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.
*/
#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<IT>>Inventory::sortedInv;
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="";
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{ //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;
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 (*customProps)[prop].GetReal();
else return (*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(game->GetPlayer()->GetMaxHealth()*props.GetIntProp("HP % Restore")/100.f);
game->GetPlayer()->RestoreMana(props.GetIntProp("MP Restore"));
game->GetPlayer()->RestoreMana(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,monsterDrop);
}else{
_inventory.at(it).amt+=amt;
}
}
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(int 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,uint32_t amt){
//There are two places to manipulate items in (Both the sorted inventory and the actual inventory)
if(!_inventory.count(it))return false;
if(amt>=_inventory.at(it).Amt()){
int count=0;
std::vector<IT>&sortedList=sortedInv.at(_inventory.at(it).Category());
for(std::string&itemName:sortedList){
if(itemName==it)break;
count++;
}
sortedList.erase(sortedList.begin()+count);
_inventory.erase(it);
ITCategory cat=ITEM_DATA[it].category;
//Callback for GUI inventories.
Menu::InventorySlotsUpdated(cat);
return true;
}else{
_inventory.at(it).amt-=amt;
return false;
}
}
std::vector<IT>&Inventory::get(ITCategory itemCategory){
return sortedInv.at(itemCategory);
}
void Inventory::InsertIntoSortedInv(IT item,bool monsterDrop){
sortedInv.at(ITEM_DATA[item].category).push_back(item);
std::string stageInventoryCategory="Stage Loot";
if(monsterDrop){
stageInventoryCategory="Monster Loot";
}
sortedInv.at(stageInventoryCategory).push_back(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);
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<IT>&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));
}
IT&item1=inv.at(slot1);
IT&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<IT>itemList=get(itemCategory); //We have to make a copy here because RemoveItem() will modify the list provided by get() inline.
for(IT&item:itemList){
RemoveItem(item,GetItemCount(item));
}
}