#include #include #include #include using namespace tinyxml2; extern Player *player; extern GLuint invUI; static float hangle = 0.0f; static bool swing = false; static vec2 itemLoc; static const unsigned char numSlot = 7; Mix_Chunk* swordSwing; static std::vector itemMap; static GLuint *itemtex; void itemDraw(Player *p,uint id); void items(void){ XMLDocument xml; XMLElement *exml; xml.LoadFile("config/items.xml"); exml = xml.FirstChildElement("item"); while(exml){ itemMap.push_back(new Item()); itemMap.back()->width = exml->FloatAttribute("width") * HLINE; itemMap.back()->height = exml->FloatAttribute("height") * HLINE; itemMap.back()->maxStackSize = exml->UnsignedAttribute("maxstack"); itemMap.back()->attribValue = exml->FloatAttribute("value"); itemMap.back()->name = exml->Attribute("name"); itemMap.back()->type = exml->Attribute("type"); itemMap.back()->texloc = exml->Attribute("sprite"); exml = exml->NextSiblingElement(); } } int Inventory::addItem(std::string name,uint count){ for(unsigned int i=0;iname == name){ for(auto &in : items){ if(in.id == i){ in.count += count; return 0; } } items.push_back( item_t { count, i }); return 0; } } return -1; } int Inventory::takeItem(std::string name,uint count){ unsigned int id = 999999; /* * Name to ID lookup */ for(unsigned int i=0;iname == name){ id = i; break; } } if(id == 999999) return -1; //if no such item exists /* * Inventory lookup */ for(unsigned int i=0;i items[i].count) return -(items[i].count - count); else{ items[i].count -= count; if(!items[i].count) items.erase(items.begin()+i); } return 0; } } return -2; } int Inventory::hasItem(std::string name){ unsigned int id = 999999; for(unsigned int i=0;iname == name){ id = i; break; } } if(id == 999999) return 0; for(auto &i : items){ if(i.id == id) return i.count; } return 0; } void initInventorySprites(void){ items(); itemtex = new GLuint[itemMap.size()]; for(unsigned int i = 0;iname)); } swordSwing = Mix_LoadWAV("assets/sounds/shortSwing.wav"); Mix_Volume(2,100); } void destroyInventory(void){ while(!itemMap.empty()){ delete itemMap.front(); itemMap.erase(itemMap.begin()); } Mix_FreeChunk(swordSwing); } const char *getItemTexturePath(std::string name){ for(auto &i : itemMap){ if(i->name == name) return i->texloc.c_str(); } return NULL; } GLuint getItemTexture(std::string name){ for ( int i = itemMap.size(); i--; ) { if ( itemMap[i]->name == name ) return itemtex[i]; } DEBUG_printf("Failed to find texture for item %s!", name.c_str() ); return 0; } float getItemWidth(std::string name){ for(auto &i : itemMap){ if(i->name == name) return i->width; } return 0; } float getItemHeight(std::string name){ for(auto &i : itemMap){ if(i->name == name) return i->height; } return 0; } Inventory::Inventory(unsigned int s){ sel=0; size=s; } Inventory::~Inventory(void){ } void Inventory::setSelection(unsigned int s){ sel=s; } void Inventory::setSelectionUp(){ if ( !sel-- ) sel++; } void Inventory::setSelectionDown(){ if ( ++sel >= numSlot ) sel = numSlot - 1; } void Inventory::draw(void){ static std::vectordfp(numSlot); static std::vectoriray(numSlot); static std::vectorcurCoord(numSlot); static int range = 200; static std::vectorcurdfp(4); static std::vectorcurRay(4); static std::vectorcurCurCoord(4); static int curRange = 100; static std::vectormassDfp(32); static std::vectormassRay(32); static std::vectormassOrder = {9,10,11,12,13,14,22,21,20,19,18,17,16,8,0,1,2,3,4,5,6,7,15,23,31,30,29,28,27,26,25,24}; static std::vectormassOrderClosing = {31,30,23,29,22,15,28,21,14,7,27,20,13,6,26,19,12,5,25,18,11,4,24,17,10,3,16,9,2,8,1,0}; static