An item that is selected for equipping during battle gets equipped and used

Co-authored-by: sigonasr2 <sigonasr2@gmail.com>
master
sigonasr2 2 years ago
parent ca941fbbb3
commit ce547a34b8
  1. BIN
      C++ProjectTemplate
  2. 60
      encounters.h
  3. 15
      ideas
  4. 6
      item.h
  5. 42
      main.cpp

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@ -7,6 +7,8 @@ using namespace olc;
#include "battle.h" #include "battle.h"
#include "item.h" #include "item.h"
extern std::vector<Item*> PARTY_INVENTORY;
namespace encounter{ namespace encounter{
enum{ enum{
ENCOUNTER_1, ENCOUNTER_1,
@ -39,10 +41,13 @@ class Entity{
int channelTimeRemaining = 0; //The amount of channel time left until move can be performed. int channelTimeRemaining = 0; //The amount of channel time left until move can be performed.
vd2d channelPos = {0,0}; //Where our channel is happening. vd2d channelPos = {0,0}; //Where our channel is happening.
std::vector<Item*> inventory; //Used mostly for enemy spoils. std::vector<Item*> inventory; //Used mostly for enemy spoils.
std::array<Item*,3> equipment; //Equipment this character is using. std::array<Item*,3> equipment = {nullptr,nullptr,nullptr}; //Equipment this character is using.
bool isPlayer=false; //Whether or not this is a player entity.
//Used for initializing players. //Used for initializing players.
Entity(int HP,int maxHP,int PP,int maxPP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},std::array<Item*,3>equipment={},int damageReduction=0,bool smart=false,bool dumb=false) Entity(int HP,int maxHP,int PP,int maxPP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},std::array<Item*,3>equipment={},int damageReduction=0,bool smart=false,bool dumb=false)
:Entity(nullptr,HP,maxHP,PP,maxPP,baseAtk,resistances,speed,moveSet,items,equipment,damageReduction,smart,dumb){} :Entity(nullptr,HP,maxHP,PP,maxPP,baseAtk,resistances,speed,moveSet,items,equipment,damageReduction,smart,dumb){
isPlayer=true;
}
//Use this for initializing enemies as it lets you specify an object. //Use this for initializing enemies as it lets you specify an object.
Entity(Object*obj,int HP,int maxHP,int PP,int maxPP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},std::array<Item*,3>equipment={},int damageReduction=0,bool smart=false,bool dumb=false) Entity(Object*obj,int HP,int maxHP,int PP,int maxPP,int baseAtk,std::array<int,4>resistances,int speed,std::vector<Battle::Move*>moveSet,std::vector<Item*>items={},std::array<Item*,3>equipment={},int damageReduction=0,bool smart=false,bool dumb=false)
:obj(obj),HP(HP),maxHP(maxHP),PP(PP),maxPP(maxPP),baseAtk(baseAtk),speed(speed),equipment(equipment),moveSet(moveSet),damageReduction(damageReduction),inventory(items),smart(smart),dumb(dumb){ :obj(obj),HP(HP),maxHP(maxHP),PP(PP),maxPP(maxPP),baseAtk(baseAtk),speed(speed),equipment(equipment),moveSet(moveSet),damageReduction(damageReduction),inventory(items),smart(smart),dumb(dumb){
@ -100,6 +105,57 @@ class Entity{
void _SetDirectPP(int pp) { void _SetDirectPP(int pp) {
PP=pp; PP=pp;
} }
//If index is -1, the item is inserted at the end of the list. Otherwise it's going to overwrite a certain slot. Be certain you swap the item before doing this!
void RemoveEquip(int slot,int index=-1) {
Item*CurrentEquip=equipment[slot];
if (CurrentEquip==nullptr) {
return;
}
if (isPlayer) {
if (index==-1) {
PARTY_INVENTORY.push_back(CurrentEquip);
} else {
PARTY_INVENTORY[index]=CurrentEquip;
}
equipment[slot]=nullptr;
} else {
if (index==-1) {
inventory.push_back(CurrentEquip);
} else {
inventory[index]=CurrentEquip;
}
equipment[slot]=nullptr;
}
}
//Will automatically swap items with current equipment so no need to call remove first.
void EquipItem(int index) {
Item*equip=nullptr;
if (isPlayer) {
equip=PARTY_INVENTORY[index];
} else {
equip=inventory[index];
}
if (equip==nullptr) {
return;
}
if (equip->stats.equip==EquipSlot::NONE) {
printf("Cannot equip %s! Does not have a valid Equip slot!\n",equip->name.c_str());
return;
}
Item*CurrentEquip=equipment[equip->stats.equip];
if (CurrentEquip==nullptr) {
if (isPlayer) {
PARTY_INVENTORY.erase(PARTY_INVENTORY.begin()+index);
} else {
inventory.erase(inventory.begin()+index);
}
} else {
RemoveEquip(CurrentEquip->stats.equip,index);
}
equipment[equip->stats.equip]=equip;
}
}; };
class Encounter{ class Encounter{

