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/Crawler/Item.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
1 year ago
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
#include "Item.h"
#include "safemap.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "Menu.h"
INCLUDE_game
INCLUDE_DATA
INCLUDE_GFX
safemap<std::string,ItemInfo>ITEM_DATA;
safemap<std::string,ItemScript>ITEM_SCRIPTS;
safemap<std::string,std::set<std::string>>ITEM_CATEGORIES;
Item Item::BLANK;
std::map<IT,Item>Inventory::_inventory;
std::map<ITCategory,std::vector<Item>>Inventory::sortedInv;
std::vector<ItemOverlay>ItemOverlay::items;
ItemInfo::ItemInfo()
:customProps({nullptr,nullptr}),img(nullptr){}
void ItemInfo::InitializeItems(){
InitializeScripts();
for(auto&key:DATA["ItemCategory"].GetKeys()){
ITEM_CATEGORIES[key.first];
Inventory::sortedInv[key.first];
Menu::inventoryListeners[key.first];
}
for(auto&key:DATA["ItemDatabase"].GetKeys()){
std::string imgPath="assets/"+"item_img_directory"_S+key.first+".png";
Renderable&img=GFX["item_img_directory"_S+key.first+".png"];
img.Load(imgPath);
std::string scriptName="",description="",category="";
float castTime=0;
float cooldownTime="Item.Item Cooldown Time"_F;
for(auto&itemKey:DATA["ItemDatabase"][key.first].GetKeys()){
std::string keyName=itemKey.first;
if(keyName=="Description"){
description=DATA["ItemDatabase"][key.first][keyName].GetString();
}else
if(keyName=="ItemCategory"){
category=DATA["ItemDatabase"][key.first][keyName].GetString();
}else
if(keyName=="ItemScript"){
scriptName=DATA["ItemDatabase"][key.first][keyName].GetString();
}else
if(keyName=="Cast Time"){
castTime=float(DATA["ItemDatabase"][key.first][keyName].GetReal());
}else
if(keyName=="Cooldown Time"){
castTime=float(DATA["ItemDatabase"][key.first][keyName].GetReal());
}else{ //THis is a custom override modifier for a script. NO-OP
}
}
if(scriptName!=""){
if(!ITEM_SCRIPTS.count(scriptName)){
ERR("Could not load script "<<scriptName<<" for Item "<<key.first<<"!")
}
}
ItemInfo&it=ITEM_DATA[key.first];
it.name=key.first;
it.description=description;
it.category=category;
it.castTime=castTime;
it.cooldownTime=cooldownTime;
if(!ITEM_CATEGORIES.count(it.category)){
ERR("WARNING! Tried to add item "<<it.name<<" to category "<<it.category<<" which does not exist!")
}
ITEM_CATEGORIES.at(it.category).insert(it.name);
it.img=img.Decal();
ItemProps&props=it.customProps;
if(scriptName!=""){
props.scriptProps=&DATA["ItemScript"][scriptName];
props.customProps=&DATA["ItemDatabase"][key.first];
}
it.useFunc=scriptName;
}
ITEM_DATA.SetInitialized();
ITEM_CATEGORIES.SetInitialized();
Menu::inventoryListeners.SetInitialized();
std::cout<<ITEM_DATA.size()<<" items have been loaded."<<std::endl;
std::cout<<ITEM_CATEGORIES.size()<<" item categories have been loaded."<<std::endl;
}
ItemProps::ItemProps(utils::datafile*scriptProps,utils::datafile*customProps)
:scriptProps(scriptProps),customProps(customProps){}
int ItemProps::GetIntProp(std::string prop){
if(customProps->HasProperty(prop)) return (*customProps)[prop].GetInt();
else return (*scriptProps)[prop].GetInt();
};
float ItemProps::GetFloatProp(std::string prop){
if(customProps->HasProperty(prop)) return float((*customProps)[prop].GetReal());
else return float((*scriptProps)[prop].GetReal());
};
std::string ItemProps::GetStringProp(std::string prop){
if(customProps->HasProperty(prop)) return (*customProps)[prop].GetString();
else return (*scriptProps)[prop].GetString();
};
void ItemInfo::InitializeScripts(){
ITEM_SCRIPTS["Restore"]=[](Crawler*game,ItemProps props){
game->GetPlayer()->Heal(props.GetIntProp("HP Restore"));
game->GetPlayer()->Heal(int(game->GetPlayer()->GetMaxHealth()*props.GetIntProp("HP % Restore")/100.f));
game->GetPlayer()->RestoreMana(props.GetIntProp("MP Restore"));
