The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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435 lines
17 KiB
435 lines
17 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.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 © 2024 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 "olcUTIL_DataFile.h"
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#include "AttributableStat.h"
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#include "BitwiseEnum.h"
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#include <optional>
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#include "Merchant.h"
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#include "CraftingRequirement.h"
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#include "FunctionPriming.h"
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#include "IT.h"
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#include <unordered_set>
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#include "Buff.h"
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#include "ItemEnchant.h"
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class AiL;
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class ItemInfo;
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class ItemProps;
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using ITCategory=std::string;
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using EventName=std::string;
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using EnchantName=std::string;
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using ItemScript=std::function<bool(AiL*,ItemProps)>;
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enum class EquipSlot{
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HELMET= 0b0000'0001,
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WEAPON= 0b0000'0010,
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ARMOR= 0b0000'0100,
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GLOVES= 0b0000'1000,
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PANTS= 0b0001'0000,
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SHOES= 0b0010'0000,
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RING1= 0b0100'0000,
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RING2= 0b1000'0000,
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NONE= 0b0000'0000,
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};
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enum class CompactText{
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COMPACT,
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NON_COMPACT,
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CRAFTING_INFO
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};
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using enum CompactText;
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struct Stats:ItemAttributable{
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static safemap<int,float>maxDamageReductionTable;
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static void InitializeDamageReductionTable();
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static Stats NO_MAX_HIGHLIGHT;
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public:
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inline static const float&GetDamageReductionPct(int defense){
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return maxDamageReductionTable.at(std::clamp(defense,0,1000));
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}
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inline Stats&operator+=(Stats&rhs){
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for(auto&[key,value]:ItemAttribute::attributes){
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A(value)+=rhs.get_readOnly(value);
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}
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return *this;
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};
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inline Stats&operator+=(ItemAttributable&rhs){
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for(auto&[key,value]:ItemAttribute::attributes){
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A(value)+=rhs.get_readOnly(value);
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}
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return *this;
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};
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auto begin()const{
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return attributes.begin();
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}
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auto end()const{
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return attributes.end();
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}
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const size_t size()const{
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return attributes.size();
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}
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const std::string GetStatsString(const Stats&maxStats,CompactText compact=NON_COMPACT)const;
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friend const bool operator==(const Stats&lhs,const Stats&rhs){return lhs.attributes==rhs.attributes;}
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static const Pixel GetShimmeringColor();
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};
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struct Stats;
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class CraftingRequirement;
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struct EnhancementLevelInfo{
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const Stats&stats;
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const CraftingRequirement&craftingRequirement;
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const uint8_t chapterAvailable;
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EnhancementLevelInfo(const Stats&stats,const CraftingRequirement&craftingRequirement,const uint8_t chapterAvailable);
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};
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struct EnhancementInfo{
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private:
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std::vector<Stats>enhancementStats;
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std::vector<CraftingRequirement>craftingRequirements;
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public:
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void SetAttribute(int enhanceLevel,ItemAttribute attribute,float value);
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void SetCraftingRequirements(const int enhanceLevel,const std::vector<ItemPair>&requiredItems,const uint32_t goldCost,const uint8_t availableChapter);
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const bool CanBeEnhanced()const;
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const EnhancementLevelInfo operator[](int level)const;
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const size_t size()const;
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};
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class ItemSortRules{
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friend class ItemInfo;
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public:
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static std::vector<std::string>primarySort;
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static std::vector<std::string>secondarySort;
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//Returns a number based on what the equipment type of an item is. The lower the number, the earlier it should appear in the list.
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static uint16_t GetItemSortRanking(const std::weak_ptr<Item>&it);
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static uint16_t MaxSortRanking();
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};
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//You cannot create instances of this class, access sets from ItemSet::sets and add the appropriate set bonuses.
