eco2d/code/modules/source/system_items.c

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#include "items.h"
#define ITEM_PICK_RADIUS 25.0f
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#define ITEM_MERGER_RADIUS 75.0f
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#define ITEM_ATTRACT_RADIUS 75.0f
#define ITEM_ATTRACT_FORCE 0.63f
void PickItem(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 2);
Inventory *inv = ecs_field(it, Inventory, 3);
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for (int i = 0; i < it->count; i++) {
if (inv[i].pickup_time > game_time()) continue;
size_t ents_count;
int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
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for (size_t j = 0; j < ents_count; j++) {
ItemDrop *drop = 0;
if ((drop = ecs_get_mut_if(it->world, ents[j], ItemDrop))) {
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Position *p2 = ecs_get_mut(it->world, ents[j], Position);
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float dx = p2->x - p[i].x;
float dy = p2->y - p[i].y;
float range = zpl_sqrt(dx*dx + dy*dy);
if (range <= ITEM_PICK_RADIUS) {
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uint16_t drop_id = item_find(drop->kind);
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for (size_t k = 0; k < ITEMS_INVENTORY_SIZE; k += 1) {
ItemDrop *item = &inv[i].items[k];
uint16_t item_id = item_find(item->kind);
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if (item_id != ASSET_INVALID && (item->quantity == 0 || (item->quantity != 0 && item->kind == drop->kind)) && item->quantity < item_max_quantity(drop_id)) {
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uint32_t picked_count = zpl_max(0, drop->quantity);
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picked_count = zpl_clamp(picked_count, 0, item_max_quantity(drop_id) - item->quantity);
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item->quantity += picked_count;
drop->quantity -= picked_count;
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item->kind = drop->kind;
entity_wake(ents[j]);
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if (drop->quantity == 0)
item_despawn(ents[j]);
break;
}
}
} else if (range <= ITEM_ATTRACT_RADIUS) {
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entity_set_position(ents[j],
zpl_lerp(p2->x, p[i].x, ITEM_ATTRACT_FORCE*it->delta_time),
zpl_lerp(p2->y, p[i].y, ITEM_ATTRACT_FORCE*it->delta_time));
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}
}
}
}
}
#define ITEM_DROP_PICKUP_TIME 2.5f
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#define ITEM_DROP_MERGER_TIME 6.5f
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void DropItem(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
Position *p = ecs_field(it, Position, 2);
Inventory *inv = ecs_field(it, Inventory, 3);
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for (int i = 0; i < it->count; i++) {
if (!in[i].drop) continue;
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ItemDrop *item = &inv[i].items[in[i].selected_item];
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if (item->quantity <= 0)
continue;
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uint32_t dropped_count = item->quantity;
if (in[i].sprint) {
dropped_count /= 2;
} else if (in[i].ctrl) {
dropped_count = dropped_count > 0 ? 1 : 0;
}
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if (dropped_count == 0)
continue;
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ecs_entity_t te = item_spawn(item->kind, dropped_count);
item->quantity -= dropped_count;
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ItemDrop *d = ecs_get_mut(world_ecs(), te, ItemDrop);
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*d = (ItemDrop){
.kind = item->kind,
.quantity = dropped_count,
.merger_time = game_time() + ITEM_DROP_MERGER_TIME,
};
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Position *ipos = ecs_get_mut(it->world, te, Position);
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*ipos = p[i];
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Velocity *v = ecs_get_mut(it->world, te, Velocity);
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v->x = in[i].mx * 800.0f;
v->y = in[i].my * 800.0f;
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inv[i].pickup_time = game_time() + ITEM_DROP_PICKUP_TIME;
in[i].drop = false;
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if (item->quantity == 0) {
item->kind = 0;
}
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}
}
void MergeItems(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
ItemDrop *id = ecs_field(it, ItemDrop, 2);
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for (int i = 0; i < it->count; i += 1) {
ItemDrop *item = &id[i];