int massRange = 200; static int itemWide = 45; float angleB = (float)180/(float)numSlot; float angle = float(angleB/2.0f); unsigned int a = 0; static vec2 mouseStart = {0,0}; C("End define"); for ( auto &r : iray ) { r.start.x = player->loc.x + (player->width / 2); r.start.y = player->loc.y + (player->height / 2); curCoord[a++] = r.start; } a = 0; for ( auto &cr : curRay ) { cr.start.x = (offset.x + SCREEN_WIDTH / 2); cr.start.y = offset.y - (a * itemWide * 1.5f); curCurCoord[a++] = cr.start; } a = 0; for ( int r = 0; r < 4; r++ ) { for ( int c = 0; c < 8; c++ ) { massRay[a ].x = ((offset.x - SCREEN_WIDTH / 2) + itemWide ) + c * itemWide * 1.5f; massRay[a++].y = ((offset.y + SCREEN_HEIGHT / 2) - itemWide * 1.5f) - r * itemWide * 1.5f; } } a = 0; ui::fontTransInv = 255 * (averagef(dfp) / range); if ( ui::fontTransInv > 255 ) ui::fontTransInv = 255; else if ( ui::fontTransInv < 0 ) ui::fontTransInv = 0; if ( invOpening ) { for ( auto &d : dfp ) { if ( !a || dfp[a - 1] > 50 ) d += 1.65f * deltaTime; if ( d > range ) d = range; a++; } a = 0; for ( auto &cd : curdfp ) { if ( !a || curdfp[a - 1] > 90 ) cd += 1.5f * deltaTime; if ( cd > curRange ) cd = curRange; a++; } a = 0; for ( unsigned int i = 0; i < massOrder.size() ; i++, a++ ) { if ( !a || massDfp[ massOrder[a - 1] ] > massRange * 0.75f ) massDfp[ massOrder[a] ] += 5.0f * deltaTime; if ( massDfp[ massOrder[a] ] > massRange ) massDfp[ massOrder[a] ] = massRange; } a = 0; if ( numSlot > 0 ) invOpen = true; } else { for ( auto &d : dfp ) { if ( d > 0 ) d -= 1.65f * deltaTime; } for ( auto &cd : curdfp ) { if ( cd > 0 ) cd -= 1.0f * deltaTime; } for ( unsigned int i = 0; i < massRay.size(); i++, a++ ) { if ( !a || massDfp[ massOrderClosing[a - 1] ] <= 0 ) massDfp[ massOrderClosing[a] ] -= 10.0f * deltaTime; if ( massDfp[ massOrderClosing[a - 1] ] < 0 ) massDfp[ massOrderClosing[a - 1] ] = 0; } a = 0; if ( std::all_of( std::begin(massDfp), std::end(massDfp), [](auto d){ return d <= 0; } ) ) { invOpen = false; for ( auto &md : massDfp ) { if ( md < 0 ) md = 0; } } } /* * a = 0 */ C("Start drawing inventory"); if(invOpen){ for(auto &mr : massRay){ glColor4f(0.0f,0.0f,0.0f, ((float)massDfp[a]/(float)massRange)*.5f); glBegin(GL_QUADS); glVertex2i(mr.x-(itemWide/2), mr.y-(itemWide/2)); glVertex2i(mr.x-(itemWide/2)+itemWide,mr.y-(itemWide/2)); glVertex2i(mr.x-(itemWide/2)+itemWide,mr.y-(itemWide/2)+itemWide); glVertex2i(mr.x-(itemWide/2), mr.y-(itemWide/2)+itemWide); glEnd(); if(!items.empty() && a < items.size() && items[a+numSlot].count){ glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, itemtex[items[a+numSlot].id]); glColor4f(1.0f, 1.0f, 1.0f, ((float)massDfp[a]/(float)(massRange?massRange:1))*0.8f); glBegin(GL_QUADS); if(itemMap[items[a].id]->height > itemMap[items[a+numSlot].id]->width){ glTexCoord2i(0,1);glVertex2i(mr.x-((itemWide/2)*((float)itemMap[items[a+numSlot].id]->width/(float)itemMap[items[a+numSlot].id]->height)), mr.y-(itemWide/2)); glTexCoord2i(1,1);glVertex2i(mr.x+((itemWide/2)*((float)itemMap[items[a+numSlot].id]->width/(float)itemMap[items[a+numSlot].id]->height)), mr.y-(itemWide/2)); glTexCoord2i(1,0);glVertex2i(mr.x+((itemWide/2)*((float)itemMap[items[a+numSlot].id]->width/(float)itemMap[items[a+numSlot].id]->height)), mr.y+(itemWide/2)); glTexCoord2i(0,0);glVertex2i(mr.x-((itemWide/2)*((float)itemMap[items[a+numSlot].id]->width/(float)itemMap[items[a+numSlot].id]->height)), mr.y+(itemWide/2)); }else{ glTexCoord2i(0,1);glVertex2i(mr.x-(itemWide/2),mr.y-(itemWide/2)*((float)itemMap[items[a+numSlot].id]->height/(float)itemMap[items[a+numSlot].id]->width)); glTexCoord2i(1,1);glVertex2i(mr.x+(itemWide/2),mr.y-(itemWide/2)*((float)itemMap[items[a+numSlot].id]->height/(float)itemMap[items[a+numSlot].id]->width)); glTexCoord2i(1,0);glVertex2i(mr.x+(itemWide/2),mr.y+(itemWide/2)*((float)itemMap[items[a+numSlot].id]->height/(float)itemMap[items[a+numSlot].id]->width)); glTexCoord2i(0,0);glVertex2i(mr.x-(itemWide/2),mr.y+(itemWide/2)*((float)itemMap[items[a+numSlot].id]->height/(float)itemMap[items[a+numSlot].id]->width)); } glEnd(); glDisable(GL_TEXTURE_2D); ui::setFontColor(255,255,255,((float)massDfp[a]/(float)(massRange?massRange:1))*255); ui::putText(mr.x-(itemWide/2)+(itemWide*.85),mr.y-(itemWide/2),"%d",items[a+numSlot].count); ui::setFontColor(255,255,255,255); } a++; }a=0; for(auto &cr : curRay){ curCurCoord[a].x -= float((curdfp[a]) * cos(-1)); curCurCoord[a].y += float((curdfp[a]) * sin(0)); cr.end = curCurCoord[a]; glColor4f(0.0f, 0.0f, 0.0f, ((float)curdfp[a]/(float)(curRange?curRange:1))*0.5f); glBegin(GL_QUADS); glVertex2i(cr.end.x-(itemWide/2), cr.end.y-(itemWide/2)); glVertex2i(cr.end.x-(itemWide/2)+itemWide,cr.end.y-(itemWide/2)); glVertex2i(cr.end.x-(itemWide/2)+itemWide,cr.end.y-(itemWide/2)+itemWide); glVertex2i(cr.end.x-(itemWide/2), cr.end.y-(itemWide/2)+itemWide); glEnd(); a++; }a=0; for(auto &r : iray){ angle = 180 - (angleB * a) - angleB / 2.0f; curCoord[a].x += float((dfp[a]) * cos(angle*PI/180)); curCoord[a].y += float((dfp[a]) * sin(angle*PI/180)); r.end = curCoord[a]; glColor4f(0.0f, 0.0f, 0.0f, ((float)dfp[a]/(float)(range?range:1))*0.5f); glBegin(GL_QUADS); glVertex2i(r.end.x-(itemWide/2), r.end.y-(itemWide/2)); glVertex2i(r.end.x-(itemWide/2)+itemWide,r.end.y-(itemWide/2)); glVertex2i(r.end.x-(itemWide/2)+itemWide,r.end.y-(itemWide/2)+itemWide); glVertex2i(r.end.x-(itemWide/2), r.end.y-(itemWide/2)+itemWide); glEnd(); if(!items.empty() && a < items.size() && items[a].count){ glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, itemtex[items[a].id]); glColor4f(1.0f, 1.0f, 1.0f, ((float)dfp[a]/(float)(range?range:1))*0.8f); glBegin(GL_QUADS); if(itemMap[items[a].id]->height > itemMap[items[a].id]->width){ glTexCoord2i(0,1);glVertex2i(r.end.x-((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)), r.end.y-(itemWide/2)); glTexCoord2i(1,1);glVertex2i(r.end.x+((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)), r.end.y-(itemWide/2)); glTexCoord2i(1,0);glVertex2i(r.end.x+((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)), r.end.y+(itemWide/2)); glTexCoord2i(0,0);glVertex2i(r.end.x-((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)), r.end.y+(itemWide/2)); }else{ glTexCoord2i(0,1);glVertex2i(r.end.x-(itemWide/2),r.end.y-(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); glTexCoord2i(1,1);glVertex2i(r.end.x+(itemWide/2),r.end.y-(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); glTexCoord2i(1,0);glVertex2i(r.end.x+(itemWide/2),r.end.y+(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); glTexCoord2i(0,0);glVertex2i(r.end.x-(itemWide/2),r.end.y+(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); } glEnd(); glDisable(GL_TEXTURE_2D); ui::setFontColor(255,255,255,((float)dfp[a]/(float)(range?range:1))*255); ui::putStringCentered(r.end.x,r.end.y-(itemWide*.9),itemMap[items[a].id]->name.c_str()); ui::putText(r.end.x-(itemWide/2)+(itemWide*.85),r.end.y-(itemWide/2),"%d",items[a].count); ui::setFontColor(255,255,255,255); } if(sel == a){ static float sc = 1; static bool up; up ? sc += .0005*deltaTime : sc -= .0005*deltaTime; if(sc > 1.2){ up = false; sc = 1.2; } if(sc < 1.0){ up = true; sc = 1.0; } glBegin(GL_QUADS); glColor4f(1.0f, 1.0f, 1.0f, ((float)dfp[a]/(float)(range?range:1))); glVertex2f(r.end.x - (itemWide*sc)/2 - (itemWide*sc)*.09,r.end.y - (itemWide*sc)/2 - (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 + (itemWide*sc)*.09,r.end.y - (itemWide*sc)/2 - (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 + (itemWide*sc)*.09,r.end.y - (itemWide*sc)/2); glVertex2f(r.end.x - (itemWide*sc)/2 - (itemWide*sc)*.09,r.end.y - (itemWide*sc)/2); glVertex2f(r.end.x - (itemWide*sc)/2 - (itemWide*sc)*.09,r.end.y + (itemWide*sc)/2 + (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 + (itemWide*sc)*.09,r.end.y + (itemWide*sc)/2 + (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 + (itemWide*sc)*.09,r.end.y + (itemWide*sc)/2); glVertex2f(r.end.x - (itemWide*sc)/2 - (itemWide*sc)*.09,r.end.y + (itemWide*sc)/2); glVertex2f(r.end.x - (itemWide*sc)/2 - (itemWide*sc)*.09,r.end.y - (itemWide*sc)/2 - (itemWide*sc)*.09); glVertex2f(r.end.x - (itemWide*sc)/2 ,r.end.y - (itemWide*sc)/2 - (itemWide*sc)*.09); glVertex2f(r.end.x - (itemWide*sc)/2 ,r.end.y + (itemWide*sc)/2 + (itemWide*sc)*.09); glVertex2f(r.end.x - (itemWide*sc)/2 - (itemWide*sc)*.09,r.end.y + (itemWide*sc)/2 + (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 ,r.end.y - (itemWide*sc)/2 - (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 + (itemWide*sc)*.09,r.end.y - (itemWide*sc)/2 - (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 + (itemWide*sc)*.09,r.end.y + (itemWide*sc)/2 + (itemWide*sc)*.09); glVertex2f(r.end.x + (itemWide*sc)/2 ,r.end.y + (itemWide*sc)/2 + (itemWide*sc)*.09); glEnd(); } a++; } C("Done drawing standard inv"); }else if(invHover){ static unsigned int highlight = 0; static unsigned int thing = 0; std::cout<<"Inventory2???"<= mouseStart.x){ std::cout << "Thing" << std::endl; thing = (ui::mouse.x - offset.x - mouseStart.x)/80; std::cout << "Highlight" << std::endl; highlight=sel+thing; std::cout << "Highlight Check" << std::endl; if(highlight>numSlot-1)highlight=numSlot-1; std::cout << "Left Click" << std::endl; if(SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT)){ sel = highlight; mouseSel=false; invHover=false; selected = true; } } if((ui::mouse.x - offset.x) < mouseStart.x){ thing = (mouseStart.x - (ui::mouse.x - offset.x))/80; if((int)sel-(int)thing<0)highlight=0; else highlight=sel-thing; if(SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT)){ sel = highlight; mouseSel=false; invHover=false; selected = true; } } } std::cout << "Rays" << std::endl; for(auto &r : iray){ std::cout << "Setting angle" << std::endl; angle=180-(angleB*a) - angleB/2.0f; std::cout << "Currcourd" << std::endl; curCoord[a].x += float(range) * cos(angle*PI/180); curCoord[a].y += float(range) * sin(angle*PI/180); std::cout << "Ray.end" << std::endl; r.end = curCoord[a]; std::cout << "Draw" << std::endl; glColor4f(0.0f, 0.0f, 0.0f, a == highlight ? 0.5f : 0.1f); glBegin(GL_QUADS); glVertex2i(r.end.x-(itemWide/2), r.end.y-(itemWide/2)); glVertex2i(r.end.x+(itemWide/2), r.end.y-(itemWide/2)); glVertex2i(r.end.x+(itemWide/2), r.end.y+(itemWide/2)); glVertex2i(r.end.x-(itemWide/2), r.end.y+(itemWide/2)); glEnd(); std::cout << "Draw items" << std::endl; if(!items.empty() && a < items.size() && items[a].count){ std::cout << "Jamie" << std::endl; glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, itemtex[items[a].id]); glColor4f(1.0f, 1.0f, 1.0f, a == highlight ? 