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class ItemSet{
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friend class ItemInfo;
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static std::map<std::string,ItemSet>sets;
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std::array<Stats,8>setBonuses; //Stores the set bonuses with the amount of pieces being the index array - 1 internally. So if we wanted the set bonus for having 1 of this set equipped, we ask for [1] (and it's stored internally at index 0.)
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std::string name;
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std::vector<std::pair<int,Stats>>setBonusBreakpoints;
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public:
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//NO CONSTRUCTOR REQUIRED!
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//Specify the piece count(1-8) for a set bonus to be applied.
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static void AddSetBonus(std::string setName,int pieceCount,Stats&bonuses);
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//Gets a set bonus based on number of pieces (1-8)
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const Stats&operator[](int setPieces)const;
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const std::string&GetSetName()const;
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bool operator<(const ItemSet&rhs)const{
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return name<rhs.name;
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}
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const std::vector<std::pair<int,Stats>>&GetSetBonusBreakpoints()const;
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};
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namespace PlayerTests{
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class PlayerTest;
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};
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namespace EnchantTests{
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class EnchantTest;
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};
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using IncreaseAmount=int;
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using RefineResult=std::pair<ItemAttribute,IncreaseAmount>;
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class Item{
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friend class Inventory;
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friend class AiL;
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friend class Menu;
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friend class SaveFile;
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friend void Merchant::PurchaseItem(IT item,uint32_t amt);
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friend void Merchant::SellItem(std::weak_ptr<Item>,uint32_t amt);
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friend class PlayerTests::PlayerTest;
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friend class EnchantTests::EnchantTest;
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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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uint8_t enhancementLevel;
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ItemInfo*it;
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Stats randomizedStats;
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bool locked=false;
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std::optional<ItemEnchant>enchant{};
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void SetAmt(uint32_t newAmt);
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static ItemEnhancementFunctionPrimingData enhanceFunctionPrimed;
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static int IsBlankStaticCallCounter;
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const bool _IsBlank()const;
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public:
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static const std::string BLANK_ITEM_NAME;
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Item();
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Item(uint32_t amt,IT item,uint8_t enhancementLevel=0);
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uint32_t Amt()const;
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//Use this for places where the item name is used for item tracking. NOT for drawing. Hooks directly into item info's base item name.
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const std::string&ActualName()const;
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//Use for places where the item name is actually displayed. Provides modified text that shows additional information like enhancement levels.
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const std::string DisplayName()const;
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const std::string Description(CompactText compact=COMPACT)const;
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const EventName&UseSound()const;
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const ITCategory Category()const;
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const EquipSlot GetEquipSlot()const;
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const::Decal*const Decal()const;
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const Stats GetStats()const;
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const ItemScript&OnUseAction()const;
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const float CastTime()const;
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const bool UseDuringCast()const; //When true, the item is activated during the cast instead of after the cast.
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const float CooldownTime()const;
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//Use ISBLANK macro instead!! This should not be called directly!!
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const bool IsBlank()const;
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const uint8_t EnhancementLevel()const;
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//NOTE: This function must be primed with CanEnhanceItem()! Otherwise it will cause a runtime error.
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void EnhanceItem(uint8_t qty=1);
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//Whether or not this item can be enhanced/crafted.
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const bool EnhancementIsPossible()const;
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//A verification function that confirms if we are allowed to perform an enhancement. MUST BE CALLED to prime EnhanceItem() function!!
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const bool CanEnhanceItem(uint8_t qty=1)const;
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static std::shared_ptr<Item>BLANK;
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const std::optional<const::ItemSet*const>ItemSet()const;
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const bool IsEquippable()const;
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const bool IsCraftable()const;
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const bool IsWeapon()const;
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const bool IsArmor()const;
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const bool IsAccessory()const;
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const uint32_t BuyValue()const;
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const uint32_t SellValue()const;
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const bool CanBeSold()const;
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const bool CanBePurchased()const;
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const Stats&RandomStats()const;
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const std::unordered_set<std::string>&GetClass()const;
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void RandomizeStats();
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const bool HasRandomizedStats()const;
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const EnhancementInfo&GetEnhancementInfo()const;
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//Use ISBLANK macro instead!! This should not be called directly!!
