# 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
# pragma once
# include <string>
# include <functional>
# include <map>
# include "olcUTIL_DataFile.h"
# include "AttributableStat.h"
# include "BitwiseEnum.h"
# include <optional>
# include "Merchant.h"
# include "CraftingRequirement.h"
# include "FunctionPriming.h"
# include "IT.h"
# include <unordered_set>
class AiL ;
class ItemInfo ;
class ItemProps ;
using ITCategory = std : : string ;
using EventName = std : : string ;
using ItemScript = std : : function < bool ( AiL * , 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 ,
CRAFTING_INFO
} ;
using enum CompactText ;
struct Stats : ItemAttributable {
static safemap < int , float > maxDamageReductionTable ;
static void InitializeDamageReductionTable ( ) ;
static Stats NO_MAX_HIGHLIGHT ;
public :
inline static const float & GetDamageReductionPct ( int defense ) {
return maxDamageReductionTable . at ( std : : clamp ( defense , 0 , 1000 ) ) ;
}
inline Stats & operator + = ( Stats & rhs ) {
for ( auto & [ key , value ] : ItemAttribute : : attributes ) {
A ( value ) + = rhs . get_readOnly ( value ) ;
}
return * this ;
} ;
inline Stats & operator + = ( ItemAttributable & rhs ) {
for ( auto & [ key , value ] : ItemAttribute : : attributes ) {
A ( value ) + = rhs . get_readOnly ( value ) ;
}
return * this ;
} ;
auto begin ( ) const {
return attributes . begin ( ) ;
}
auto end ( ) const {
return attributes . end ( ) ;
}
const size_t size ( ) const {
return attributes . size ( ) ;
}
const std : : string GetStatsString ( const Stats & maxStats , CompactText compact = NON_COMPACT ) const ;
friend const bool operator = = ( const Stats & lhs , const Stats & rhs ) { return lhs . attributes = = rhs . attributes ; }
} ;
struct Stats ;
class CraftingRequirement ;
struct EnhancementLevelInfo {
const Stats & stats ;
const CraftingRequirement & craftingRequirement ;
const uint8_t chapterAvailable ;
EnhancementLevelInfo ( const Stats & stats , const CraftingRequirement & craftingRequirement , const uint8_t chapterAvailable ) ;
} ;
struct EnhancementInfo {
private :
std : : vector < Stats > enhancementStats ;
std : : vector < CraftingRequirement > craftingRequirements ;
public :
void SetAttribute ( int enhanceLevel , ItemAttribute attribute , float value ) ;
void SetCraftingRequirements ( const int enhanceLevel , const std : : vector < ItemPair > & requiredItems , const uint32_t goldCost , const uint8_t availableChapter ) ;
const bool CanBeEnhanced ( ) const ;
const EnhancementLevelInfo operator [ ] ( int level ) const ;
const size_t size ( ) const ;
} ;
class ItemSortRules {
friend class ItemInfo ;
public :
static std : : vector < std : : string > primarySort ;
static std : : vector < std : : string > secondarySort ;
//Returns a number based on what the equipment type of an item is. The lower the number, the earlier it should appear in the list.
static uint16_t GetItemSortRanking ( const std : : weak_ptr < Item > & it ) ;
static uint16_t MaxSortRanking ( ) ;
} ;
//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 ; //Stores the set bonuses with the amount of pieces being the index array - 1 internally. So if we wanted the set bonus for having 1 of this set equipped, we ask for [1] (and it's stored internally at index 0.)
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 ;
} ;
namespace PlayerTests {
class PlayerTest ;
} ;
class Item {
friend class Inventory ;
friend class AiL ;
friend class Menu ;
friend class SaveFile ;
friend void Merchant : : PurchaseItem ( IT item , uint32_t amt ) ;
friend void Merchant : : SellItem ( std : : weak_ptr < Item > , uint32_t amt ) ;
friend class PlayerTests : : PlayerTest ;
private :
//The amount in the current item stack.
uint32_t amt ;
uint8_t enhancementLevel ;
ItemInfo * it ;
Stats randomizedStats ;
bool locked = false ;
void SetAmt ( uint32_t newAmt ) ;
static ItemEnhancementFunctionPrimingData enhanceFunctionPrimed ;
static int IsBlankStaticCallCounter ;
const bool _IsBlank ( ) const ;
public :
static const std : : string BLANK_ITEM_NAME ;
Item ( ) ;
Item ( uint32_t amt , IT item , uint8_t enhancementLevel = 0 ) ;
uint32_t Amt ( ) const ;
//Use this for places where the item name is used for item tracking. NOT for drawing. Hooks directly into item info's base item name.
const std : : string & ActualName ( ) const ;
//Use for places where the item name is actually displayed. Provides modified text that shows additional information like enhancement levels.
