The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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161 lines
5.0 KiB
161 lines
5.0 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.com
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2023 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#include <string>
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#include <functional>
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#include <map>
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#include "olcPixelGameEngine.h"
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#include "olcUTIL_DataFile.h"
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class Crawler;
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class ItemInfo;
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class ItemProps;
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typedef std::string IT;
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typedef std::string ITCategory;
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typedef std::function<bool(Crawler*,ItemProps)> ItemScript;
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class Item{
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friend class Inventory;
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friend class Crawler;
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private:
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//The amount in the current item stack.
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uint32_t amt;
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ItemInfo*it;
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public:
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Item();
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Item(uint32_t amt,IT item);
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uint32_t Amt();
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std::string Name();
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std::string Description();
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ITCategory Category();
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Decal*Decal();
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ItemScript&OnUseAction();
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float CastTime();
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float CooldownTime();
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bool IsBlank();
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static Item BLANK;
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bool operator==(const Item&rhs)const;
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};
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class Inventory{
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friend class ItemInfo;
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friend class Item;
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public:
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static void AddItem(IT it,uint32_t amt=1,bool monsterDrop=false);
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//Returns the actual amount available in your main inventory.
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static uint32_t GetItemCount(IT it);
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static Item GetItem(IT it);
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//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.
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static bool UseItem(IT it,uint32_t amt=1);
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static bool RemoveItem(IT it,ITCategory inventory,uint32_t amt = 1);
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static bool RemoveItem(IT it,uint32_t amt=1);
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static std::vector<Item>&get(ITCategory itemCategory);
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static void Clear(ITCategory itemCategory);
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static bool SwapItems(ITCategory itemCategory,uint32_t slot1,uint32_t slot2);
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//Makes sure this is a valid category. Will error out if it doesn't exist! Use for ERROR HANDLING!
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static bool ValidateItemCategory(ITCategory itemCategory){
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get(itemCategory);
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return true;
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}
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private:
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static void InsertIntoSortedInv(IT item);
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static void InsertIntoStageInventoryCategory(IT item,uint32_t amt,bool monsterDrop);
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static bool ExecuteAction(IT item);
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static std::map<IT,Item>_inventory;
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//Only contains "1" of every item, as this is a map to index items and not the actual storage of items!
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static std::map<ITCategory,std::vector<Item>>sortedInv;
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};
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class ItemProps{
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friend class ItemInfo;
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utils::datafile*scriptProps;
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utils::datafile*customProps;
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public:
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ItemProps(utils::datafile*scriptProps,utils::datafile*customProps);
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int GetIntProp(std::string prop);
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float GetFloatProp(std::string prop);
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std::string GetStringProp(std::string prop);
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};
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class ItemInfo{
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friend class Inventory;
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std::string name;
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std::string description;
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std::string category;
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float castTime=0;
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float cooldownTime=0;
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Decal*img;
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//Returns true if the item can be used, false otherwise
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std::string useFunc="";
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//Custom properties for this specific item's script.
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static utils::datafile NOPROPS;
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ItemProps customProps;
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private:
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static void InitializeScripts();
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public:
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static void InitializeItems();
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ItemInfo();
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std::string Name();
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std::string Description();
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ITCategory Category();
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Decal*Decal();
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/*
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For the useFunc, return true if the item can be used, false otherwise.
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*/
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ItemScript&OnUseAction();
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float CastTime();
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float CooldownTime();
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};
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class ItemOverlay{
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ItemInfo it;
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float timer=0;
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float xOffset=0;
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float width=0; //How wide the entire label is.
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static std::vector<ItemOverlay>items;
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ItemOverlay(ItemInfo item);
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public:
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static void AddToItemOverlay(const ItemInfo&it);
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static void Update();
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static void Draw();
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void ResetTimer();
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}; |