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if (item->merger_time < game_time())
continue;
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size_t ents_count;
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int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 1);
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for (size_t j = 0; j < ents_count; j++) {
ItemDrop *drop = 0;
if ((drop = ecs_get_mut_if(it->world, ents[j], ItemDrop))) {
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if (drop->kind != item->kind || (ecs_entity_t)ents[j] == it->entities[i] || drop->quantity == 0 || item->quantity == 0)
continue;
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Position const* p2 = ecs_get(it->world, ents[j], Position);
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float dx = p2->x - (p[i].x);
float dy = p2->y - (p[i].y);
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float range = zpl_sqrt(dx*dx + dy*dy);
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if (range <= ITEM_MERGER_RADIUS) {
drop->quantity += item->quantity;
item_despawn(it->entities[i]);
break;
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}
}
}
}
}
void SwapItems(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
Inventory *inv = ecs_field(it, Inventory, 2);
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for (int i = 0; i < it->count; i++) {
if (!in[i].swap) continue;
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ItemDrop *to = &inv[i].items[in[i].swap_to];
ItemDrop *from = &inv[i].items[in[i].swap_from];
uint16_t to_id = item_find(to->kind);
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if (to == from) {
// NOTE(zaklaus): do nothing
} else if (to->kind == from->kind && to->quantity > 0) {
uint32_t swapped_count = from->quantity;
if (in[i].sprint) {
swapped_count /= 2;
} else if (in[i].ctrl) {
swapped_count = 1;
}
swapped_count = zpl_clamp(swapped_count, 0, item_max_quantity(to_id) - to->quantity);
to->quantity += swapped_count;
from->quantity -= swapped_count;
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if (swapped_count == 0) {
ItemDrop tmp = *to;
*to = *from;
*from = tmp;
}
} else if ((in[i].ctrl || in[i].sprint) && to->quantity == 0 && from->quantity > 0) {
// NOTE(zaklaus): item split
uint32_t split_count = from->quantity / 2;
if (in[i].ctrl) {
split_count = 1;
}
to->quantity = split_count;
from->quantity -= split_count;
to->kind = from->kind;
} else {
ItemDrop tmp = *to;
*to = *from;
*from = tmp;
}
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in[i].swap = false;
}
}
void UseItem(ecs_iter_t *it) {
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Input *in = ecs_field(it, Input, 1);
Position *p = ecs_field(it, Position, 2);
Inventory *inv = ecs_field(it, Inventory, 3);
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for (int i = 0; i < it->count; i++) {
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if (!in[i].use && !in[i].num_placements) continue;
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ItemDrop *item = &inv[i].items[in[i].selected_item];
if (!item || item->quantity <= 0) continue;
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uint16_t item_id = item_find(item->kind);
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item_usage usage = item_get_usage(item_id);
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if (in[i].use && usage > UKIND_END_PLACE)
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item_use(it->world, item, p[i], 0);
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else if (in[i].num_placements > 0 && usage < UKIND_END_PLACE) {
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asset_id ofs = 0;
if (item_get_place_directional(item_id) && in[i].num_placements >= 2) {
float p1x = in[i].placements_x[0];
float p1y = in[i].placements_y[0];
float p2x = in[i].placements_x[1];
float p2y = in[i].placements_y[1];
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float sx = zpl_sign0(p2x-p1x);
float sy = zpl_sign0(p2y-p1y);
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ofs = (sx < 0.0f) ? 1 : 2;
if (sx == 0.0f) {
ofs = (sy < 0.0f) ? 3 : 4;
}
} else if(item_get_place_directional(item_id)) {
// NOTE(zaklaus): ensure we pick the first variant
ofs = 1;
}
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for (size_t j = 0; j < in[i].num_placements; j++) {
Position pos = {.x = in[i].placements_x[j], .y = in[i].placements_y[j]};
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item_use(it->world, item, pos, ofs);
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}
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in[i].num_placements = 0;
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}
entity_wake(it->entities[i]);
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}
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}