The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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403 lines
12 KiB
403 lines
12 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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#include "Item.h"
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#include "safemap.h"
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#include "DEFINES.h"
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#include "Crawler.h"
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#include "Menu.h"
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INCLUDE_game
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INCLUDE_DATA
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INCLUDE_GFX
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safemap<std::string,ItemInfo>ITEM_DATA;
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safemap<std::string,ItemScript>ITEM_SCRIPTS;
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safemap<std::string,std::set<std::string>>ITEM_CATEGORIES;
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Item Item::BLANK;
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std::map<IT,Item>Inventory::_inventory;
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std::map<ITCategory,std::vector<Item>>Inventory::sortedInv;
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std::vector<ItemOverlay>ItemOverlay::items;
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ItemInfo::ItemInfo()
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:customProps({nullptr,nullptr}),img(nullptr){}
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void ItemInfo::InitializeItems(){
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InitializeScripts();
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for(auto&key:DATA["ItemCategory"].GetKeys()){
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ITEM_CATEGORIES[key.first];
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Inventory::sortedInv[key.first];
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Menu::inventoryListeners[key.first];
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}
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for(auto&key:DATA["ItemDatabase"].GetKeys()){
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std::string imgPath="assets/"+"item_img_directory"_S+key.first+".png";
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Renderable&img=GFX["item_img_directory"_S+key.first+".png"];
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img.Load(imgPath);
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std::string scriptName="",description="",category="";
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float castTime=0;
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float cooldownTime="Item.Item Cooldown Time"_F;
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for(auto&itemKey:DATA["ItemDatabase"][key.first].GetKeys()){
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std::string keyName=itemKey.first;
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if(keyName=="Description"){
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description=DATA["ItemDatabase"][key.first][keyName].GetString();
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}else
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if(keyName=="ItemCategory"){
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category=DATA["ItemDatabase"][key.first][keyName].GetString();
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}else
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if(keyName=="ItemScript"){
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scriptName=DATA["ItemDatabase"][key.first][keyName].GetString();
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}else
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if(keyName=="Cast Time"){
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castTime=float(DATA["ItemDatabase"][key.first][keyName].GetReal());
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}else
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if(keyName=="Cooldown Time"){
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castTime=float(DATA["ItemDatabase"][key.first][keyName].GetReal());
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}else{ //THis is a custom override modifier for a script. NO-OP
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}
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}
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if(scriptName!=""){
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if(!ITEM_SCRIPTS.count(scriptName)){
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ERR("Could not load script "<<scriptName<<" for Item "<<key.first<<"!")
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}
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}
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ItemInfo&it=ITEM_DATA[key.first];
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it.name=key.first;
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it.description=description;
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it.category=category;
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it.castTime=castTime;
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it.cooldownTime=cooldownTime;
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if(!ITEM_CATEGORIES.count(it.category)){
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ERR("WARNING! Tried to add item "<<it.name<<" to category "<<it.category<<" which does not exist!")
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}
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ITEM_CATEGORIES.at(it.category).insert(it.name);
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it.img=img.Decal();
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ItemProps&props=it.customProps;
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if(scriptName!=""){
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props.scriptProps=&DATA["ItemScript"][scriptName];
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props.customProps=&DATA["ItemDatabase"][key.first];
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}
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it.useFunc=scriptName;
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}
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ITEM_DATA.SetInitialized();
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ITEM_CATEGORIES.SetInitialized();
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Menu::inventoryListeners.SetInitialized();
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std::cout<<ITEM_DATA.size()<<" items have been loaded."<<std::endl;
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std::cout<<ITEM_CATEGORIES.size()<<" item categories have been loaded."<<std::endl;
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}
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ItemProps::ItemProps(utils::datafile*scriptProps,utils::datafile*customProps)
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:scriptProps(scriptProps),customProps(customProps){}
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int ItemProps::GetIntProp(std::string prop){
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if(customProps->HasProperty(prop)) return (*customProps)[prop].GetInt();
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else return (*scriptProps)[prop].GetInt();
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};
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float ItemProps::GetFloatProp(std::string prop){
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if(customProps->HasProperty(prop)) return float((*customProps)[prop].GetReal());
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else return float((*scriptProps)[prop].GetReal());
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};
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std::string ItemProps::GetStringProp(std::string prop){
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if(customProps->HasProperty(prop)) return (*customProps)[prop].GetString();
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else return (*scriptProps)[prop].GetString();
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};
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void ItemInfo::InitializeScripts(){
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ITEM_SCRIPTS["Restore"]=[](Crawler*game,ItemProps props){
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game->GetPlayer()->Heal(props.GetIntProp("HP Restore"));
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game->GetPlayer()->Heal(int(game->GetPlayer()->GetMaxHealth()*props.GetIntProp("HP % Restore")/100.f));
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game->GetPlayer()->RestoreMana(props.GetIntProp("MP Restore"));
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game->GetPlayer()->RestoreMana(int(game->GetPlayer()->GetMaxMana()*props.GetIntProp("MP % Restore")/100.f));
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return true;
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};
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ITEM_SCRIPTS.SetInitialized();
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std::cout<<ITEM_SCRIPTS.size()<<" item scripts have been loaded."<<std::endl;
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}
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Item::Item()
