin (); |
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for (; s != SlotCategoryMap.end (); s++) |
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{ |
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slots.put_string ("emp", (*s).first); |
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for (rpg::slot_list::const_iterator i = (*s).second.begin (); i != (*s).second.end (); i++) |
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{ |
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slots.put_string ("", *i); |
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} |
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record.put_flat ("", slots); |
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slots.clear (); |
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} |
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// save equipment definitions |
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std::hash_map<std::string, std::vector<std::string>, |
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std::hash<std::string> >::const_iterator t = EquipmentDefs.begin (); |
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for (; t != EquipmentDefs.end (); t++) |
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{ |
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slots.put_string ("edf", (*t).first); |
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for (std::vector<std::string>::const_iterator i = (*t).second.begin (); i != (*t).second.end (); i++) |
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{ |
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slots.put_string ("", *i); |
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} |
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record.put_flat ("", slots); |
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slots.clear (); |
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} |
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out.put_flat ("eqp", record); |
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} |
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// load from disk |
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bool equipment::get_state (base::flat & in) |
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{ |
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base::flat list, record = in.get_flat ("eqp"); |
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while (in.next ((void **) &list) != -1) |
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{ |
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char *val, *name; |
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if (list.next ((void **) &val, (int*) NULL, &name) != base::flat::T_STRING) |
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continue; |
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// load mapping |
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if (strncmp (name, "emp", 3) == 0) |
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{ |
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std::string category = val; |
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while (list.next ((void **) &val) == base::flat::T_STRING) |
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{ |
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add_mapping (val, category); |
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} |
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continue; |
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} |
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// load equipment def |
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if (strncmp (name, "edf", 3) == 0) |
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{ |
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std::string type = val; |
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std::vector<std::string> slots; |
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while (list.next ((void **) &val) == base::flat::T_STRING) |
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{ |
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slots.push_back (std::string (val)); |
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} |
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add_definition (type, slots); |
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} |
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} |
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return in.success (); |
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} |