Added new method - Items::moveToInventory(...)

Signed-off-by: playfordh <harlanplayford@gmail.com>
develop
harlanplayford 2012-05-15 06:01:59 -04:00
parent 92f069e209
commit 27ca317871
2 changed files with 244 additions and 1 deletions

@ -37,6 +37,7 @@ distribution.
#include "df/item_type.h"
#include "df/general_ref.h"
#include "df/specific_ref.h"
#include "df/body_part_raw.h"
namespace df
{
@ -146,6 +147,6 @@ DFHACK_EXPORT df::coord getPosition(df::item *item);
DFHACK_EXPORT bool moveToGround(MapExtras::MapCache &mc, df::item *item, df::coord pos);
DFHACK_EXPORT bool moveToContainer(MapExtras::MapCache &mc, df::item *item, df::item *container);
DFHACK_EXPORT bool moveToInventory(MapExtras::MapCache &mc, df::item *item, df::unit *unit, df::body_part_raw * targetBodyPart, bool ignoreRestrictions, int multiEquipLimit, bool verbose);
}
}

@ -70,10 +70,21 @@ using namespace std;
#include "df/general_ref_contains_itemst.h"
#include "df/general_ref_contained_in_itemst.h"
#include "df/unit_inventory_item.h"
#include "df/body_part_raw.h"
#include "df/unit.h"
#include "df/creature_raw.h"
#include "df/caste_raw.h"
#include "df/body_part_template_flags.h"
#include "df/general_ref_unit_holderst.h"
using namespace DFHack;
using namespace df::enums;
using df::global::world;
const int const_GloveRightHandedness = 1;
const int const_GloveLeftHandedness = 2;
#define ITEMDEF_VECTORS \
ITEM(WEAPON, weapons, itemdef_weaponst) \
ITEM(TRAPCOMP, trapcomps, itemdef_trapcompst) \
@ -577,6 +588,25 @@ static bool detachItem(MapExtras::MapCache &mc, df::item *item)
break;
case general_ref_type::UNIT_HOLDER:
// Remove the item from the unit's inventory
for (int inv = 0; inv < ref->getUnit()->inventory.size(); inv++)
{
df::unit_inventory_item * currInvItem = ref->getUnit()->inventory.at(inv);
if(currInvItem->item->id == item->id)
{
// Match found; remove it
ref->getUnit()->inventory.erase(ref->getUnit()->inventory.begin() + inv);
// No other pointers to this object should exist; delete it to prevent memleak
delete currInvItem;
// Note: we might expect to recalculate the unit's weight at this point, in order to account for the
// detached item. In fact, this recalculation occurs automatically during each dwarf's "turn".
// The slight delay in recalculation is probably not worth worrying about.
// Since no item will ever occur twice in a unit's inventory, further searching is unnecessary.
break;
}
}
break;
case general_ref_type::BUILDING_HOLDER:
return false;
@ -652,3 +682,215 @@ bool DFHack::Items::moveToContainer(MapExtras::MapCache &mc, df::item *item, df:
return true;
}
bool DFHack::Items::moveToInventory(MapExtras::MapCache &mc, df::item *item, df::unit *unit, df::body_part_raw * targetBodyPart, bool ignoreRestrictions, int multiEquipLimit, bool verbose)
{
// Step 1: Check for anti-requisite conditions
df::unit * itemOwner = Items::getOwner(item);
if (ignoreRestrictions)
{
// If the ignoreRestrictions cmdline switch was specified, then skip all of the normal preventative rules
if (verbose) { Core::print("Skipping integrity checks...\n"); }
}
else if(!item->isClothing() && !item->isArmorNotClothing())
{
if (verbose) { Core::printerr("Item %d is not clothing or armor; it cannot be equipped. Please choose a different item (or use the Ignore option if you really want to equip an inappropriate item).\n", item->id); }
return false;
}
else if (!item->getType() == df::enums::item_type::GLOVES &&
!item->getType() == df::enums::item_type::HELM &&
!item->getType() == df::enums::item_type::ARMOR &&
!item->getType() == df::enums::item_type::PANTS &&
!item->getType() == df::enums::item_type::SHOES &&
!targetBodyPart)
{
if (verbose) { Core::printerr("Item %d is of an unrecognized type; it cannot be equipped (because the module wouldn't know where to put it).\n", item->id); }
return false;
}
else if (itemOwner && itemOwner->id != unit->id)
{
if (verbose) { Core::printerr("Item %d is owned by someone else. Equipping it on this unit is not recommended. Please use DFHack's Confiscate plugin, choose a different item, or use the Ignore option to proceed in spite of this warning.\n", item->id); }
