# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2018 - 2023 OneLoneCoder . 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 © 2023 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# pragma once
# include <string>
# include <functional>
# include <map>
# include "olcPixelGameEngine.h"
# include "olcUTIL_DataFile.h"
# include "AttributableStat.h"
# include "BitwiseEnum.h"
# include <optional>
class Crawler ;
class ItemInfo ;
class ItemProps ;
using IT = std : : string ;
using ITCategory = std : : string ;
using ItemScript = std : : function < bool ( Crawler * , ItemProps ) > ;
enum class EquipSlot {
HELMET = 0 b0000 ' 0001 ,
WEAPON = 0 b0000 ' 0010 ,
ARMOR = 0 b0000 ' 0100 ,
GLOVES = 0 b0000 ' 1000 ,
PANTS = 0 b0001 ' 0000 ,
SHOES = 0 b0010 ' 0000 ,
RING1 = 0 b0100 ' 0000 ,
RING2 = 0 b1000 ' 0000 ,
NONE = 0 b0000 ' 0000 ,
} ;
enum class CompactText {
COMPACT ,
NON_COMPACT
} ;
using enum CompactText ;
struct Stats : ItemAttributable {
public :
inline Stats & operator + = ( Stats & rhs ) {
for ( ItemAttribute a = ItemAttribute ( int ( ItemAttribute : : ENUM_START ) + 1 ) ; a < ItemAttribute : : ENUM_END ; a = ItemAttribute ( int ( a ) + 1 ) ) {
A ( a ) + = rhs . get_readOnly ( a ) ;
}
return * this ;
} ;
inline Stats & operator + = ( ItemAttributable & rhs ) {
for ( ItemAttribute a = ItemAttribute ( int ( ItemAttribute : : ENUM_START ) + 1 ) ; a < ItemAttribute : : ENUM_END ; a = ItemAttribute ( int ( a ) + 1 ) ) {
A ( a ) + = rhs . get_readOnly ( a ) ;
}
return * this ;
} ;
auto begin ( ) const {
return attributes . begin ( ) ;
}
auto end ( ) const {
return attributes . end ( ) ;
}
const std : : string GetStatsString ( CompactText compact = NON_COMPACT ) const ;
} ;
struct EnhancementInfo {
private :
std : : vector < Stats > enhancementStats ;
public :
void SetAttribute ( int enhanceLevel , ItemAttribute attribute , int value ) ;
const Stats & operator [ ] ( int level ) const ;
const size_t size ( ) const ;
} ;
//You cannot create instances of this class, access sets from ItemSet::sets and add the appropriate set bonuses.
class ItemSet {
friend class ItemInfo ;
static std : : map < std : : string , ItemSet > sets ;
std : : array < Stats , 8 > setBonuses ;
std : : string name ;
std : : vector < std : : pair < int , Stats > > setBonusBreakpoints ;
public :
//NO CONSTRUCTOR REQUIRED!
//Specify the piece count(1-8) for a set bonus to be applied.
static void AddSetBonus ( std : : string setName , int pieceCount , Stats & bonuses ) ;
//Gets a set bonus based on number of pieces (1-8)
const Stats & operator [ ] ( int setPieces ) const ;
const std : : string & GetSetName ( ) const ;
bool operator < ( const ItemSet & rhs ) const {
return name < rhs . name ;
}
const std : : vector < std : : pair < int , Stats > > & GetSetBonusBreakpoints ( ) const ;
} ;
class Item {
friend class Inventory ;
friend class Crawler ;
friend class Menu ;
private :
//The amount in the current item stack.
uint32_t amt ;
uint8_t enhancementLevel ;
ItemInfo * it ;
bool IsEquippable ( ) const ;
public :
Item ( ) ;
Item ( uint32_t amt , IT item , uint8_t enhancementLevel = 0 ) ;
uint32_t Amt ( ) ;
std : : string Name ( ) ;
std : : string Description ( CompactText compact = COMPACT ) ;
const ITCategory Category ( ) const ;
EquipSlot GetEquipSlot ( ) ;
: : Decal * Decal ( ) ;
const Stats GetStats ( ) const ;
ItemScript & OnUseAction ( ) ;
float CastTime ( ) ;
float CooldownTime ( ) ;
bool IsBlank ( ) ;
uint8_t EnhancementLevel ( ) const ;
void EnhanceItem ( ) ;
static Item BLANK ;
bool operator = = ( const Item & rhs ) const ;
const std : : optional < const : : ItemSet * const > ItemSet ( ) const ;
} ;
class Inventory {
friend class ItemInfo ;
friend class Item ;
public :
static void AddItem ( IT it , uint32_t amt = 1 , bool monsterDrop = false ) ;
//Returns the actual amount available in your main inventory.
