#pragma region License /* License (OLC-3) ~~~~~~~~~~~~~~~ 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 safemapITEM_DATA; safemapITEM_SCRIPTS; safemap>ITEM_CATEGORIES; Item Item::BLANK; std::mapInventory::_inventory; std::map>Inventory::sortedInv; std::vectorItemOverlay::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=""; 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 "<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<&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 //There are two places to manipulate items in (Both the sorted inventory and the actual inventory) if (!inv.at(count).Amt())return false; if (amt>=inv.at(count).Amt()){ 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&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&inv=sortedInv.at(stageInventoryCategory); std::vector::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&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::vectoritemList=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,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*0.5){ 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()*1.2; 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,{0.5,0.7}); counter++; } } void ItemOverlay::AddToItemOverlay(const ItemInfo&it){ items.push_back(ItemOverlay{it}); }