game->GetPlayer()->RestoreMana(int(game->GetPlayer()->GetMaxMana()*props.GetIntProp("MP % Restore")/100.f));
return true;
};
ITEM_SCRIPTS.SetInitialized();
std::cout<<ITEM_SCRIPTS.size()<<" item scripts have been loaded."<<std::endl;
}
Item::Item()
:amt(0),it(nullptr){}
Item::Item(uint32_t amt,IT item)
:amt(amt),it(&ITEM_DATA.at(item)){}
void Inventory::AddItem(IT it,uint32_t amt,bool monsterDrop){
//There are two places to manipulate items in (Both the sorted inventory and the actual inventory)
if(!_inventory.count(it)){
_inventory[it]=Item{amt,it};
InsertIntoSortedInv(it);
}else{
_inventory.at(it).amt+=amt;
}
InsertIntoStageInventoryCategory(it,amt,monsterDrop);
}
Item Inventory::GetItem(IT it){
if(!_inventory.count(it))return Item::BLANK;
return _inventory.at(it);
}
uint32_t Inventory::GetItemCount(IT it){
if(!_inventory.count(it)){
return 0;
}else{
return _inventory.at(it).Amt();
}
}
//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
bool Inventory::UseItem(IT it,uint32_t amt){
if(!_inventory.count(it))return false;
//There are two places to manipulate items in (Both the sorted inventory and the actual inventory)
for(uint32_t i=0;i<amt;i++){
if(ExecuteAction(it)){
return RemoveItem(it);
}
}
return false;
}
//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
bool Inventory::RemoveItem(IT it,ITCategory inventory,uint32_t amt){
#pragma region Calculate Inventory to Manipulate
std::vector<Item>&inv=sortedInv.at(inventory);
bool eraseFromLootWindow=false;
if(inventory=="Monster Loot") {
inv=sortedInv.at("Monster Loot");
eraseFromLootWindow=true;
}else
if(inventory=="Stage Loot"){
inv=sortedInv.at("Stage Loot");
eraseFromLootWindow=true;
}
int count=0;
for(Item&item:inv){
if(item.Name()==it)break;
count++;
}
#pragma endregion
uint32_t itemAmt=GetItemCount(it);
if(inventory=="Monster Loot"||inventory=="Stage Loot"){
itemAmt=inv.at(count).Amt();
}
//There are two places to manipulate items in (Both the sorted inventory and the actual inventory)
if (!itemAmt)return false;
if (amt>=itemAmt){
inv.erase(inv.begin()+count);
if(!eraseFromLootWindow){
_inventory.erase(it);
}
//Callback for GUI inventories.
Menu::InventorySlotsUpdated(inventory);
return true;
}else{
inv.at(count).amt-=amt;
if(!eraseFromLootWindow){
_inventory.at(it).amt-=amt;
}
return false;
}
}
//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
bool Inventory::RemoveItem(IT it,uint32_t amt){
ITCategory cat = ITEM_DATA[it].category;
return RemoveItem(it, cat, amt);
}
std::vector<Item>&Inventory::get(ITCategory itemCategory){
return sortedInv.at(itemCategory);
}
void Inventory::InsertIntoSortedInv(IT item){
sortedInv.at(ITEM_DATA[item].category).push_back(Item{1,item});
//This should be a callback to menus that we need to update the interface with another item slot since a new one has appeared.
Menu::InventorySlotsUpdated(ITEM_DATA[item].category);
}
void Inventory::InsertIntoStageInventoryCategory(IT item,uint32_t amt,bool monsterDrop){
std::string stageInventoryCategory="Stage Loot";
if(monsterDrop){
stageInventoryCategory="Monster Loot";
}
std::vector<Item>&inv=sortedInv.at(stageInventoryCategory);
std::vector<Item>::iterator it=std::find(inv.begin(),inv.end(),Item{amt,item});
if(it!=inv.end()){
(*it).amt+=amt;
}else{
inv.push_back(Item{amt,item});
}
Menu::InventorySlotsUpdated(stageInventoryCategory);
}
bool Inventory::ExecuteAction(IT item){
if(ITEM_SCRIPTS.count(ITEM_DATA.at(item).useFunc)){
return ITEM_SCRIPTS.at(ITEM_DATA.at(item).useFunc)(game,ITEM_DATA[item].customProps);
}else{
return false;
}
}
bool Inventory::SwapItems(ITCategory itemCategory,uint32_t slot1,uint32_t slot2){
std::vector<Item>&inv=sortedInv.at(itemCategory);
int largestSlot=std::max(slot1,slot2);
if(inv.size()<=largestSlot){
//The inventory is too small, so expand out blank slots to accomodate.