15
ideas

@ -158,4 +158,17 @@ When a move is selected, we'll visually display the tiles that are in range. If
If no units are in range, you can perform the move, but no one will get hurt. Once a target is selected, if the move does not have a If no units are in range, you can perform the move, but no one will get hurt. Once a target is selected, if the move does not have a
channel time, it will be immediately performed. Otherwise the channel will begin for that player. channel time, it will be immediately performed. Otherwise the channel will begin for that player.
Channels will be displayed in lieu of the ATB meter while channeling is happening. Channels will be displayed in lieu of the ATB meter while channeling is happening.
====================
Items in Battle
Equipment:
Weapons - Will use it instead for an attack (on that turn temporarily).
Armor - Equips the piece of armor.
All Other Items:
If there is a Battle Move attached, performs that battle move.
If the item has any restorative properties, they will be used at that time.

@ -24,6 +24,10 @@ namespace EquipSlot{
struct ItemStatsStruct{ struct ItemStatsStruct{
int hpRecovery=0; int hpRecovery=0;
int ppRecovery=0; int ppRecovery=0;
int atkIncrease=0;
int spdIncrease=0;
int hpIncrease=0;
Battle::Move*learnAbility=nullptr;
int attack=0; int attack=0;
int defense=0; int defense=0;
EquipSlot::Equip equip=EquipSlot::NONE; //Whether or not this is equipment. EquipSlot::Equip equip=EquipSlot::NONE; //Whether or not this is equipment.
@ -37,7 +41,7 @@ class Item{
std::string description; std::string description;
Battle::Move*battlemove=nullptr; Battle::Move*battlemove=nullptr;
ItemStatsStruct stats; ItemStatsStruct stats;
Item(std::string name,std::string desc,ItemStatsStruct stats={0,0,0,0,EquipSlot::NONE,false,false},Battle::Move*battlemove=nullptr) Item(std::string name,std::string desc,ItemStatsStruct stats={hpRecovery:0,ppRecovery:0,atkIncrease:0,spdIncrease:0,hpIncrease:0,learnAbility:nullptr,attack:0,defense:0,equip:EquipSlot::NONE,important:false,consumable:false},Battle::Move*battlemove=nullptr)
:name(name),description(desc),stats(stats),battlemove(battlemove){} :name(name),description(desc),stats(stats),battlemove(battlemove){}
}; };
#endif #endif