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static bool IsBlank(std::shared_ptr<Item>item);
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//Use ISBLANK macro instead!! This should not be called directly!!
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static bool IsBlank(std::weak_ptr<Item>item);
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const bool IsLocked()const;
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const std::string&FragmentName()const;
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const bool CanBeRefined()const; //An item can be refined if the item has less than max stats and the player has enough fragments in their inventory.
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//Assumes an item can be refined. CHECK WITH CanBeRefined() First!!!
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//Refines a random stat by the parameters defined in the Accessories.txt configuration file. Also takes away the costs required to refine the item.
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RefineResult Refine();
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void Lock();
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void Unlock();
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void EnchantItem(const std::string_view enchantName);
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const ItemEnchantInfo ApplyRandomEnchant();
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std::optional<ItemEnchant>GetEnchant()const;
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const bool HasEnchant()const;
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friend const bool operator==(std::shared_ptr<Item>lhs,std::shared_ptr<Item>rhs){return lhs->it==rhs->it&&lhs->randomizedStats==rhs->randomizedStats;};
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friend const bool operator==(std::shared_ptr<Item>lhs,const IT&rhs){return lhs->ActualName()==const_cast<IT&>(rhs);};
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friend const bool operator==(std::weak_ptr<Item>lhs,std::weak_ptr<Item>rhs){return !lhs.expired()&&!rhs.expired()&&lhs.lock()->it==rhs.lock()->it&&lhs.lock()->randomizedStats==rhs.lock()->randomizedStats;};
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friend const bool operator==(std::weak_ptr<Item>lhs,const IT&rhs){return !lhs.expired()&&lhs.lock()->ActualName()==const_cast<IT&>(rhs);};
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friend const bool operator==(const IT&lhs,std::weak_ptr<Item>rhs){return operator==(rhs,lhs);};
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friend const bool operator==(const IT&lhs,std::shared_ptr<Item>rhs){return operator==(rhs,lhs);};
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const Pixel GetDisplayNameColor()const;
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static const bool SelectedEquipIsDifferent(const std::weak_ptr<Item>equipAttemptingToEquip,const EquipSlot slotToEquipTo);
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const std::optional<std::string>&FragmentIcon()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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friend class SaveFile;
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friend class InventoryCreator;
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friend class ItemTests::ItemTest;
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public:
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enum class DisassembleResult{
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SUCCESS,
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FAILED, //Failure is due to an item being locked.
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};
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static std::weak_ptr<Item>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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[[nodiscard]] static uint32_t GetItemCount(IT it);
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static std::vector<std::shared_ptr<Item>>CopyItem(IT it);
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static std::vector<std::weak_ptr<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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//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
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static bool RemoveItem(std::weak_ptr<Item>itemRef,ITCategory inventory,uint32_t amt = 1);
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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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static bool RemoveItem(std::weak_ptr<Item>itemRef,uint32_t amt=1);
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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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static bool RemoveItem(IT it,uint32_t amt=1);
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static const std::vector<std::shared_ptr<Item>>&get(ITCategory itemCategory);
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static const std::weak_ptr<Item>GetInventorySlot(ITCategory itemCategory,size_t slot);
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static void Clear(ITCategory itemCategory);
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static void EquipItem(const std::weak_ptr<Item>it,EquipSlot slot);
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static void UnequipItem(EquipSlot slot);
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static EquipSlot GetSlotEquippedIn(const std::weak_ptr<Item>it);
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static std::weak_ptr<Item>GetEquip(EquipSlot slot);
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static const std::map<ItemSet,int>GetEquippedItemSets();
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//Gets all items currently on inventory (Ignores Stage Loot and Monster Loot Inventories)
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static const std::vector<std::shared_ptr<Item>>GetInventory();
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static void UpdateBlacksmithInventoryLists();
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static void AddLoadoutItemUsed(IT item,int slot);
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static void ResetLoadoutItemsUsed();
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static void GivePlayerLoadoutItemsUsed();
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static const bool EquipsFullyMaxedOut(int maxWeaponLevel=10,int maxArmorLevel=10);
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[[nodiscard]]static const Inventory::DisassembleResult Disassemble(std::weak_ptr<Item>itemRef);
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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(std::shared_ptr<Item>itemRef);
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static void InsertIntoStageInventoryCategory(std::shared_ptr<Item>itemRef,const bool monsterDrop);