const std : : string DisplayName ( ) const ;
const std : : string Description ( CompactText compact = COMPACT ) const ;
const EventName & UseSound ( ) const ;
const ITCategory Category ( ) const ;
const EquipSlot GetEquipSlot ( ) const ;
const : : Decal * const Decal ( ) const ;
const Stats GetStats ( ) const ;
const ItemScript & OnUseAction ( ) const ;
const float CastTime ( ) const ;
const bool UseDuringCast ( ) const ; //When true, the item is activated during the cast instead of after the cast.
const float CooldownTime ( ) const ;
//Use ISBLANK macro instead!! This should not be called directly!!
const bool IsBlank ( ) const ;
const uint8_t EnhancementLevel ( ) const ;
//NOTE: This function must be primed with CanEnhanceItem()! Otherwise it will cause a runtime error.
void EnhanceItem ( uint8_t qty = 1 ) ;
//Whether or not this item can be enhanced/crafted.
const bool EnhancementIsPossible ( ) const ;
//A verification function that confirms if we are allowed to perform an enhancement. MUST BE CALLED to prime EnhanceItem() function!!
const bool CanEnhanceItem ( uint8_t qty = 1 ) const ;
static std : : shared_ptr < Item > BLANK ;
const std : : optional < const : : ItemSet * const > ItemSet ( ) const ;
const bool IsEquippable ( ) const ;
const bool IsCraftable ( ) const ;
const bool IsWeapon ( ) const ;
const bool IsArmor ( ) const ;
const bool IsAccessory ( ) const ;
const uint32_t BuyValue ( ) const ;
const uint32_t SellValue ( ) const ;
const bool CanBeSold ( ) const ;
const bool CanBePurchased ( ) const ;
const Stats & RandomStats ( ) const ;
const std : : unordered_set < std : : string > & GetClass ( ) const ;
void RandomizeStats ( ) ;
const bool HasRandomizedStats ( ) const ;
const EnhancementInfo & GetEnhancementInfo ( ) const ;
//Use ISBLANK macro instead!! This should not be called directly!!
static bool IsBlank ( std : : shared_ptr < Item > item ) ;
//Use ISBLANK macro instead!! This should not be called directly!!
static bool IsBlank ( std : : weak_ptr < Item > item ) ;
const bool IsLocked ( ) const ;
void Lock ( ) ;
void Unlock ( ) ;
friend const bool operator = = ( std : : shared_ptr < Item > lhs , std : : shared_ptr < Item > rhs ) { return lhs - > it = = rhs - > it & & lhs - > randomizedStats = = rhs - > randomizedStats ; } ;
friend const bool operator = = ( std : : shared_ptr < Item > lhs , const IT & rhs ) { return lhs - > ActualName ( ) = = const_cast < IT & > ( rhs ) ; } ;
friend const bool operator = = ( std : : weak_ptr < Item > lhs , std : : weak_ptr < Item > rhs ) { return ! lhs . expired ( ) & & ! rhs . expired ( ) & & lhs . lock ( ) - > it = = rhs . lock ( ) - > it & & lhs . lock ( ) - > randomizedStats = = rhs . lock ( ) - > randomizedStats ; } ;
friend const bool operator = = ( std : : weak_ptr < Item > lhs , const IT & rhs ) { return ! lhs . expired ( ) & & lhs . lock ( ) - > ActualName ( ) = = const_cast < IT & > ( rhs ) ; } ;
friend const bool operator = = ( const IT & lhs , std : : weak_ptr < Item > rhs ) { return operator = = ( rhs , lhs ) ; } ;
friend const bool operator = = ( const IT & lhs , std : : shared_ptr < Item > rhs ) { return operator = = ( rhs , lhs ) ; } ;
} ;
class Inventory {
friend class ItemInfo ;
friend class Item ;
friend class SaveFile ;
friend class InventoryCreator ;
friend class ItemTests : : ItemTest ;
public :
static std : : weak_ptr < Item > AddItem ( IT it , uint32_t amt = 1 , bool monsterDrop = false ) ;
//Returns the actual amount available in your main inventory.