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:amt(0),it(nullptr){}
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Item::Item(uint32_t amt,IT item)
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:amt(amt),it(&ITEM_DATA.at(item)){}
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void Inventory::AddItem(IT it,uint32_t amt,bool monsterDrop){
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//There are two places to manipulate items in (Both the sorted inventory and the actual inventory)
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if(!_inventory.count(it)){
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_inventory[it]=Item{amt,it};
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InsertIntoSortedInv(it);
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}else{
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_inventory.at(it).amt+=amt;
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}
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InsertIntoStageInventoryCategory(it,amt,monsterDrop);
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}
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Item Inventory::GetItem(IT it){
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if(!_inventory.count(it))return Item::BLANK;
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return _inventory.at(it);
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}
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uint32_t Inventory::GetItemCount(IT it){
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if(!_inventory.count(it)){
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return 0;
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}else{
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return _inventory.at(it).Amt();
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}
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}
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//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
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bool Inventory::UseItem(IT it,uint32_t amt){
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if(!_inventory.count(it))return false;
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//There are two places to manipulate items in (Both the sorted inventory and the actual inventory)
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for(uint32_t i=0;i<amt;i++){
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if(ExecuteAction(it)){
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return RemoveItem(it);
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}
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}
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return false;
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}
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//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
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bool Inventory::RemoveItem(IT it,ITCategory inventory,uint32_t amt){
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#pragma region Calculate Inventory to Manipulate
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std::vector<Item>&inv=sortedInv.at(inventory);
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bool eraseFromLootWindow=false;
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if(inventory=="Monster Loot") {
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inv=sortedInv.at("Monster Loot");
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eraseFromLootWindow=true;
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}else
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if(inventory=="Stage Loot"){
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inv=sortedInv.at("Stage Loot");
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eraseFromLootWindow=true;
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}
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int count=0;
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for(Item&item:inv){
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if(item.Name()==it)break;
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count++;
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}
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#pragma endregion
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uint32_t itemAmt=GetItemCount(it);
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if(inventory=="Monster Loot"||inventory=="Stage Loot"){
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itemAmt=inv.at(count).Amt();
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}
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//There are two places to manipulate items in (Both the sorted inventory and the actual inventory)
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if (!itemAmt)return false;
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if (amt>=itemAmt){
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inv.erase(inv.begin()+count);
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if(!eraseFromLootWindow){
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_inventory.erase(it);
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}
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//Callback for GUI inventories.
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Menu::InventorySlotsUpdated(inventory);
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return true;
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}else{
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inv.at(count).amt-=amt;
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if(!eraseFromLootWindow){
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_inventory.at(it).amt-=amt;
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}
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return false;
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}
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}
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//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
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bool Inventory::RemoveItem(IT it,uint32_t amt){
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ITCategory cat = ITEM_DATA[it].category;
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return RemoveItem(it, cat, amt);
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}
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std::vector<Item>&Inventory::get(ITCategory itemCategory){
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return sortedInv.at(itemCategory);
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}
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void Inventory::InsertIntoSortedInv(IT item){
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sortedInv.at(ITEM_DATA[item].category).push_back(Item{1,item});
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//This should be a callback to menus that we need to update the interface with another item slot since a new one has appeared.
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Menu::InventorySlotsUpdated(ITEM_DATA[item].category);
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}
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void Inventory::InsertIntoStageInventoryCategory(IT item,uint32_t amt,bool monsterDrop){
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std::string stageInventoryCategory="Stage Loot";
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if(monsterDrop){
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stageInventoryCategory="Monster Loot";
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}
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std::vector<Item>&inv=sortedInv.at(stageInventoryCategory);
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std::vector<Item>::iterator it=std::find(inv.begin(),inv.end(),Item{amt,item});
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if(it!=inv.end()){
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(*it).amt+=amt;
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}else{
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inv.push_back(Item{amt,item});
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}
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Menu::InventorySlotsUpdated(stageInventoryCategory);
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}
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bool Inventory::ExecuteAction(IT item){
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if(ITEM_SCRIPTS.count(ITEM_DATA.at(item).useFunc)){
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return ITEM_SCRIPTS.at(ITEM_DATA.at(item).useFunc)(game,ITEM_DATA[item].customProps);
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}else{
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return false;
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}
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}
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bool Inventory::SwapItems(ITCategory itemCategory,uint32_t slot1,uint32_t slot2){
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std::vector<Item>&inv=sortedInv.at(itemCategory);
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int largestSlot=std::max(slot1,slot2);
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if(inv.size()<=largestSlot){
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//The inventory is too small, so expand out blank slots to accomodate.
