The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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226 lines
11 KiB
226 lines
11 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 "Menu.h"
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#include "MenuComponent.h"
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#include "PopupMenuLabel.h"
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#include "StatLabel.h"
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#include "CharacterRotatingDisplay.h"
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#include "Crawler.h"
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#include "ClassInfo.h"
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#include "MenuItemItemButton.h"
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#include "EquipSlotButton.h"
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#include "Item.h"
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#include "ScrollableWindowComponent.h"
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INCLUDE_game
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INCLUDE_GFX
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void Menu::InitializeCharacterMenuWindow(){
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vf2d windowSize=game->GetScreenSize()-vf2d{52,52};
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Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize);
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MenuLabel*characterLabel=NEW MenuLabel(CHARACTER_MENU,{{0,4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND);
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MenuComponent*equipSlotOutline=NEW MenuComponent(CHARACTER_MENU,{{0,36},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
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CharacterRotatingDisplay*charDisplay=NEW CharacterRotatingDisplay(CHARACTER_MENU,{{135,36},{90,windowSize.y-37}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal());
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characterMenuWindow->AddComponent("Character Label",characterLabel);
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characterMenuWindow->AddComponent("Equip Slot Outline",equipSlotOutline);
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characterMenuWindow->AddComponent("Character Rotating Display",charDisplay);
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const static std::array<ItemAttribute,7>displayAttrs{
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ItemAttribute::health,
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ItemAttribute::attack,
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ItemAttribute::defense,
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ItemAttribute::moveSpdPct,
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ItemAttribute::cdrPct,
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ItemAttribute::critPct,
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ItemAttribute::critDmgPct,
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};
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MenuComponent*equipSelectionOutline=NEW MenuComponent(CHARACTER_MENU,{{123,36},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
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ScrollableWindowComponent*equipmentList=NEW ScrollableWindowComponent(CHARACTER_MENU,{{123,36},{120,windowSize.y-37-24}});
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MenuComponent*equipSelectionBottomOutline=NEW MenuComponent(CHARACTER_MENU,{{123,36+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
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MenuComponent*equipSelectionSelectButton=NEW MenuComponent(CHARACTER_MENU,{{123+12,36+(windowSize.y-37-24)+6},{96,12}},"Select",[](MenuFuncData data){
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Outline")->Enable(false);
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Component<ScrollableWindowComponent>(data.component->parentMenu,"Equip List")->Enable(false);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(false);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(false);
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Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(true);
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for(int counter=0;ItemAttribute attribute:displayAttrs){
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StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
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statDisplayLabel->SetStatChangeAmt(0);
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}
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return true;
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});
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equipSelectionOutline->Enable(false);
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equipmentList->Enable(false);
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equipSelectionBottomOutline->Enable(false);
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equipSelectionSelectButton->Enable(false);
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characterMenuWindow->AddComponent("Equip Selection Outline",equipSelectionOutline);
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characterMenuWindow->AddComponent("Equip List",equipmentList);
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characterMenuWindow->AddComponent("Equip Selection Bottom Outline",equipSelectionBottomOutline);
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characterMenuWindow->AddComponent("Equip Selection Select Button",equipSelectionSelectButton);
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const static auto GetLabelText=[](ItemAttribute attribute){
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AttributeData data=ItemAttributable::GetDisplayInfo(attribute);
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std::string attrStr=data.name+":\n ";
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attrStr+=std::to_string(game->GetPlayer()->GetStat(attribute));
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if(data.displayAsPercent){
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attrStr+="%";
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}
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return attrStr;
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};
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int equipSlot=1;
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for(int i=0;i<8;i++){
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float x=31+(i%2)*33;
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float y=24+(i/2)*28;
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float labelX=2+(i%2)*90;
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float labelY=24+(i/2)*28+36;
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if(i<6){
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y-=8;
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labelY-=8;
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}
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const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
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EquipSlot slot=EquipSlot(equipSlot);
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EquipSlotButton*equipmentSlot=NEW EquipSlotButton(CHARACTER_MENU,{{x,y+36},{24,24}},slot,MenuType::ENUM_END,
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[&](MenuFuncData data){
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EquipSlot slot=EquipSlot(data.component->I(Attribute::EQUIP_TYPE));
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std::vector<Item>&equips=Inventory::get("Equipment");
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std::vector<Item>&accessories=Inventory::get("Accessories");
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std::vector<Item>availableEquipment;
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std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](Item&it){
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return it.GetEquipSlot()&slot;
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});
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std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](Item&it){