[ [ nodiscard ] ] static uint32_t GetItemCount ( IT it ) ;
static std : : vector < std : : shared_ptr < Item > > CopyItem ( IT it ) ;
static std : : vector < std : : weak_ptr < 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 ( std : : weak_ptr < Item > itemRef , ITCategory inventory , uint32_t amt = 1 ) ;
static bool RemoveItem ( std : : weak_ptr < Item > itemRef , uint32_t amt = 1 ) ;
static const std : : vector < std : : shared_ptr < Item > > & get ( ITCategory itemCategory ) ;
static const std : : weak_ptr < Item > GetInventorySlot ( ITCategory itemCategory , size_t slot ) ;
static void Clear ( ITCategory itemCategory ) ;
static void EquipItem ( const std : : weak_ptr < Item > it , EquipSlot slot ) ;
static void UnequipItem ( EquipSlot slot ) ;
static EquipSlot GetSlotEquippedIn ( const std : : weak_ptr < Item > it ) ;
static std : : weak_ptr < Item > GetEquip ( EquipSlot slot ) ;
static const std : : map < ItemSet , int > GetEquippedItemSets ( ) ;
//Gets all items currently on inventory (Ignores Stage Loot and Monster Loot Inventories)
static const std : : vector < std : : shared_ptr < Item > > GetInventory ( ) ;
static void UpdateBlacksmithInventoryLists ( ) ;
static void AddLoadoutItemUsed ( IT item , int slot ) ;
static void ResetLoadoutItemsUsed ( ) ;
static void GivePlayerLoadoutItemsUsed ( ) ;
static const bool EquipsFullyMaxedOut ( int maxWeaponLevel = 10 , int maxArmorLevel = 10 ) ;
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 ( std : : shared_ptr < Item > itemRef ) ;
static void InsertIntoStageInventoryCategory ( std : : shared_ptr < Item > itemRef , const bool monsterDrop ) ;
static bool ExecuteAction ( IT item ) ;
static std : : multimap < IT , std : : shared_ptr < Item > > _inventory ;
static std : : vector < std : : shared_ptr < Item > > blacksmithInventory ;
static std : : map < EquipSlot , std : : weak_ptr < Item > > equipment ;
static std : : array < std : : pair < IT , int > , 3U > loadoutItemsUsed ;
//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 < std : : shared_ptr < Item > > > sortedInv ;
} ;
class ItemProps {
friend class ItemInfo ;
utils : : datafile * scriptProps ;
utils : : datafile * customProps ;
public :
ItemProps ( utils : : datafile * scriptProps , utils : : datafile * customProps ) ;
int GetIntProp ( const std : : string & prop , size_t index = 0 ) const ;
float GetFloatProp ( const std : : string & prop , size_t index = 0 ) const ;
std : : string GetStringProp ( const std : : string & prop , size_t index = 0 ) const ;
const uint32_t PropCount ( const std : : string & prop ) const ;
} ;
class ItemInfo {
friend class Inventory ;
friend class Menu ;
std : : string name ;
std : : string description ;
std : : string category ;
float castTime = 0 ;
float cooldownTime = 0 ;
EquipSlot slot = EquipSlot : : NONE ;
EnhancementInfo enhancement ;
: : Decal * img ;
EventName useSound = " " ;
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 ;
uint32_t buyValue = 0 ;
uint32_t sellValue = 0 ;
//If true, this item's action is activated at the beginning of the cast instead of after the cast completes.
bool useDuringCast = false ;
//If blank, any class can equip this item.
std : : unordered_set < std : : string > equippableClass ;
Stats minStats ;
Stats maxStats ;
private :
static void InitializeScripts ( ) ;
static void InitializeSets ( ) ;
static std : : map < std : : string , EquipSlot > nameToEquipSlot ;
static std : : vector < std : : shared_ptr < Item > > craftableConsumables ;
public :
static void InitializeItems ( ) ;
ItemInfo ( ) ;
const std : : string & Name ( ) const ;
const std : : string & Description ( ) const ;
const ITCategory Category ( ) const ;
const : : Decal * const Decal ( ) const ;
static const EquipSlot StringToEquipSlot ( std : : string_view slotName ) ;
/*
For the useFunc , return true if the item can be used , false otherwise .
*/
const EventName & UseSound ( ) const ;
const ItemScript & OnUseAction ( ) const ;
const Stats GetStats ( int enhancementLevel ) const ;
const float CastTime ( ) const ;
const float CooldownTime ( ) const ;
const EquipSlot Slot ( ) const ;
const std : : optional < const : : ItemSet * const > ItemSet ( ) const ;
ItemInfo & operator [ ] ( const IT & item ) ;
const uint32_t GetBuyValue ( ) const ;
const uint32_t GetSellValue ( ) const ;
const bool CanBeSold ( ) const ;
const bool CanBePurchased ( ) const ;
const bool UseDuringCast ( ) const ;
const EnhancementInfo & GetEnhancementInfo ( ) const ;
const bool IsEquippable ( ) const ;
const bool IsCraftable ( ) const ;
const bool IsWeapon ( ) const ;
const bool IsArmor ( ) const ;
const bool IsAccessory ( ) const ;
const Stats GetMinStats ( ) const ;
const Stats GetMaxStats ( ) const ;
//Get the class that can equip this item.
const std : : unordered_set < std : : string > & GetClass ( ) const ;
Stats RandomizeStats ( ) ;
} ;
class ItemOverlay {
friend class ItemInfo ;
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 ( ) ;
} ;
# define ISBLANK(itemRef) Item::IsBlank(itemRef)