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inv.resize(largestSlot+size_t(1));
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}
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Item&item1=inv.at(slot1);
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Item&item2=inv.at(slot2);
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std::swap(item1,item2);
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return true;
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}
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uint32_t Item::Amt(){
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return amt;
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};
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std::string Item::Name(){
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return it->Name();
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};
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std::string Item::Description(){
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return it->Description();
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};
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ITCategory Item::Category(){
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return it->Category();
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};
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Decal*Item::Decal(){
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return it->Decal();
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};
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ItemScript&Item::OnUseAction(){
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return it->OnUseAction();
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};
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std::string ItemInfo::Name(){
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return name;
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};
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std::string ItemInfo::Description(){
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return description;
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};
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ITCategory ItemInfo::Category(){
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return category;
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};
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Decal*ItemInfo::Decal(){
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return img;
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};
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ItemScript&ItemInfo::OnUseAction(){
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return ITEM_SCRIPTS.at(useFunc);
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};
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bool Item::IsBlank(){
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return amt==0||it==nullptr;
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}
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void Inventory::Clear(ITCategory itemCategory){
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std::vector<Item>itemList=get(itemCategory); //We have to make a copy here because RemoveItem() will modify the list provided by get() inline.
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for(Item&item:itemList){
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size_t itemQuantity=GetItemCount(item.Name());//Normally we want to clear all the items that are actually in our inventory...But...
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if(itemCategory=="Monster Loot"||itemCategory=="Stage Loot"){//These do not affect the actual inventory, we just clear the lists.
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itemQuantity=item.Amt();
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}
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RemoveItem(item.Name(),itemCategory,uint32_t(itemQuantity));
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}
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}
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bool Item::operator==(const Item&rhs)const{
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return it==rhs.it;
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}
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ItemOverlay::ItemOverlay(ItemInfo item)
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:it(item),width("ItemDrop.Item Drop Scale"_F*24+4+game->GetTextSizeProp(item.Name()).x*0.5f){
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xOffset=-width;
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}
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void ItemOverlay::Update(){
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for(ItemOverlay&item:items){
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item.timer+=game->GetElapsedTime();
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item.xOffset=std::min(item.xOffset+game->GetElapsedTime()*"ItemOverlay.Item Overlay Speed"_F,0.f);
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}
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std::erase_if(items,[](ItemOverlay&item){return item.timer>"ItemOverlay.Item Overlay Time"_F;});
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}
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void ItemOverlay::Draw(){
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int counter=0;
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float itemScale="ItemDrop.Item Drop Scale"_F;
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for(ItemOverlay&item:items){
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vf2d pos={item.xOffset,96.f+counter*10};
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Pixel darkCol=Menu::GetCurrentTheme().GetButtonCol();
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Pixel lightCol=Menu::GetCurrentTheme().GetButtonCol()*1.2f;
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game->GradientFillRectDecal(pos,{item.width,8},darkCol,darkCol,darkCol,lightCol);
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game->DrawRectDecal(pos,{item.width,8},Menu::GetCurrentTheme().GetHighlightCol());
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game->DrawDecal(pos,item.it.Decal(),{itemScale,itemScale});
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game->DrawShadowStringPropDecal(pos+vf2d{itemScale*24+2,2},item.it.Name(),WHITE,BLACK,{0.5f,0.7f});
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counter++;
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}
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}
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void ItemOverlay::AddToItemOverlay(const ItemInfo&it){
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items.push_back(ItemOverlay{it});
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std::for_each(items.begin(),items.end(),[](ItemOverlay&it){it.ResetTimer();});
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}
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float ItemInfo::CastTime(){
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return castTime;
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}
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float ItemInfo::CooldownTime(){
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return cooldownTime;
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}
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void ItemOverlay::ResetTimer(){
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timer=0;
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}
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float Item::CastTime(){
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return it->CastTime();
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}
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float Item::CooldownTime(){
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return it->CooldownTime();
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} |