The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/InventoryCreator.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "InventoryCreator.h"
#include "RowInventoryScrollableWindowComponent.h"
#include "AccessoryRowItemDisplay.h"
#define DEFINE(SubName) InventoryCreator InventoryCreator::SubName##_InventoryUpdate(&InventoryCreator::SubName##_InventorySlotsUpdate,&InventoryCreator::SubName##_AddButtonOnSlotUpdate);
DEFINE(Player);
DEFINE(RowPlayer);
DEFINE(RowMerchant);
DEFINE(RowPlayerWeapons);
DEFINE(RowPlayerArmor);
#pragma region Player Inventory Updates
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_InventorySlotsUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
size_t invSize=Inventory::get(cat).size();
component.RemoveAllComponents();
for(std::weak_ptr<Item> item:Inventory::get(cat)){
component.AddButtonOnSlotUpdate(cat);
}
};
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_AddButtonOnSlotUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
size_t invSize=component.components.size()+1;
int invWidth=int((component.rect.size.x-12)/(float(component.options.size.x)+component.options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;
vf2d buttonSize=component.options.size;
int totalSpacing=component.options.padding+buttonSize.x;
component.ADD("item_"+cat+"_"+std::to_string(itemIndex),MenuItemButton)(geom2d::rect<float>{{float(totalSpacing*x),float(totalSpacing*y)},buttonSize},Inventory::get(cat),itemIndex,component.inventoryButtonClickAction,component.inventoryButtonHoverAction,component.inventoryButtonMouseOutAction,component.parentMenu,component.itemNameLabelName,component.itemDescriptionLabelName,component.inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE)END
->SetCompactDescriptions(component.compact);
};
#pragma endregion
#pragma region Row Inventory Player Updates
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayer_InventorySlotsUpdate=Player_InventorySlotsUpdate;
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayer_AddButtonOnSlotUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
size_t invSize=c->GetMainComponentCount()+1; //Remove any subcomponents as they get in the way of the actual amount of items in the list.
int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;
vf2d buttonSize=c->options.size;
vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
std::shared_ptr<RowItemDisplay>newItem;
if(cat=="Accessories"){
newItem=c->ADD("item_"+cat+"_"+std::to_string(itemIndex),AccessoryRowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},Inventory::GetInventorySlot(cat,itemIndex),c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
}else{
newItem=c->ADD("item_"+cat+"_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},Inventory::GetInventorySlot(cat,itemIndex),c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
}
newItem->SetCompactDescriptions(c->compact);
newItem->SetPriceLabelType(c->priceLabel);
newItem->SetHoverFunc(c->inventoryButtonHoverAction);
newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
};
#pragma endregion
#pragma region Row Merchant Updates
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowMerchant_InventorySlotsUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
const std::vector<std::shared_ptr<Item>>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems();
component.RemoveAllComponents();
for(std::shared_ptr<Item> item:merchantInv){
component.AddButtonOnSlotUpdate(cat);
}
};
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowMerchant_AddButtonOnSlotUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
const std::vector<std::shared_ptr<Item>>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems();
RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
size_t invSize=c->components.size()+1;
int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;
vf2d buttonSize=c->options.size;
vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
auto newItem=c->ADD("merchant_item_"+cat+"_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},Merchant::GetCurrentTravelingMerchant().GetShopItems()[itemIndex],c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
newItem->SetCompactDescriptions(c->compact);
newItem->SetPriceLabelType(c->priceLabel);
newItem->SetHoverFunc(c->inventoryButtonHoverAction);
newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
};
#pragma endregion
#pragma region Row Player Weapons Updates
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerWeapons_InventorySlotsUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
component.RemoveAllComponents();
component.AddButtonOnSlotUpdate(cat);
};
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerWeapons_AddButtonOnSlotUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
std::vector<std::weak_ptr<Item>>weapons;
std::copy_if(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),std::back_inserter(weapons),[](std::shared_ptr<Item>item){return item->IsWeapon();});
std::copy_if(Inventory::blacksmithInventory.begin(),Inventory::blacksmithInventory.end(),std::back_inserter(weapons),[](std::shared_ptr<Item>item){return item->GetEnhancementInfo().size()>0&&game->GetCurrentChapter()>=item->GetEnhancementInfo()[0].chapterAvailable&&item->GetClass().count(game->GetPlayer()->GetClassName())&&item->IsWeapon();});
std::sort(weapons.begin(),weapons.end(),[](const std::weak_ptr<Item>&it1,const std::weak_ptr<Item>&it2){
return ItemSortRules::GetItemSortRanking(it1)<ItemSortRules::GetItemSortRanking(it2);
});
RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
vf2d buttonSize=c->options.size;
vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
for(std::weak_ptr<Item> weapon:weapons){
size_t invSize=c->components.size()+1;
int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;
auto newItem=c->ADD("item_Weapon_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},weapon,c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
newItem->SetCompactDescriptions(c->compact);
if(Inventory::GetItemCount(weapon.lock()->ActualName())==0){ //An item that is not in our inventory is considered craftable..
newItem->SetPriceLabelType(PriceLabel::CRAFTABLE);
}else{ //Items that we do have are considered upgradeable.
newItem->SetPriceLabelType(PriceLabel::UPGRADEABLE);
}
newItem->SetHoverFunc(c->inventoryButtonHoverAction);
newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
newItem->SetCheckCraftingRequirements(true);
}
};
#pragma endregion
#pragma region Row Player Armor Updates
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerArmor_InventorySlotsUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
component.RemoveAllComponents();
component.AddButtonOnSlotUpdate(cat);
};
std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerArmor_AddButtonOnSlotUpdate=
[](InventoryScrollableWindowComponent&component,ITCategory cat){
std::vector<std::weak_ptr<Item>>armor;
std::copy_if(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),std::back_inserter(armor),[](std::shared_ptr<Item>item){return item->IsArmor();});
std::copy_if(Inventory::blacksmithInventory.begin(),Inventory::blacksmithInventory.end(),std::back_inserter(armor),[](std::shared_ptr<Item>item){return item->GetEnhancementInfo().size()>0&&game->GetCurrentChapter()>=item->GetEnhancementInfo()[0].chapterAvailable&&item->GetClass().count(game->GetPlayer()->GetClassName())&&item->IsArmor();});
std::sort(armor.begin(),armor.end(),[](const std::weak_ptr<Item>&it1,const std::weak_ptr<Item>&it2){
return ItemSortRules::GetItemSortRanking(it1)<ItemSortRules::GetItemSortRanking(it2);
});
RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
vf2d buttonSize=c->options.size;
vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
for(std::weak_ptr<Item> armor:armor){
size_t invSize=c->components.size()+1;
int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
int x=int((invSize-1)%invWidth);
int y=int((invSize-1)/invWidth);
int itemIndex=y*invWidth+x;
auto newItem=c->ADD("item_Armor_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},armor,c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
newItem->SetCompactDescriptions(c->compact);
if(Inventory::GetItemCount(armor.lock()->ActualName())==0){ //An item that is not in our inventory is considered craftable..
newItem->SetPriceLabelType(PriceLabel::CRAFTABLE);
}else{ //Items that we do have are considered upgradeable.
newItem->SetPriceLabelType(PriceLabel::UPGRADEABLE);
}
newItem->SetHoverFunc(c->inventoryButtonHoverAction);
newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
newItem->SetCheckCraftingRequirements(true);
}
};
#pragma endregion