Add and setup Blacksmith Crafting Window

pull/28/head
sigonasr2 1 year ago
parent 38bedb653d
commit 20f30b0f30
  1. 109
      Crawler/BlacksmithCraftingWindow.cpp
  2. 8
      Crawler/CharacterMenuWindow.cpp
  3. 4
      Crawler/Crawler.cpp
  4. 4
      Crawler/Crawler.vcxproj
  5. 3
      Crawler/Crawler.vcxproj.filters
  6. 2
      Crawler/Item.cpp
  7. 2
      Crawler/Item.h
  8. 1
      Crawler/Menu.cpp
  9. 2
      Crawler/Menu.h
  10. 6
      Crawler/MenuItemButton.h
  11. 4
      Crawler/State_OverworldMap.cpp
  12. 2
      Crawler/Version.h
  13. BIN
      Crawler/assets/items/Bear Blood.png
  14. BIN
      Crawler/assets/items/Bone Armor.png
  15. BIN
      Crawler/assets/items/Copper Armor.png
  16. BIN
      Crawler/assets/items/Leather Armor.png
  17. BIN
      Crawler/assets/items/Shell Armor.png

@ -0,0 +1,109 @@
#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2018 - 2022 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 "Menu.h"
#include "Crawler.h"
#include "MenuItemItemButton.h"
#include "PlayerMoneyLabel.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
INCLUDE_DATA
INCLUDE_GFX
void Menu::InitializeBlacksmithCraftingWindow(){
Menu*blacksmithWindow=CreateMenu(BLACKSMITH,CENTERED,game->GetScreenSize()-vi2d{52,52});
std::vector<std::pair<std::string,int>>categories;
std::vector<std::weak_ptr<Item>>weaponInventory;
std::vector<std::weak_ptr<Item>>armorInventory;
#pragma region Build Equipment Lists
std::for_each(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),[&](const std::shared_ptr<Item> item){
switch(item.get()->GetEquipSlot()){
case EquipSlot::WEAPON:{
weaponInventory.push_back(item);
}break;
case EquipSlot::NONE:
case EquipSlot::RING1:
case EquipSlot::RING2:break;//No-op
default:{ //We assume everything else is armor.
armorInventory.push_back(item);
}
}
});
#pragma endregion
auto weaponTab=blacksmithWindow->ADD("Weapon Tab",MenuComponent)({{2,0},{blacksmithWindow->size.x/2-4,24}},"Weapon",[](MenuFuncData data){
Component<MenuComponent>(BLACKSMITH,"Armor Tab")->selected=false;
data.component->selected=true;
return true;
})END;
weaponTab->selected=true;
weaponTab->selectionType=SelectionType::HIGHLIGHT;
auto armorTab=blacksmithWindow->ADD("Armor Tab",MenuComponent)({{blacksmithWindow->size.x/2+2,0},{blacksmithWindow->size.x/2-4,24}},"Armor",[](MenuFuncData data){
Component<MenuComponent>(BLACKSMITH,"Weapon Tab")->selected=false;
data.component->selected=true;
return true;
})END;
armorTab->selectionType=SelectionType::HIGHLIGHT;
#pragma region Inventory Description
float inventoryDescriptionWidth=blacksmithWindow->pos.x+blacksmithWindow->size.x-26-224;
blacksmithWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,blacksmithWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
blacksmithWindow->ADD("Item Icon",MenuItemItemButton)({{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
blacksmithWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
blacksmithWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,blacksmithWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
#pragma endregion
#pragma region Money Display
vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+blacksmithWindow->size.y-44+6};
auto moneyIcon=blacksmithWindow->ADD("Money Icon",MenuIconButton)({moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
auto moneyDisplay=blacksmithWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
moneyDisplay->SetRightAlignment(true);
Player::AddMoneyListener(moneyDisplay);
#pragma endregion
blacksmithWindow->ADD("Leave Button",MenuComponent)({{blacksmithWindow->size.x/2-48,28+blacksmithWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END,
[](MenuFuncData data){
Menu::CloseMenu();
return true;
},{2,2})END;
}

@ -120,13 +120,13 @@ void Menu::InitializeCharacterMenuWindow(){
[&](MenuFuncData data){
EquipSlot slot=EquipSlot(data.component->I(Attribute::EQUIP_TYPE));
std::vector<std::shared_ptr<Item>>&equips=Inventory::get("Equipment");
std::vector<std::shared_ptr<Item>>&accessories=Inventory::get("Accessories");
const std::vector<std::shared_ptr<Item>>&equips=Inventory::get("Equipment");
const std::vector<std::shared_ptr<Item>>&accessories=Inventory::get("Accessories");
std::vector<std::shared_ptr<Item>>availableEquipment;
std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](std::shared_ptr<Item>it){
std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
return it->GetEquipSlot()&slot;
});
std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](std::shared_ptr<Item>it){
std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
return it->GetEquipSlot()&slot;
});