return false;
}
else if (item->flags.bits.in_inventory)
{
if (verbose) { Core::printerr("Item %d is already in a unit's inventory. Direct inventory transfers are not recommended; please move the item to the ground first (or use the Ignore option).\n", item->id); }
return false;
}
else if (item->flags.bits.in_job)
{
if (verbose) { Core::printerr("Item %d is reserved for use in a queued job. Equipping it is not recommended, as this might interfere with the completion of vital jobs. Use the Ignore option to ignore this warning.\n", item->id); }
return false;
}
// ASSERT: anti-requisite conditions have been satisfied (or disregarded)
// Step 2: Try to find a bodypart which is eligible to receive equipment AND which is appropriate for the specified item
df::body_part_raw * confirmedBodyPart = NULL;
int bpIndex;
for(bpIndex = 0; bpIndex < unit->body.body_plan->body_parts.size(); bpIndex++)
{
df::body_part_raw * currPart = unit->body.body_plan->body_parts[bpIndex];
// Short-circuit the search process if a BP was specified in the function call
// Note: this causes a bit of inefficient busy-looping, but the search space is tiny (<100) and we NEED to get the correct bpIndex value in order to perform inventory manipulations
if (!targetBodyPart)
{
// The function call did not specify any particular body part; proceed with normal iteration and evaluation of BP eligibility
}
else if (currPart == targetBodyPart)
{
// A specific body part was included in the function call, and we've found it; proceed with the normal BP evaluation (suitability, emptiness, etc)
}
else if (bpIndex < unit->body.body_plan->body_parts.size())
{
// The current body part is not the one that was specified in the function call, but we can keep searching
if (verbose) { Core::printerr("Found bodypart %s; not a match; continuing search.\n", currPart->part_code.c_str()); }
continue;
}
else
{
// The specified body part has not been found, and we've reached the end of the list. Report failure.
if (verbose) { Core::printerr("The specified body part (%s) does not belong to the chosen unit. Please double-check to ensure that your spelling is correct, and that you have not chosen a dismembered bodypart.\n"); }
return false;
}
if (verbose) { Core::print("Inspecting bodypart %s.\n", currPart->part_code.c_str()); }
// Inspect the current bodypart
if (item->getType() == df::enums::item_type::GLOVES && currPart->flags.is_set(df::body_part_template_flags::GRASP) &&
((item->getGloveHandedness() == const_GloveLeftHandedness && currPart->flags.is_set(df::body_part_template_flags::LEFT)) ||
(item->getGloveHandedness() == const_GloveRightHandedness && currPart->flags.is_set(df::body_part_template_flags::RIGHT))))
{
if (verbose) { Core::print("Hand found (%s)...", currPart->part_code.c_str()); }
}
else if (item->getType() == df::enums::item_type::HELM && currPart->flags.is_set(df::body_part_template_flags::HEAD))
{
if (verbose) { Core::print("Head found (%s)...", currPart->part_code.c_str()); }
}
else if (item->getType() == df::enums::item_type::ARMOR && currPart->flags.is_set(df::body_part_template_flags::UPPERBODY))
{
if (verbose) { Core::print("Upper body found (%s)...", currPart->part_code.c_str()); }
}
else if (item->getType() == df::enums::item_type::PANTS && currPart->flags.is_set(df::body_part_template_flags::LOWERBODY))
{
if (verbose) { Core::print("Lower body found (%s)...", currPart->part_code.c_str()); }
}
else if (item->getType() == df::enums::item_type::SHOES && currPart->flags.is_set(df::body_part_template_flags::STANCE))
{
if (verbose) { Core::print("Foot found (%s)...", currPart->part_code.c_str()); }
}
else if (targetBodyPart && ignoreRestrictions)
{
// The BP in question would normally be considered ineligible for equipment. But since it was deliberately specified by the user, we'll proceed anyways.
if (verbose) { Core::print("Non-standard bodypart found (%s)...", targetBodyPart->part_code.c_str()); }
}
else if (targetBodyPart)
{
// The BP in question is not eligible for equipment and the ignore flag was not specified. Report failure.