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static bool ExecuteAction(IT item);
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static std::multimap<IT,std::shared_ptr<Item>>_inventory;
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static std::vector<std::shared_ptr<Item>>blacksmithInventory;
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static std::map<EquipSlot,std::weak_ptr<Item>>equipment;
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static std::array<std::pair<IT,int>,3U>loadoutItemsUsed;
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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<std::shared_ptr<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(const std::string&prop,size_t index=0)const;
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float GetFloatProp(const std::string&prop,size_t index=0)const;
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std::string GetStringProp(const std::string&prop,size_t index=0)const;
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const uint32_t PropCount(const std::string&prop)const;
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};
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class ItemInfo{
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friend class Inventory;
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friend class Menu;
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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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EquipSlot slot=EquipSlot::NONE;
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EnhancementInfo enhancement;
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::Decal*img;
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EventName useSound="";
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std::string set="";
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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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uint32_t buyValue=0;
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uint32_t sellValue=0;
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//If true, this item's action is activated at the beginning of the cast instead of after the cast completes.
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bool useDuringCast=false;
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//If blank, any class can equip this item.
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std::unordered_set<std::string>equippableClass;
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Stats minStats;
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Stats maxStats;
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std::optional<std::string>fragmentName;
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std::optional<std::string>fragmentIcon;
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private:
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static void InitializeScripts();
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static void InitializeSets();
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static std::map<std::string,EquipSlot>nameToEquipSlot;
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static std::vector<std::shared_ptr<Item>>craftableConsumables;
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const static std::unordered_map<std::string,BuffOverTimeType::BuffOverTimeType>NameToBuffType;
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public:
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static void InitializeItems();
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ItemInfo();
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const std::string&Name()const;
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const std::string&Description()const;
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const ITCategory Category()const;
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const::Decal*const Decal()const;
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static const EquipSlot StringToEquipSlot(std::string_view slotName);
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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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const EventName&UseSound()const;
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const ItemScript&OnUseAction()const;
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const Stats GetStats(int enhancementLevel)const;
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const float CastTime()const;
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const float CooldownTime()const;
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const EquipSlot Slot()const;
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const std::optional<const::ItemSet*const>ItemSet()const;
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ItemInfo&operator[](const IT&item);
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const uint32_t GetBuyValue()const;
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const uint32_t GetSellValue()const;
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const bool CanBeSold()const;
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const bool CanBePurchased()const;
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const bool UseDuringCast()const;
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const EnhancementInfo&GetEnhancementInfo()const;
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const bool IsEquippable()const;
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const bool IsCraftable()const;
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const bool IsWeapon()const;
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const bool IsArmor()const;
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const bool IsAccessory()const;
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const Stats GetMinStats()const;
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const Stats GetMaxStats()const;
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//Get the class that can equip this item.
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const std::unordered_set<std::string>&GetClass()const;
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Stats RandomizeStats();
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const std::string&FragmentName()const;
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const std::optional<std::string>&FragmentIcon()const;
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};
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class ItemOverlay{
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friend class ItemInfo;
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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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};
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#define ISBLANK(itemRef) Item::IsBlank(itemRef) |