eco2d/code/modules/source/system_items.c

178 lines
6.4 KiB
C

#include "items.h"
#define ITEM_PICK_RADIUS 25.0f
#define ITEM_ATTRACT_RADIUS 75.0f
#define ITEM_ATTRACT_FORCE 0.63f
void PickItem(ecs_iter_t *it) {
Position *p = ecs_column(it, Position, 2);
Inventory *inv = ecs_column(it, Inventory, 3);
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);
for (size_t j = 0; j < ents_count; j++) {
ItemDrop *drop = 0;
if ((drop = ecs_get_mut_if(it->world, ents[j], ItemDrop))) {
Position *p2 = ecs_get_mut(it->world, ents[j], Position, NULL);
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) {
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);
if ((item->quantity == 0 || (item->quantity != 0 && item->kind == drop->kind)) && item->quantity < item_max_quantity(item_id)) {
uint32_t picked_count = zpl_max(0, drop->quantity);
picked_count = zpl_clamp(picked_count, 0, item_max_quantity(item_id) - item->quantity);
item->quantity += picked_count;
drop->quantity -= picked_count;
if (drop->quantity == 0)
item_despawn(ents[j]);
break;
}
}
} else if (range <= ITEM_ATTRACT_RADIUS) {
p2->x = zpl_lerp(p2->x, p[i].x, ITEM_ATTRACT_FORCE*it->delta_time);
p2->y = zpl_lerp(p2->y, p[i].y, ITEM_ATTRACT_FORCE*it->delta_time);
}
}
}
}
}
#define ITEM_DROP_PICKUP_TIME 2.5f
void DropItem(ecs_iter_t *it) {
Input *in = ecs_column(it, Input, 1);
Position *p = ecs_column(it, Position, 2);
Inventory *inv = ecs_column(it, Inventory, 3);
for (int i = 0; i < it->count; i++) {
if (!in[i].drop) continue;
ItemDrop *item = &inv[i].items[in[i].selected_item];
if (item->quantity <= 0)
continue;
bool is_item_nearby = false;
size_t ents_count;
int64_t *ents = world_chunk_query_entities(it->entities[i], &ents_count, 2);
for (size_t j = 0; j < ents_count; j++) {
ItemDrop *drop = 0;
if ((drop = ecs_get_mut_if(it->world, ents[j], ItemDrop))) {
Position const* p2 = ecs_get(it->world, ents[j], Position);
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) {
if (item->kind == drop->kind) {
uint32_t dropped_count = item->quantity;
if (in[i].sprint) {
dropped_count /= 2;
} else if (in[i].ctrl) {
dropped_count = 1;
}
drop->quantity += dropped_count;
item->quantity -= dropped_count;
is_item_nearby = true;
inv[i].pickup_time = game_time() + ITEM_DROP_PICKUP_TIME;
break;
}
}
}
}
if (!is_item_nearby) {
uint32_t dropped_count = item->quantity;
if (in[i].sprint) {
dropped_count /= 2;
} else if (in[i].ctrl) {
dropped_count = 1;
}
ecs_entity_t te = item_spawn(item->kind, dropped_count);
item->quantity -= dropped_count;
Position *ipos = ecs_get_mut(it->world, te, Position, NULL);
*ipos = p[i];
Velocity *v = ecs_get_mut(it->world, te, Velocity, NULL);
v->x = in[i].mx * 800.0f;
v->y = in[i].my * 800.0f;
inv[i].pickup_time = game_time() + ITEM_DROP_PICKUP_TIME;
}
in[i].drop = false;
}
}
void SwapItems(ecs_iter_t *it) {
Input *in = ecs_column(it, Input, 1);
Inventory *inv = ecs_column(it, Inventory, 2);
for (int i = 0; i < it->count; i++) {
if (!in[i].swap) continue;
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);
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;
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;
}
in[i].swap = false;
}
}
void UseItem(ecs_iter_t *it) {
Input *in = ecs_column(it, Input, 1);
Position *p = ecs_column(it, Position, 2);
Inventory *inv = ecs_column(it, Inventory, 3);
for (int i = 0; i < it->count; i++) {
if (!in[i].use) continue;
ItemDrop *item = &inv[i].items[in[i].selected_item];
if (!item || item->quantity <= 0) continue;
item_use(it->world, item, p[i]);
}
}