if (verbose) { Core::printerr("Non-standard bodypart found, but it is ineligible for standard equipment. Use the Ignore flag to override this warning.\n"); }
return false;
}
else
{
if (verbose) { Core::print("Skipping ineligible bodypart.\n"); }
// This body part is not eligible for the equipment in question; skip it
continue;
}
// ASSERT: The current body part is able to support the specified equipment (or the test has been overridden). Check whether it is currently empty/available.
if (multiEquipLimit == INT_MAX)
{
// Note: this loop/check is skipped if the MultiEquip option is specified; we'll simply add the item to the bodyPart even if it's already holding a dozen gloves, shoes, and millstones (or whatever)
if (verbose) { Core::print(" inventory checking skipped..."); }
confirmedBodyPart = currPart;
break;
}
else
{
confirmedBodyPart = currPart; // Assume that the bodypart is valid; we'll invalidate it if we detect too many collisions while looping
int collisions = 0;
for (int inventoryID=0; inventoryID < unit->inventory.size(); inventoryID++)
{
df::unit_inventory_item * currInvItem = unit->inventory[inventoryID];
if (currInvItem->body_part_id == bpIndex)
{
// Collision detected; have we reached the limit?
if (++collisions >= multiEquipLimit)
{
if (verbose) { Core::printerr(" but it already carries %d piece(s) of equipment. Either remove the existing equipment or use the Multi option.\n", multiEquipLimit); }
confirmedBodyPart = NULL;
break;
}
}
}
if (confirmedBodyPart)
{
// Match found; no need to examine any other BPs
if (verbose) { Core::print(" eligibility confirmed..."); }
break;
}
else if (!targetBodyPart)
{
// This body part is not eligible to receive the specified equipment; return to the loop and check the next BP
continue;
}
else
{
// A specific body part was designated in the function call, but it was found to be ineligible.
// Don't return to the BP loop; just fall-through to the failure-reporting code a few lines below.
break;
}
}
}
if (!confirmedBodyPart) {
// No matching body parts found; report failure
if (verbose) { Core::printerr("\nThe item could not be equipped because the relevant body part(s) of the unit are missing or already occupied. Try again with the Multi option if you're like to over-equip a body part, or choose a different unit-item combination (e.g. stop trying to put shoes on a trout).\n" ); }
return false;
}
// ASSERT: We've found a bodypart which is suitable for the designated item and ready to receive it (or overridden the relevant checks)
// Step 3: Perform the manipulations
if (verbose) { Core::print("equipping item..."); }
// 3a: attempt to release the item from its current position
if (!detachItem(mc, item))
{
if (verbose) { Core::printerr("\nEquipping failed - failed to retrieve item from its current location/container/inventory. Please move it to the ground and try again.\n"); }
return false;
}
// 3b: register the item in the unit's inventory
df::unit_inventory_item * newInventoryItem = df::allocate<df::unit_inventory_item>();
newInventoryItem->body_part_id = bpIndex;
newInventoryItem->item = item;
newInventoryItem->mode = newInventoryItem->Worn;
unit->inventory.push_back(newInventoryItem);
item->flags.bits.in_inventory = true;
// 3c: register a "unit holds item" relationship at the item level
df::general_ref_unit_holderst * holderReference = df::allocate<df::general_ref_unit_holderst>();
holderReference->setID(unit->id);
item->itemrefs.push_back(holderReference);
// 3d: tell the unit to begin "using" the item (note: if this step is skipped then the unit may not gain any actual protection from its armour)
if (item->isClothing() || item->isArmorNotClothing()) {
df::unit::T_used_items * newUsedItem = df::allocate<df::unit::T_used_items>();
newUsedItem->id = item->id;
unit->used_items.push_back(newUsedItem);
if (verbose) { Core::print("Item is clothing/armor; protection aspects have been enabled.\n"); }
}
else
{
if (verbose) { Core::print("Item is neither clothing nor armor; unit has NOT been instructed to \"use\" it as such.\n"); }
}
// 3e: Remove the item from its current location (note: if this step is skipped then the item will appear BOTH on the ground and in the unit's inventory)
mc.removeItemOnGround(item);
if (verbose) { Core::print(" Success!\n"); }
return true;
}