The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
82 lines
4.8 KiB
82 lines
4.8 KiB
#pragma region License
|
|
/*
|
|
License (OLC-3)
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Copyright 2024 Joshua Sigona <sigonasr2@gmail.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 © 2024 The FreeType
|
|
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
|
|
All rights reserved.
|
|
*/
|
|
#pragma endregion
|
|
|
|
#include "Menu.h"
|
|
#include "EnhancementStatsLabel.h"
|
|
#include "RequiredMaterialsList.h"
|
|
#include "SoundEffect.h"
|
|
|
|
void Menu::InitializeCraftItemWindow(){
|
|
Menu*craftItemWindow=CreateMenu(CRAFT_ITEM,CENTERED,{240,120});
|
|
|
|
craftItemWindow->ADD("Item Name Header",MenuLabel)(geom2d::rect<float>{{2,-16},{craftItemWindow->size.x-4,12}},"Item Name",1.0f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
|
|
|
|
craftItemWindow->ADD("Enhancement Level Header",MenuLabel)(geom2d::rect<float>{{2,0},{craftItemWindow->size.x-4,12}},"Level X ->#00AA00 Y",1.f,ComponentAttr::SHADOW|ComponentAttr::FIXED_WIDTH_FONT)END;
|
|
|
|
craftItemWindow->ADD("Enhancement Stats Label",EnhancementStatsLabel)(geom2d::rect<float>{{2,16},{craftItemWindow->size.x-4,72}},Item::BLANK,1.f)END;
|
|
|
|
craftItemWindow->ADD("Materials Requirement Outline",MenuComponent)(geom2d::rect<float>{{2,86},{craftItemWindow->size.x-4,26}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
|
|
craftItemWindow->ADD("Required Materials Label",MenuLabel)(geom2d::rect<float>{{4,80},{craftItemWindow->size.x-8,0}},"Required Materials",1.0f,ComponentAttr::SHADOW)END;
|
|
|
|
craftItemWindow->ADD("Required Materials List",RequiredMaterialsList)(geom2d::rect<float>{{4,88},{craftItemWindow->size.x-8,22}},Item::BLANK)END;
|
|
|
|
craftItemWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{36,116},{48,12}},"Back",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
|
|
craftItemWindow->ADD("Craft Button",MenuComponent)(geom2d::rect<float>{{craftItemWindow->size.x-84,116},{48,12}},"Craft",[](MenuFuncData data){
|
|
std::weak_ptr<Item>item=Component<EnhancementStatsLabel>(data.menu.GetType(),"Enhancement Stats Label")->GetItem();
|
|
if(item.lock()->CanEnhanceItem()){
|
|
if(Inventory::GetItemCount(item.lock()->ActualName())==0){ //We don't own this item, so we need to give the player this item and refresh the blacksmith's inventory.
|
|
item=Inventory::AddItem(item.lock()->ActualName());
|
|
Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item);
|
|
Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item); //Update the item refs in the enhancement level screen to now display the correct item.
|
|
Inventory::UpdateBlacksmithInventoryLists();
|
|
SoundEffect::PlaySFX("Craft Equip",SoundEffect::CENTERED);
|
|
}else{ //Since we already own this equipment, just enhance it.
|
|
item.lock()->EnhanceItem();
|
|
}
|
|
}
|
|
std::string label="";
|
|
if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1
|
|
&&item.lock()->GetEnhancementInfo()[item.lock()->EnhancementLevel()+1].chapterAvailable<=game->GetCurrentChapter()){
|
|
label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1);
|
|
}
|
|
Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Enhancing {}",item.lock()->DisplayName()));
|
|
Component<MenuLabel>(data.menu.GetType(),"Enhancement Level Header")->SetLabel(label);
|
|
data.component.lock()->SetGrayedOut(!item.lock()->CanEnhanceItem());
|
|
return true;
|
|
})END;
|
|
} |