Example #1
0
CInventoryItemPtr CInventory::GetItemById(const idStr& id, const idStr& categoryName, bool createCategory)
{
	// Do we have a specific category to search in?
	if (!categoryName.IsEmpty())
	{
		// We have a category name, look it up
		CInventoryCategoryPtr category = GetCategory(categoryName);

		if (category == NULL && createCategory)
		{
			// Special case, the caller requested to create this category if not found
			category = CreateCategory(categoryName);
		}

		// Let the category search for the item, may return NULL
		return (category != NULL) ? category->GetItemById(id) : CInventoryItemPtr();
	}

	// No specific category specified, look in all categories
	for (int i = 0; i < m_Category.Num(); i++)
	{
		CInventoryItemPtr foundItem = m_Category[i]->GetItemById(id);

		if (foundItem != NULL)
		{
			// Found the item
			return foundItem;
		}
	}

	return CInventoryItemPtr(); // nothing found
}
void DialogEntityDefEditor::SetInherit( idStr &inherit ) {
	CWaitCursor wc;
	for( int i = 0; i < keyValsList.GetCount(); i++ ) {
		CPropertyItem *pItem = ( CPropertyItem * )keyValsList.GetItemDataPtr( i );
		if( pItem ) {
			if( pItem->m_propName[0] == '*' ) {
				delete pItem;
				keyValsList.DeleteString( i );
				i--;
			}
		}
	}
	CString spawnclass;
	// Fill up the rest of the box with inherited info
	if( !inherit.IsEmpty() ) {
		const idDecl *temp = declManager->FindType( DECL_ENTITYDEF, inherit, false );
		const idDeclEntityDef *parent = static_cast<const idDeclEntityDef *>( temp );
		if( parent ) {
			size_t numPairs = parent->dict.Size();
			for( unsigned int i = 0; i < numPairs; i++ ) {
				const idKeyValue *keyVal = parent->dict.GetKeyVal( i );
				if( keyVal ) {
					if( spawnclass.IsEmpty() && keyVal->GetKey() == "spawnclass" ) {
						spawnclass = keyVal->GetValue();
					} else {
						CString key = keyVal->GetKey();
						key = "*" + key;
						keyValsList.AddPropItem( new CPropertyItem( key, keyVal->GetValue().c_str(), PIT_EDIT, "" ) );
					}
				}
			}
		}
	}
}
Example #3
0
CInventoryCategoryPtr CInventory::CreateCategory(const idStr& categoryName, int* index)
{
	if (categoryName.IsEmpty()) return CInventoryCategoryPtr(); // empty category name

	// Try to lookup the category, maybe it exists already
	CInventoryCategoryPtr rc = GetCategory(categoryName, index);

	if (rc != NULL) return rc; // Category already exists

	// Try to allocate a new category with a link back to <this> Inventory
	rc = CInventoryCategoryPtr(new CInventoryCategory(this, categoryName));
	
	// Add the new Category to our list
	int i = m_Category.AddUnique(rc);

	// Should we return an index?
	if (index != NULL)
	{
		*index = i;
	}

	return rc;
}
Example #4
0
void CInventory::PutItem(const CInventoryItemPtr& item, const idStr& categoryName)
{
	if (item == NULL) return;
	
	CInventoryCategoryPtr category;

	// Check if it is the default group or not.
	if (categoryName.IsEmpty())
	{
		// category is empty, assign the item to the default group
		category = m_Category[0];
	}
	else
	{
		// Try to find the category with the given name
		category = GetCategory(categoryName);

		// If not found, create it
		if (category == NULL)
		{
			category = CreateCategory(categoryName);
		}
	}

	// Pack the item into the category
	category->PutItemFront(item);

	// Objective callback for non-loot items:
	// non-loot item passes in inv_name and individual item count, SuperGroupVal of 1
	gameLocal.m_MissionData->InventoryCallback( 
		item->GetItemEntity(), 
		item->GetName(), 
		item->GetCount(), 
		1, 
		true
	);
}
Example #5
0
int CInventory::GetCategoryItemIndex(const idStr& itemName, int* itemIndex)
{
	// Set the returned index to -1 if applicable
	if (itemIndex != NULL) *itemIndex = -1;

	if (itemName.IsEmpty()) return -1;

	for (int i = 0; i < m_Category.Num(); i++)
	{
		// Try to find the item within the category
		int n = m_Category[i]->GetItemIndex(itemName);

		if (n != -1)
		{
			// Found, set the item index if desired
			if (itemIndex != NULL) *itemIndex = n;

			// Return the category index
			return i;
		}
	}

	return -1; // not found
}
Example #6
0
CInventoryCategoryPtr CInventory::GetCategory(const idStr& categoryName, int* index)
{
	// If the groupname is empty we look for the default group
	if (categoryName.IsEmpty())
	{
		return GetCategory(TDM_INVENTORY_DEFAULT_GROUP);
	}

	// Traverse the categories and find the one matching <CategoryName>
	for (int i = 0; i < m_Category.Num(); i++)
	{
		if (m_Category[i]->GetName() == categoryName)
		{
			if (index != NULL)
			{
				*index = i;
			}

			return m_Category[i];
		}
	}

	return CInventoryCategoryPtr(); // not found
}