152 lines
5.1 KiB
C
152 lines
5.1 KiB
C
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typedef struct {
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uint8_t selected_item;
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bool drop_item;
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bool item_is_held;
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uint8_t held_item_idx;
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ItemDrop held_item;
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bool is_inside;
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bool storage_action;
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bool swap;
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uint8_t swap_from;
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uint8_t swap_to;
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} inv_keystate;
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static inv_keystate player_inv = {0};
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static inv_keystate storage_inv = {0};
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bool inv_is_open = false;
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bool inv_is_inside = false;
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bool inv_is_storage_action = false;
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bool inv_swap_storage = false;
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void inventory_draw_panel(entity_view *e, bool is_player, float sx, float sy){
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if (!e->has_items && is_player)
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return;
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if (!e->has_storage_items && !is_player)
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return;
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float x = sx;
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float y = sy;
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const int32_t grid_size = (is_player) ? (64*3) : (64*4);
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const int32_t inv_size = (is_player) ? ITEMS_INVENTORY_SIZE : ITEMS_CONTAINER_SIZE;
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const int32_t inv_cols = (is_player) ? 3 : 4;
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inv_keystate *inv = (!is_player) ? &storage_inv : &player_inv;
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inv_keystate *inv2 = (is_player) ? &storage_inv : &player_inv;
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inv->is_inside = check_mouse_area(sx, sy, (float)grid_size, (float)grid_size) != DAREA_OUTSIDE;
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inv_is_inside |= inv->is_inside;
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for (int32_t i = 0; i < inv_size; i += 1) {
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{
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debug_area_status area = check_mouse_area(x, y, 64, 64);
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Color color = RAYWHITE;
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ItemDrop *item = (is_player) ? &e->items[i] : &e->storage_items[i];
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if (area == DAREA_HOVER) {
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color = YELLOW;
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} else if (area == DAREA_PRESS && inv2->item_is_held){
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color = VIOLET;
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inv_swap_storage = true;
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inv_is_storage_action = true;
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inv->item_is_held = false;
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inv2->item_is_held = false;
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inv->selected_item = i;
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inv->swap = true;
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inv->swap_from = inv2->held_item_idx;
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inv->swap_to = i;
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} else if (area == DAREA_PRESS && !inv->item_is_held && !inv2->item_is_held) {
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color = VIOLET;
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inv_is_storage_action = true;
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inv->selected_item = i;
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} else if (area == DAREA_PRESS && inv->item_is_held) {
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color = VIOLET;
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inv_is_storage_action = true;
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inv->selected_item = i;
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inv->item_is_held = false;
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inv->swap = true;
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inv->swap_from = inv->held_item_idx;
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inv->swap_to = i;
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} else if (area == DAREA_HELD && item->quantity > 0 && !inv->item_is_held && !inv2->item_is_held) {
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inv_is_storage_action = true;
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inv->selected_item = i;
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inv->item_is_held = true;
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inv->held_item = *item;
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inv->held_item_idx = i;
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} else if (i == inv->selected_item) {
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color = RED;
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}
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DrawRectangleLinesEco(x, y, 64, 64, color);
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if (item->quantity > 0) {
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DrawTexturePro(GetSpriteTexture2D(assets_find(item->kind)), ASSET_SRC_RECT(), ASSET_DST_RECT(x,y), (Vector2){0.5f,0.5f}, 0.0f, WHITE);
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DrawTextEco(zpl_bprintf("%d", item->quantity), x+5, y+5, 16, RAYWHITE, 0.0f);
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}
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}
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x += 64;
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if ((i+1) % inv_cols == 0) {
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x = sx;
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y += 64;
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}
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}
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// NOTE(zaklaus): switch it off if is_player
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if (is_player)
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inv_is_storage_action = false;
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}
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void inventory_render_held_item(bool is_player){
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inv_keystate *inv = (!is_player) ? &storage_inv : &player_inv;
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inv_keystate *inv2 = (is_player) ? &storage_inv : &player_inv;
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if (inv->item_is_held) {
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Vector2 mpos = GetMousePosition();
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mpos.x -= 32;
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mpos.y -= 32;
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DrawTexturePro(GetSpriteTexture2D(assets_find(inv->held_item.kind)), ASSET_SRC_RECT(), ASSET_DST_RECT(mpos.x, mpos.y), (Vector2){0.5f,0.5f}, 0.0f, ColorAlpha(WHITE, 0.8f));
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DrawTextEco(zpl_bprintf("%d", inv->held_item.quantity), mpos.x, mpos.y, 16, RAYWHITE, 0.0f);
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if (!inv->is_inside && IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && !inv2->is_inside) {
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inv->drop_item = true;
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inv->item_is_held = false;
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inv_is_storage_action = true;
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}
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}
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}
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void inventory_reset_states(inv_keystate *ik) {
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ik->drop_item = false;
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ik->swap = false;
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}
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void inventory_draw() {
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inv_is_storage_action = false;
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inv_is_inside = false;
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inv_swap_storage = false;
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inventory_reset_states(&player_inv);
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inventory_reset_states(&storage_inv);
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camera cam = camera_get();
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entity_view *e = game_world_view_active_get_entity(cam.ent_id);
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if (!e || !e->has_items) return;
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if (IsKeyPressed(KEY_TAB)) {
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inv_is_open = !inv_is_open;
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}
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if (!inv_is_open || build_is_in_draw_mode) {
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return;
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}
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inventory_draw_panel(e, true, screenWidth/2.0f + 128, screenHeight/2.0f - 96);
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inventory_draw_panel(e, false, screenWidth/2.0f - 384, screenHeight/2.0f - 128);
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inventory_render_held_item(true);
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inventory_render_held_item(false);
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}
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