static uint32_t GetItemCount ( IT it ) ;
static Item CopyItem ( IT it ) ;
static Item & GetItem ( IT it ) ;
//Auto-executes its use function and removes the amt specified from the inventory. Multiple amounts will cause the item to execute its useFunc multiple times.
static bool UseItem ( IT it , uint32_t amt = 1 ) ;
static bool RemoveItem ( IT it , ITCategory inventory , uint32_t amt = 1 ) ;
static bool RemoveItem ( IT it , uint32_t amt = 1 ) ;
static std : : vector < Item > & get ( ITCategory itemCategory ) ;
static void Clear ( ITCategory itemCategory ) ;
static void EquipItem ( Item & it , EquipSlot slot ) ;
static void UnequipItem ( EquipSlot slot ) ;
static EquipSlot GetSlotEquippedIn ( Item & it ) ;
static Item * GetEquip ( EquipSlot slot ) ;
static const std : : map < ItemSet , int > GetEquippedItemSets ( ) ;
static bool SwapItems ( ITCategory itemCategory , uint32_t slot1 , uint32_t slot2 ) ;
//Makes sure this is a valid category. Will error out if it doesn't exist! Use for ERROR HANDLING!
static bool ValidateItemCategory ( ITCategory itemCategory ) {
get ( itemCategory ) ;
return true ;
}
private :
static void InsertIntoSortedInv ( IT item ) ;
static void InsertIntoStageInventoryCategory ( IT item , uint32_t amt , bool monsterDrop ) ;
static bool ExecuteAction ( IT item ) ;
static std : : map < IT , Item > _inventory ;
static std : : map < EquipSlot , Item * > equipment ;
//Only contains "1" of every item, as this is a map to index items and not the actual storage of items!
static std : : map < ITCategory , std : : vector < Item > > sortedInv ;
} ;
class ItemProps {
friend class ItemInfo ;
utils : : datafile * scriptProps ;
utils : : datafile * customProps ;
public :
ItemProps ( utils : : datafile * scriptProps , utils : : datafile * customProps ) ;
int GetIntProp ( std : : string prop ) ;
float GetFloatProp ( std : : string prop ) ;
std : : string GetStringProp ( std : : string prop ) ;
} ;
class ItemInfo {
friend class Inventory ;
std : : string name ;
std : : string description ;
std : : string category ;
float castTime = 0 ;
float cooldownTime = 0 ;
EquipSlot slot ;
EnhancementInfo enhancement ;
: : Decal * img ;
std : : string set = " " ;
//Returns true if the item can be used, false otherwise
std : : string useFunc = " " ;
//Custom properties for this specific item's script.
static utils : : datafile NOPROPS ;
ItemProps customProps ;
private :
static void InitializeScripts ( ) ;
static void InitializeSets ( ) ;
static std : : map < std : : string , EquipSlot > nameToEquipSlot ;
public :
static void InitializeItems ( ) ;
ItemInfo ( ) ;
std : : string Name ( ) ;
std : : string Description ( ) ;
ITCategory Category ( ) ;
: : Decal * Decal ( ) ;
/*
For the useFunc , return true if the item can be used , false otherwise .
*/
ItemScript & OnUseAction ( ) ;
Stats GetStats ( int enhancementLevel ) ;
float CastTime ( ) ;
float CooldownTime ( ) ;
EquipSlot Slot ( ) ;
const std : : optional < const : : ItemSet * const > ItemSet ( ) const ;
} ;
class ItemOverlay {
ItemInfo it ;
float timer = 0 ;
float xOffset = 0 ;
float width = 0 ; //How wide the entire label is.
static std : : vector < ItemOverlay > items ;
ItemOverlay ( ItemInfo item ) ;
public :
static void AddToItemOverlay ( const ItemInfo & it ) ;
static void Update ( ) ;
static void Draw ( ) ;
void ResetTimer ( ) ;
} ;