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return it.GetEquipSlot()&slot;
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});
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ScrollableWindowComponent*equipList=Component<ScrollableWindowComponent>(data.component->parentMenu,"Equip List");
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equipList->RemoveAllComponents();
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for(int counter=0;Item&it:availableEquipment){
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float xOffset=(counter%3)*26;
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Item&itemInvRef=Inventory::GetItem(it.Name());
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MenuItemItemButton*equip=NEW MenuItemItemButton(CHARACTER_MENU,{{2+xOffset,2},{24,24}},itemInvRef,MenuType::ENUM_END,[](MenuFuncData data){
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MenuItemItemButton*comp=(MenuItemItemButton*)data.component;
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Inventory::EquipItem(comp->GetItem(),EquipSlot(comp->I(Attribute::EQUIP_TYPE)));
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for(MenuComponent*button:((ScrollableWindowComponent*)data.parentComponent)->GetComponents()){
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MenuItemItemButton*comp=(MenuItemItemButton*)button;
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comp->SetSelected(false);
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}
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comp->SetSelected(true);
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for(int counter=0;ItemAttribute attribute:displayAttrs){
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StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
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statDisplayLabel->SetStatChangeAmt(0);
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}
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MenuItemItemButton*equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent->I(A::INDEXED_THEME)]);
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equipButton->SetItem(comp->GetItem());
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return true;
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},[&](MenuFuncData data){
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MenuItemItemButton*button=(MenuItemItemButton*)data.component;
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Item&buttonItem=button->GetItem();
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std::vector<int>statsBeforeEquip;
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EquipSlot slot=EquipSlot(button->I(Attribute::EQUIP_TYPE));
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for(ItemAttribute attribute:displayAttrs){
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statsBeforeEquip.push_back(game->GetPlayer()->GetStat(attribute));
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}
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Item*equippedItem=Inventory::GetEquip(slot);
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Inventory::EquipItem(buttonItem,slot);
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for(int counter=0;ItemAttribute attribute:displayAttrs){
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StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
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int statChangeAmt=game->GetPlayer()->GetStat(attribute)-statsBeforeEquip[counter];
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statDisplayLabel->SetStatChangeAmt(statChangeAmt);
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counter++;
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}
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Inventory::UnequipItem(slot);
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if(*equippedItem!=Item::BLANK){
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Inventory::EquipItem(*equippedItem,slot);
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}
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return true;
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},[](MenuFuncData data){
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for(int counter=0;ItemAttribute attribute:displayAttrs){
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StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
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statDisplayLabel->SetStatChangeAmt(0);
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counter++;
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}
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return true;
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});
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equip->I(Attribute::EQUIP_TYPE)=int(slot);
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if(Inventory::GetEquip(slot)==&itemInvRef){
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equip->SetSelected(true);
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}
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equipList->AddComponent(Menu::menus[CHARACTER_MENU],"Equip Item "+std::to_string(counter),equip);
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counter++;
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}
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equipList->I(Attribute::INDEXED_THEME)=data.component->I(Attribute::INDEXED_THEME);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Outline")->Enable(true);
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equipList->Enable(true);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(true);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(true);
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Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(false);
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return true;
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},DO_NOTHING,DO_NOTHING);
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PopupMenuLabel*equipmentLabel=NEW PopupMenuLabel(CHARACTER_MENU,{{labelX,labelY},{29,24}},slotNames[i],{0.5,1},ComponentAttr::SHADOW);
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equipmentSlot->I(Attribute::EQUIP_TYPE)=int(slot);
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equipmentSlot->I(Attribute::INDEXED_THEME)=i;
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equipmentSlot->SetShowQuantity(false);
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equipSlot<<=1;
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characterMenuWindow->AddComponent("Equip Slot "+slotNames[i],equipmentSlot);
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characterMenuWindow->AddComponent("Equip Label "+slotNames[i],equipmentLabel);
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Menu::AddEquipStatListener(equipmentSlot);
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}
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MenuComponent*statDisplayOutline=NEW MenuComponent(CHARACTER_MENU,{{245,36},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE);
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characterMenuWindow->AddComponent("Stat Display Outline",statDisplayOutline);
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int yOffset=0;
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for(ItemAttribute attribute:displayAttrs){
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std::string attrStr=GetLabelText(attribute);
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StatLabel*attrLabel=NEW StatLabel(CHARACTER_MENU,{{245,36+2+float(yOffset)},{62,18}},attribute,1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN);
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yOffset+=20;
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AttributeData data=ItemAttributable::GetDisplayInfo(attribute);
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characterMenuWindow->AddComponent("Attribute "+data.name+" Label",attrLabel);
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Menu::AddEquipStatListener(attrLabel);
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}
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} |