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

243 lines
6.9 KiB

#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){
//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;
}
}
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){
sortedInv.at(ITEM_DATA[item].category).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);
}
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;
}