0.8f : 0.2f); std::cout << "Done Binding" << std::endl; glBegin(GL_QUADS); std::cout << "jdjdjd" << std::endl; if(itemMap[items[a].id]->height > itemMap[items[a].id]->width){ std::cout << "map" << std::endl; glTexCoord2i(0,1);glVertex2i(r.end.x-((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)),r.end.y-(itemWide/2)); glTexCoord2i(1,1);glVertex2i(r.end.x+((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)),r.end.y-(itemWide/2)); glTexCoord2i(1,0);glVertex2i(r.end.x+((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)),r.end.y+(itemWide/2)); glTexCoord2i(0,0);glVertex2i(r.end.x-((itemWide/2)*((float)itemMap[items[a].id]->width/(float)itemMap[items[a].id]->height)),r.end.y+(itemWide/2)); }else{ glTexCoord2i(0,1);glVertex2i(r.end.x-(itemWide/2),r.end.y-(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); glTexCoord2i(1,1);glVertex2i(r.end.x+(itemWide/2),r.end.y-(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); glTexCoord2i(1,0);glVertex2i(r.end.x+(itemWide/2),r.end.y+(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); glTexCoord2i(0,0);glVertex2i(r.end.x-(itemWide/2),r.end.y+(itemWide/2)*((float)itemMap[items[a].id]->height/(float)itemMap[items[a].id]->width)); } glEnd(); glDisable(GL_TEXTURE_2D); std::cout << "Adding a" << std::endl; a++; } } ui::putStringCentered(player->loc.x+player->width/2, player->loc.y + range*.75,itemMap[items[highlight].id]->name.c_str()); } if(!items.empty() && items.size() > sel && items[sel].count) itemDraw(player,items[sel].id); } void itemDraw(Player *p,uint id){ static unsigned char inc = 0; itemLoc.y = p->loc.y+(p->height/3); itemLoc.x = p->left?p->loc.x:p->loc.x+p->width; glPushMatrix(); if(!id)return; if(itemMap[id]->type == "Sword"){ if(p->left){ if(hangle < 15){ hangle=15.0f; p->inv->usingi = false; } }else{ if(hangle > -15){ hangle=-15.0f; p->inv->usingi = false; } } } else hangle = 0; if ( p->inv->usingi ) inc = 10; if ( inc ) { inc--; p->inv->useItem(); } glUseProgram(shaderProgram); glUniform1i(glGetUniformLocation(shaderProgram, "sampler"), 0); glTranslatef(itemLoc.x,itemLoc.y,0); glRotatef(hangle, 0.0f, 0.0f, 1.0f); glTranslatef(-itemLoc.x,-itemLoc.y,0); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D,itemtex[id]); glColor4ub(255,255,255,255); glBegin(GL_QUADS); glTexCoord2i(0,1);glVertex2f(itemLoc.x, itemLoc.y); glTexCoord2i(1,1);glVertex2f(itemLoc.x+itemMap[id]->width,itemLoc.y); glTexCoord2i(1,0);glVertex2f(itemLoc.x+itemMap[id]->width,itemLoc.y+itemMap[id]->height); glTexCoord2i(0,0);glVertex2f(itemLoc.x, itemLoc.y+itemMap[id]->height); glEnd(); glDisable(GL_TEXTURE_2D); glTranslatef(player->loc.x*2,0,0); glPopMatrix(); glUseProgram(0); } int Inventory::useItem( void ) { static bool up = false; if ( !invHover ) { if ( itemMap[items[sel].id]->type == "Sword" ) { if ( swing ) { int dir = player->left ? 1 : -1; if ( hangle == 15 * dir ) { up = true; Mix_PlayChannel( 2, swordSwing, 0 ); } if ( up ) hangle += 0.325f * dir * deltaTime; if ( !player->left ) { if ( hangle <= -90 ) hangle = -14; } else if ( hangle >= 90 ) hangle = 14; } else { swing = true; Mix_PlayChannel( 2, swordSwing, 0 ); } }else if(itemMap[items[sel].id]->type == "Cooked Food"){ player->health += itemMap[items[sel].id]->attribValue; usingi = false; } } return 0; } bool Inventory::detectCollision(vec2 one, vec2 two){ (void)one; (void)two; float xc, yc; float i = 0.0f; if(items.empty() || !items[sel].count) return false; if(itemMap[items[sel].id]->type == "Sword"){ while(iheight){ xc = itemLoc.x; yc = itemLoc.y; xc += float(i) * cos((hangle+90)*PI/180); yc += float(i) * sin((hangle+90)*PI/180); if(xc >= one.x && xc <= two.x){ if(yc >= one.y && yc <= two.y){ return true; } } i+=HLINE; } } return false; }