Equipment menu display and preparation

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent ee2154a67b
commit 71b85e0926
  1. BIN
      C++ProjectTemplate
  2. 126
      main.cpp

Binary file not shown.

@ -78,8 +78,8 @@ public:
const float TARGET_RATE = 1/60.0;
int MAP_WIDTH=-1;
int MAP_HEIGHT=-1;
Map*CURRENT_MAP;
Map*MAP_ONETT;
Map*CURRENT_MAP=nullptr;
Map*MAP_ONETT=nullptr;
int GAME_STATE = GameState::EDITOR;
vi2d SELECTED_TILE={0,0};
vi2d HIGHLIGHTED_TILE={0,0};
@ -87,9 +87,9 @@ public:
int SELECTED_OBJ_ID = PLAYER;
int OBJ_DISPLAY_OFFSET = 0;
bool GAME_FLAGS[128]={};
std::array<Object*,4> PARTY_MEMBER_OBJ;
std::array<int,4> PARTY_MEMBER_ID;
std::array<Entity*,7> PARTY_MEMBER_STATS;
std::array<Object*,4> PARTY_MEMBER_OBJ={};
std::array<int,4> PARTY_MEMBER_ID={};
std::array<Entity*,7> PARTY_MEMBER_STATS={};
bool messageBoxVisible=false;
std::string messageBoxText="";
std::string targetText="";
@ -99,18 +99,18 @@ public:
int messageBoxStopMarker=0; //End of text display for current printout.
int messageBoxFrameWaitTime=1;
bool messageBoxLoad=false; //Set to true when ready to load a message in.
std::map<int,vi2d> additionalChars;
Cutscene*TestCutscene;
std::map<int,vi2d> additionalChars={};
Cutscene*TestCutscene=nullptr;
Cutscene*CurrentCutscene=nullptr;
ActionType CurrentAction=ActionType::NONE;
double CUTSCENE_FADE_VALUE=0;
std::vector<CutsceneAction*>CUTSCENE_QUEUE;
std::map<BattleMoveName,Battle::Move*>MOVELIST;
std::vector<CutsceneAction*>CUTSCENE_QUEUE={};
std::map<BattleMoveName,Battle::Move*>MOVELIST={};
std::array<vd2d,PARTY_TRAIL_LENGTH> partyTrail={vd2d{0,0}};
int PARTY_MEMBER_COUNT = 1;
int ENCOUNTER_SELECTED = 0;
int ENCOUNTER_OFFSET = 0;
std::vector<Encounter*>ENCOUNTER_LIST;
std::vector<Encounter*>ENCOUNTER_LIST={};
Encounter*EDITING_ENCOUNTER=nullptr;
Encounter*BATTLE_ENCOUNTER=nullptr;
int BATTLE_STATE=BattleState::MOVE_CAMERA;
@ -142,14 +142,14 @@ public:
int BATTLE_HIT_SCREENSHAKE = 0; //Amount of time the screen will rapidly shake as getting hit.
bool ITEM_REQUIRES_EQUIPPING=false;
std::string EQUIP_$ITEM_DISPLAY=" "; //Use this to change the $ITEM tag modifier for abilities.
std::vector<CustomItemMessage> BATTLE_CUSTOM_MSGS; //Used for displaying additional information during battles.
CustomItemMessage BATTLE_CURRENT_CUSTOM_MSG;
std::vector<CustomItemMessage> BATTLE_CUSTOM_MSGS={}; //Used for displaying additional information during battles.
CustomItemMessage BATTLE_CURRENT_CUSTOM_MSG={};
int BATTLE_CUSTOM_MESSAGE_WAIT_TIME=0;
Item*BATTLE_CUSTOM_ITEM;
std::vector<Item*> BATTLE_SPOILS_LIST;
std::string BATTLE_SPOILS_MESSAGE;
Item*BATTLE_CUSTOM_ITEM=nullptr;
std::vector<Item*> BATTLE_SPOILS_LIST={};
std::string BATTLE_SPOILS_MESSAGE="";
int OVERWORLD_MENU_SELECTION=0;
std::vector<std::string> INTERACTION_MESSAGES;
std::vector<std::string> INTERACTION_MESSAGES={};
bool CLOSE_OVERWORLD_WINDOW=false; //When set to true, should cause the overworld menu to close as well once the dialog box is closed.
int OVERWORLD_POWER_SELECTION_CURSOR[4]={0,0,0,0};
int OVERWORLD_POWER_GRADE_CURSOR=0;
@ -166,26 +166,27 @@ public:
Key KEY_LASTPRESSED=NONE;
int lastPress=0;
int lastRepeatedFrame=0;
EquipSlot::Equip EQUIP_MENU_SLOT=EquipSlot::WEAPON;
bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
std::vector<std::vector<TILE*>> MAP; //The foreground layer.
std::vector<std::vector<TILE*>> MAP2;
std::vector<std::vector<TILE*>> MAP3;
std::vector<std::vector<TILE*>> MAP4;
std::vector<std::vector<TILE*>> MAP5; //Collision Layer
std::vector<std::vector<TILE*>> MAP={}; //The foreground layer.