@ -214,10 +214,6 @@ bool Crawler::OnUserCreate(){
Inventory::AddItem("Laser Sword");
Inventory::AddItem("Shell Sword");
if(Inventory::GetItem("Copper Armor").lock()->CanEnhanceItem()){
Inventory::GetItem("Copper Armor").lock()->EnhanceItem();
}
LoadLevel(LEVEL_NAMES["starting_map"_S]);
ChangePlayerClass(WARRIOR);

@ -443,6 +443,10 @@
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="BlacksmithCraftingWindow.cpp">
<SubType>
</SubType>
</ClCompile>
<ClCompile Include="Bullet.cpp" />
<ClCompile Include="BuyItemWindow.cpp">
<SubType>

@ -629,6 +629,9 @@
<ClCompile Include="CraftingRequirement.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="BlacksmithCraftingWindow.cpp">
<Filter>Source Files\Interface</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="cpp.hint" />

@ -410,7 +410,7 @@ bool Inventory::RemoveItem(IT it,uint32_t amt){
return RemoveItem(it, cat, amt);
}
std::vector<std::shared_ptr<Item>>&Inventory::get(ITCategory itemCategory){
const std::vector<std::shared_ptr<Item>>&Inventory::get(ITCategory itemCategory){
return sortedInv.at(itemCategory);
}

@ -215,7 +215,7 @@ public:
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<std::shared_ptr<Item>>&get(ITCategory itemCategory);
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);

@ -106,6 +106,7 @@ void Menu::InitializeMenus(){
InitializeMerchantWindow();
InitializeBuyItemWindow();
InitializeSellItemWindow();
InitializeBlacksmithCraftingWindow();
for(MenuType type=MenuType(int(MenuType::ENUM_START)+1);type<MenuType::ENUM_END;type=MenuType(int(type+1))){
if(menus.count(type)==0){

@ -75,6 +75,7 @@ enum MenuType{
MERCHANT,
BUY_ITEM,
SELL_ITEM,
BLACKSMITH,
#pragma region Enum End //DO NOT REMOVE
///////////////////////////////////////////////////////////
/*DO NOT REMOVE!!*/ENUM_END////////////////////////////////
@ -96,6 +97,7 @@ class Menu:public IAttributable{
static void InitializeMerchantWindow();
static void InitializeBuyItemWindow();
static void InitializeSellItemWindow();
static void InitializeBlacksmithCraftingWindow();
friend class Crawler;
friend struct Player;

@ -51,20 +51,20 @@ INCLUDE_ITEM_DATA
class MenuItemButton:public MenuIconButton{
friend class InventoryScrollableWindowComponent;
private:
std::vector<std::shared_ptr<Item>>&invRef;
const std::vector<std::shared_ptr<Item>>&invRef;
MenuType itemDescriptionMenu;
std::string itemNameLabelName;
std::string itemDescriptionLabelName;
CompactText compact=COMPACT;
public:
int selected=-1; //0-2 representing which loadout slot this item consumes. -1 means not selected.
inline MenuItemButton(geom2d::rect<float>rect,std::vector<std::shared_ptr<Item>>&invRef,int invIndex,MenuFunc onClick,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
inline MenuItemButton(geom2d::rect<float>rect,const std::vector<std::shared_ptr<Item>>&invRef,int invIndex,MenuFunc onClick,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
:MenuIconButton(rect,invRef.size()>invIndex?const_cast<Decal*>(invRef[invIndex]->Decal()):nullptr,onClick,attributes),invRef(invRef),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
draggable=false;
inventoryIndex=invIndex;
valid=invRef.size()>invIndex;
}
inline MenuItemButton(geom2d::rect<float>rect,std::vector<std::shared_ptr<Item>>&invRef,int invIndex,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
inline MenuItemButton(geom2d::rect<float>rect,const std::vector<std::shared_ptr<Item>>&invRef,int invIndex,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
:MenuIconButton(rect,invRef.size()>invIndex?const_cast<Decal*>(invRef[invIndex]->Decal()):nullptr,onClick,attributes),invRef(invRef),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
draggable=false;
inventoryIndex=invIndex;

@ -96,6 +96,10 @@ void State_OverworldMap::OnUserUpdate(Crawler*game){
Menu::OpenMenu(MERCHANT);
}
if(game->GetKey(B).bPressed){
Menu::OpenMenu(BLACKSMITH);
}
#pragma region Handle Connection Point Clicking and Movement
for(ConnectionPoint&cp:connections){
if(game->GetMouse(Mouse::LEFT).bPressed&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)){

@ -39,7 +39,7 @@ All rights reserved.
#define VERSION_MAJOR 0
#define VERSION_MINOR 2
#define VERSION_PATCH 1
#define VERSION_BUILD 4892
#define VERSION_BUILD 4900
#define stringify(a) stringify_(a)
#define stringify_(a) #a

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