@ -1,3 +1,4 @@
#include "item.h"
#define OLC_PGE_APPLICATION #define OLC_PGE_APPLICATION
#include "pixelGameEngine.h" #include "pixelGameEngine.h"
#define OLC_PGEX_SPLASHSCREEN #define OLC_PGEX_SPLASHSCREEN
@ -22,6 +23,7 @@ const vd2d NO_NEIGHBOR = {-999,-999};
vd2d cameraPos={0,0}; vd2d cameraPos={0,0};
PixelGameEngine*GAME; PixelGameEngine*GAME;
std::vector<Item*> PARTY_INVENTORY;
enum{ enum{
ALPHA=α, ALPHA=α,
@ -158,6 +160,7 @@ public:
int player_rollhp_display[4][3] = {{0,0,0},{0,0,0},{0,0,0},{0,0,0}}; int player_rollhp_display[4][3] = {{0,0,0},{0,0,0},{0,0,0},{0,0,0}};
int player_rollpp_display[4][3] = {{0,0,0},{0,0,0},{0,0,0},{0,0,0}}; int player_rollpp_display[4][3] = {{0,0,0},{0,0,0},{0,0,0},{0,0,0}};
int player_rollwait_counter[4] = {0,0,0,0}; int player_rollwait_counter[4] = {0,0,0,0};
int previousEquip[4] = {-1,-1,-1,-1};
int SELECTED_TARGET=0; //Battle target that is selected. int SELECTED_TARGET=0; //Battle target that is selected.
int BATTLE_TARGET=-99; //Negative numbers for players and positive numbers for enemy targets. int BATTLE_TARGET=-99; //Negative numbers for players and positive numbers for enemy targets.
int CURRENT_TURN=-99; //Who's turn we are enacting. int CURRENT_TURN=-99; //Who's turn we are enacting.
@ -170,7 +173,6 @@ public:
bool ANYKEYPRESSED=false; bool ANYKEYPRESSED=false;
bool ACTIONKEYPRESSED=false; bool ACTIONKEYPRESSED=false;
std::vector<std::vector<Battle::Move*>> BATTLE_MOVELIST_DISPLAY; std::vector<std::vector<Battle::Move*>> BATTLE_MOVELIST_DISPLAY;
std::vector<Item*> PARTY_INVENTORY;
std::map<int,int> ADDITIONAL_FONT_VALS = { std::map<int,int> ADDITIONAL_FONT_VALS = {
{α,0},{β,1},{γ,2},{Ω,3},{Σ,4}, {α,0},{β,1},{γ,2},{Ω,3},{Σ,4},
}; };
@ -178,6 +180,7 @@ public:
int BATTLE_ANIMATION_TIMER=0; int BATTLE_ANIMATION_TIMER=0;
int BATTLE_ROLLING_COUNTER_WAITTIME = 0; //Number of frames to wait for each rolling counter. int BATTLE_ROLLING_COUNTER_WAITTIME = 0; //Number of frames to wait for each rolling counter.
int BATTLE_HIT_SCREENSHAKE = 0; //Amount of time the screen will rapidly shake as getting hit. int BATTLE_HIT_SCREENSHAKE = 0; //Amount of time the screen will rapidly shake as getting hit.
bool ITEM_REQUIRES_EQUIPPING=false;
bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things. bool MOUSE_PRESSED_DOWN=false,MOUSE_DOWN=false,MOUSE_RELEASED=false; //TODO Implement Mouse things.
@ -686,7 +689,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
}break; }break;
case 2:{ //Items selected. case 2:{ //Items selected.
BATTLE_STATE=BattleState::ITEM_SELECT; BATTLE_STATE=BattleState::ITEM_SELECT;
ITEM_SELECTION_CURSOR=0; //ITEM_SELECTION_CURSOR=0;
}break; }break;
case 3:{ //Defend selected. case 3:{ //Defend selected.
//DisplayMessageBox("Not implemented yet."); //DisplayMessageBox("Not implemented yet.");
@ -844,6 +847,9 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
if (UpPressed()) { if (UpPressed()) {
if (BATTLE_SELECTION_CURSOR==0) { //Power was selected, so go back to the powers menu. if (BATTLE_SELECTION_CURSOR==0) { //Power was selected, so go back to the powers menu.
BATTLE_STATE=BattleState::GRADE_SELECT; BATTLE_STATE=BattleState::GRADE_SELECT;
} else
if (BATTLE_SELECTION_CURSOR==2) { //Item was selected, go back to item menu.
BATTLE_STATE=BattleState::ITEM_SELECT;
} else { //This was a standard attack, go back to main menu. } else { //This was a standard attack, go back to main menu.
BATTLE_STATE=BattleState::SELECT_ACTION; BATTLE_STATE=BattleState::SELECT_ACTION;
} }
@ -854,6 +860,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
BATTLE_ENCOUNTER->objs[i]->obj->highlighted=false; 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]]->selectedMove=nullptr;
ITEM_REQUIRES_EQUIPPING=false;
} }
if (ACTIONKEYPRESSED) { if (ACTIONKEYPRESSED) {