std::vector<std::vector<TILE*>> MAP2={};
std::vector<std::vector<TILE*>> MAP3={};
std::vector<std::vector<TILE*>> MAP4={};
std::vector<std::vector<TILE*>> MAP5={}; //Collision Layer
std::map<std::string,Decal*> SPRITES;
std::map<std::string,Animation*> ANIMATIONS;
std::map<int,Object*> OBJ_INFO;
std::map<std::string,Animation*> ANIMATIONS={};
std::map<int,Object*> OBJ_INFO={};
std::vector<Particle*> PARTICLES;
std::vector<DamageNumber*> DAMAGE_NUMBERS;
std::map<std::pair<int,int>,vd2d> MOVEMENT_GRID;
std::map<ItemName,Item*>ITEMLIST;
vi2d SELECTED_MOVE_SQUARE;
std::vector<Particle*> PARTICLES={};
std::vector<DamageNumber*> DAMAGE_NUMBERS={};
std::map<std::pair<int,int>,vd2d> MOVEMENT_GRID={};
std::map<ItemName,Item*>ITEMLIST={};
vi2d SELECTED_MOVE_SQUARE={};
FountainEffect*FOUNTAIN_EFFECT;
FireFountainEffect*FIREFOUNTAIN_EFFECT;
FountainEffect*FOUNTAIN_EFFECT=nullptr;
FireFountainEffect*FIREFOUNTAIN_EFFECT=nullptr;
@ -887,6 +888,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
BATTLE_ENCOUNTER->objs[i]->obj->highlighted=false;
}
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove=nullptr;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->channelPos=DEFAULT_CHANNELPOS;
ITEM_REQUIRES_EQUIPPING=false;
}
if (ACTIONKEYPRESSED) {
@ -1119,7 +1121,12 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
GAME_STATE=GameState::OVERWORLD_ITEMS_MENU;
}break;
case 3:{//Equip is selected.
OVERWORLD_POWER_SELECTION_MEMBER=0;
if (PARTY_MEMBER_COUNT==1) {
GAME_STATE=GameState::OVERWORLD_EQUIP_MENU;
} else {
GAME_STATE=GameState::OVERWORLD_EQUIP_PLAYER_MENU;
}
}break;
case 4:{//Status is selected.
@ -1454,6 +1461,42 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
OBJ_DISPLAY_OFFSET-=WIDTH/16;
}
}break;
case GameState::OVERWORLD_EQUIP_PLAYER_MENU:{
if (LeftPressed()) {
OVERWORLD_POWER_SELECTION_MEMBER--;
if (OVERWORLD_POWER_SELECTION_MEMBER<0) {
OVERWORLD_POWER_SELECTION_MEMBER=PARTY_MEMBER_COUNT-1;
}
}
if (RightPressed()) {
OVERWORLD_POWER_SELECTION_MEMBER=(OVERWORLD_POWER_SELECTION_MEMBER+1)%PARTY_MEMBER_COUNT;
}
if (UpPressed()) {
GAME_STATE=GameState::OVERWORLD_MENU;
}
if (ACTIONKEYPRESSED) {
GAME_STATE=GameState::OVERWORLD_EQUIP_MENU;
EQUIP_MENU_SLOT=EquipSlot::WEAPON;
}
}break;
case GameState::OVERWORLD_EQUIP_MENU:{
if (UpPressed()) {
EQUIP_MENU_SLOT=(EquipSlot::Equip)(EQUIP_MENU_SLOT-1);
if (EQUIP_MENU_SLOT<0) {
EQUIP_MENU_SLOT=EquipSlot::Equip::ACCESSORY;
}
}
if (DownPressed()) {
EQUIP_MENU_SLOT=(EquipSlot::Equip)((EQUIP_MENU_SLOT+1)%3);
}
if (LeftPressed()) {
if (PARTY_MEMBER_COUNT==1) {
GAME_STATE=GameState::OVERWORLD_MENU;
} else {
GAME_STATE=GameState::OVERWORLD_EQUIP_PLAYER_MENU;
}
}
}break;
}
ANYKEYPRESSED=ACTIONKEYPRESSED=false;
}
@ -1594,6 +1637,23 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
}
DrawDecal({static_cast<float>(2+4),static_cast<float>(2+6+OVERWORLD_MENU_SELECTION*16)},SPRITES["cursor.png"]);
}
if (GAME_STATE==GameState::OVERWORLD_EQUIP_PLAYER_MENU||GAME_STATE==GameState::OVERWORLD_EQUIP_MENU||GAME_STATE==GameState::OVERWORLD_EQUIP_ITEM_MENU) {
DrawDialogBox({4,4},{(int)(WIDTH/1.5),HEIGHT/4},Pixel(70, 33, 105,220),Pixel(62, 54, 69,220),Pixel(185, 148, 255,220));
vi2d textSize=GetTextSizeProp(PARTY_MEMBER_OBJ[OVERWORLD_POWER_SELECTION_MEMBER]->name)/2;
DrawStringPropDecal({(float)(WIDTH/1.5-textSize.x)-4,4},PARTY_MEMBER_OBJ[OVERWORLD_POWER_SELECTION_MEMBER]->name,WHITE,{0.5,1});