inv.resize(largestSlot+size_t(1));
}
Item&item1=inv.at(slot1);
Item&item2=inv.at(slot2);
std::swap(item1,item2);
return true;
}
uint32_t Item::Amt(){
return amt;
};
std::string Item::Name(){
return it->Name();
};
std::string Item::Description(){
return it->Description();
};
ITCategory Item::Category(){
return it->Category();
};
Decal*Item::Decal(){
return it->Decal();
};
ItemScript&Item::OnUseAction(){
return it->OnUseAction();
};
std::string ItemInfo::Name(){
return name;
};
std::string ItemInfo::Description(){
return description;
};
ITCategory ItemInfo::Category(){
return category;
};
Decal*ItemInfo::Decal(){
return img;
};
ItemScript&ItemInfo::OnUseAction(){
return ITEM_SCRIPTS.at(useFunc);
};
bool Item::IsBlank(){
return amt==0||it==nullptr;
}
void Inventory::Clear(ITCategory itemCategory){
std::vector<Item>itemList=get(itemCategory); //We have to make a copy here because RemoveItem() will modify the list provided by get() inline.
for(Item&item:itemList){
size_t itemQuantity=GetItemCount(item.Name());//Normally we want to clear all the items that are actually in our inventory...But...
if(itemCategory=="Monster Loot"||itemCategory=="Stage Loot"){//These do not affect the actual inventory, we just clear the lists.
itemQuantity=item.Amt();
}
RemoveItem(item.Name(),itemCategory,uint32_t(itemQuantity));
}
}
bool Item::operator==(const Item&rhs)const{
return it==rhs.it;
}
ItemOverlay::ItemOverlay(ItemInfo item)
:it(item),width("ItemDrop.Item Drop Scale"_F*24+4+game->GetTextSizeProp(item.Name()).x*0.5f){
xOffset=-width;
}
void ItemOverlay::Update(){
for(ItemOverlay&item:items){
item.timer+=game->GetElapsedTime();
item.xOffset=std::min(item.xOffset+game->GetElapsedTime()*"ItemOverlay.Item Overlay Speed"_F,0.f);
}
std::erase_if(items,[](ItemOverlay&item){return item.timer>"ItemOverlay.Item Overlay Time"_F;});
}
void ItemOverlay::Draw(){
int counter=0;
float itemScale="ItemDrop.Item Drop Scale"_F;
for(ItemOverlay&item:items){
vf2d pos={item.xOffset,96.f+counter*10};
Pixel darkCol=Menu::GetCurrentTheme().GetButtonCol();
Pixel lightCol=Menu::GetCurrentTheme().GetButtonCol()*1.2f;
game->GradientFillRectDecal(pos,{item.width,8},darkCol,darkCol,darkCol,lightCol);
game->DrawRectDecal(pos,{item.width,8},Menu::GetCurrentTheme().GetHighlightCol());
game->DrawDecal(pos,item.it.Decal(),{itemScale,itemScale});
game->DrawShadowStringPropDecal(pos+vf2d{itemScale*24+2,2},item.it.Name(),WHITE,BLACK,{0.5f,0.7f});
counter++;
}
}
void ItemOverlay::AddToItemOverlay(const ItemInfo&it){
items.push_back(ItemOverlay{it});
std::for_each(items.begin(),items.end(),[](ItemOverlay&it){it.ResetTimer();});
}
float ItemInfo::CastTime(){
return castTime;
}
float ItemInfo::CooldownTime(){
return cooldownTime;
}
void ItemOverlay::ResetTimer(){
timer=0;
}
float Item::CastTime(){
return it->CastTime();
}
float Item::CooldownTime(){
return it->CooldownTime();
}