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget=SELECTED_TARGET; PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedTarget=SELECTED_TARGET;
@ -965,7 +972,12 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
if (LeftPressed()&&!(ITEM_SELECTION_CURSOR&1)) { if (LeftPressed()&&!(ITEM_SELECTION_CURSOR&1)) {
BATTLE_STATE=BattleState::SELECT_ACTION; BATTLE_STATE=BattleState::SELECT_ACTION;
} else { } else {
HandleInventoryMenu(); HandleInventoryNavigation();
}
if (ACTIONKEYPRESSED) {
ITEM_REQUIRES_EQUIPPING=true;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove=MOVELIST[BattleMoveName::BASH];
BATTLE_STATE=BattleState::TARGET_SELECT;
} }
}break; }break;
} }
@ -2800,6 +2812,12 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove=nullptr; PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove=nullptr;
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->atb=0; PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->atb=0;
BATTLE_STATE=BattleState::WAIT; BATTLE_STATE=BattleState::WAIT;
if (previousEquip[-CURRENT_TURN-1]!=-1) {
Item*PrevEquip=PARTY_INVENTORY[previousEquip[-CURRENT_TURN-1]];
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->EquipItem(previousEquip[-CURRENT_TURN-1]);
printf("Equipped item: %s\n",PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->equipment[PrevEquip->stats.equip]->name.c_str());
previousEquip[-CURRENT_TURN-1]=-1;
}
CURRENT_TURN=-99; CURRENT_TURN=-99;
} else { } else {
BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove=nullptr; BATTLE_ENCOUNTER->objs[CURRENT_TURN]->selectedMove=nullptr;
@ -3193,6 +3211,21 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
BATTLE_ENCOUNTER->objs[i]->obj->highlighted=false; BATTLE_ENCOUNTER->objs[i]->obj->highlighted=false;
} }
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->channelTimeRemaining=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->channelTime; PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->channelTimeRemaining=PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->selectedMove->channelTime;
if (ITEM_REQUIRES_EQUIPPING) {
Item*SelectedItem=PARTY_INVENTORY[ITEM_SELECTION_CURSOR];
if (SelectedItem->stats.equip==EquipSlot::WEAPON&&PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->equipment[SelectedItem->stats.equip]!=nullptr) { //Only swap back to the previous equip when there was nothing equipped to begin with.
previousEquip[-CURRENT_TURN-1]=ITEM_SELECTION_CURSOR;
}
int prevPartyInvenSize=PARTY_INVENTORY.size();
PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->EquipItem(ITEM_SELECTION_CURSOR);
printf("Equipped item: %s\n",PARTY_MEMBER_STATS[PARTY_MEMBER_ID[-CURRENT_TURN-1]]->equipment[SelectedItem->stats.equip]->name.c_str());
ITEM_REQUIRES_EQUIPPING=false;
ITEM_SELECTION_CURSOR=std::clamp(ITEM_SELECTION_CURSOR,0,(int)PARTY_INVENTORY.size()-1);
if (prevPartyInvenSize&1&&PARTY_INVENTORY.size()==prevPartyInvenSize-1) {
ITEM_SELECTION_OFFSET-=2;
}
}
} }
int CalculateDamage(Entity*attacker,Entity*defender) { int CalculateDamage(Entity*attacker,Entity*defender) {
@ -3213,7 +3246,7 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
void RemoveItemFromPlayerInventory(int slot) { void RemoveItemFromPlayerInventory(int slot) {
PARTY_INVENTORY.erase(PARTY_INVENTORY.begin()+slot); PARTY_INVENTORY.erase(PARTY_INVENTORY.begin()+slot);
} }
void HandleInventoryMenu() { void HandleInventoryNavigation() {
if (LeftPressed()||RightPressed()) { if (LeftPressed()||RightPressed()) {
ITEM_SELECTION_CURSOR+=ITEM_SELECTION_CURSOR&1?-1:1; ITEM_SELECTION_CURSOR+=ITEM_SELECTION_CURSOR&1?-1:1;
if (ITEM_SELECTION_CURSOR>=PARTY_INVENTORY.size()) { if (ITEM_SELECTION_CURSOR>=PARTY_INVENTORY.size()) {
@ -3361,7 +3394,6 @@ This is a test message that lets us trigger straight from a cutscene! Cool!)"),
} }
}; };
int main() int main()
{ {
SeasonI demo; SeasonI demo;

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