if (GAME_STATE==GameState::OVERWORLD_EQUIP_PLAYER_MENU) {
DrawRotatedDecal({(float)(WIDTH/1.5-textSize.x-6),7},SPRITES["cursor.png"],M_PI,{(float)SPRITES["cursor.png"]->sprite->width/2,(float)SPRITES["cursor.png"]->sprite->height/2},{(sinf(frameCount/10.F*M_PI)>0)?0.5F:0.25F,(sinf(frameCount/10.F*M_PI)>0)?0.5F:0.25F});
DrawRotatedDecal({(float)(WIDTH/1.5-2),7},SPRITES["cursor.png"],0,{(float)SPRITES["cursor.png"]->sprite->width/2,(float)SPRITES["cursor.png"]->sprite->height/2},{(sinf(frameCount/10.F*M_PI)>0)?0.5F:0.25F,(sinf(frameCount/10.F*M_PI)>0)?0.5F:0.25F});
}
if (GAME_STATE==GameState::OVERWORLD_EQUIP_MENU) {
DrawDecal({8,(float)(19+EQUIP_MENU_SLOT*12)},SPRITES["cursor.png"]);
}
std::string labels[3]={"WEAPON:","ARMOR:","OTHER:"};
for (int i=0;i<3;i++) {
DrawStringPropDecal({16,(float)(19+i*12)},labels[i]);
DrawStringPropDecal({12+64,(float)(19+i*12)},(PARTY_MEMBER_STATS[PARTY_MEMBER_ID[OVERWORLD_POWER_SELECTION_MEMBER]]->equipment[i]!=nullptr)?PARTY_MEMBER_STATS[PARTY_MEMBER_ID[OVERWORLD_POWER_SELECTION_MEMBER]]->equipment[i]->name:"None");
}
}
if (GAME_STATE==GameState::OVERWORLD_POWER_MENU||GAME_STATE==GameState::OVERWORLD_POWER_PLAYER_MENU||GAME_STATE==GameState::OVERWORLD_GRADE_MENU) {
DrawBattleMoveList(OVERWORLD_POWER_SELECTION_MEMBER);
}
@ -2296,7 +2356,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
ITEMLIST[ItemName::COOKIE]=new Item("Cookie","A delightful little treat. Restores 40 HP.",2,{hpRecovery:40,consumable:Consumable::FRIENDLY});
ITEMLIST[ItemName::EGG]=new Item("Egg","Did it come before or after the chicken? Restores 60 HP.",3,{hpRecovery:60,consumable:Consumable::FRIENDLY});
ITEMLIST[ItemName::PIZZA]=new Item("Pizza","A scrumptious meal filled with lots of cheese. Restores 200 HP.",4,{hpRecovery:200,consumable:Consumable::FRIENDLY});
ITEMLIST[ItemName::MIRACLE_FOOD_LUNCH]=new Item("Miracle Food Lunch","It doesn't taste very good, but it's said to have miracoulous powers when consumed.",16,{hpRecovery:30,ppRecovery:10,atkIncrease:30,spdIncrease:6,hpIncrease:150,ppIncrease:100,learnAbility:MOVELIST[BattleMoveName::PKFIRE_O],consumable:Consumable::FRIENDLY_PERMANENT});
ITEMLIST[ItemName::MIRACLE_FOOD_LUNCH]=new Item("Miracle Food Lunch","It doesn't taste very good, but it's said to have miraculous powers when consumed.",16,{hpRecovery:30,ppRecovery:10,atkIncrease:30,spdIncrease:6,hpIncrease:150,ppIncrease:100,learnAbility:MOVELIST[BattleMoveName::PKFIRE_O],consumable:Consumable::FRIENDLY_PERMANENT});
ITEMLIST[ItemName::BOMB]=new Item("Bomb","A small explosive device. Deals around 120 damage.",256,{damage:110,rollDmg:30,consumable:Consumable::ENEMY});
ITEMLIST[ItemName::CRACKED_BAT]=new Item("Cracked Bat","Has some dents in it, but you can probably still dent things with it yourself.",256,{attack:10,equip:EquipSlot::WEAPON});
ITEMLIST[ItemName::TEE_BALL_BAT]=new Item("Tee Ball Bat","Great for playing some ball! Also great for beating your foes!",256,{attack:40,equip:EquipSlot::WEAPON});
@ -3719,7 +3779,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
}
}
int attackerDamage = (attacker->selectedMove->baseDmg+
((rand()%attacker->selectedMove->randomDmg>0)?rand()%attacker->selectedMove->randomDmg:0)
((attacker->selectedMove->randomDmg>0)?rand()%attacker->selectedMove->randomDmg:0)
+attacker->baseAtk
+equipDamage);
finalDamage += attackerDamage;

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