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Menu_AdventureMode.hpp
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1835 lines (1536 loc) · 57.1 KB
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#pragma once
#ifndef WORLDSIM_MENU_ADVENTUREMODE_HPP
#define WORLDSIM_MENU_ADVENTUREMODE_HPP
#include "World_Viewer.hpp"
/* Menu_AdventureMode.hpp
#include "Menu_AdventureMode.hpp"
Adventure mode menu. The player can select a character and play as them.
This class contains the code for the Adventure Mode GUI.
*/
//PLAYER INVENTORY
// NPCs only have a list of items in their inventory.
// However the player gets a grid which saves the position of items
// The grid is 10*10. I think it's doubtful that a player will need more than
// 100 inventory slots.
// Stores the description, index, and interaction id
#include "Character.hpp"
#include "Recipe.hpp"
class Menu_Crafting: public GUI_Interface
{
Vector <Item*> vItem;
Vector <Recipe*> vRecipe;
int selectedRecipe;
public:
Menu_Crafting()
{
selectedRecipe=0;
vItem.reserve(100);
vRecipe.reserve(100);
}
~Menu_Crafting()
{
}
void build()
{
selectedRecipe=0;
//check inventory grid.
for (int _y=0;_y<10;++_y)
{
for (int _x=0;_x<10;++_x)
{
if (inventoryGrid[_x][_y]!=0)
{
vItem.push(inventoryGrid[_x][_y]);
inventoryGrid[_x][_y]->addToRecipeManager();
}
}
}
vRecipe.clear();
auto vValidRecipe = recipeManager.getValidRecipes();
// Render the valid recipes.
for (int i=0;i<vValidRecipe->size();++i)
{
vRecipe.push((*vValidRecipe)(i));
}
}
void /* GUI_Interface */ render()
{
Renderer::placeColour4a(150,150,250,250,panelX1+240,panelY1+40,panelX2-20,panelY2-20);
font8x8.drawText("Available recipes:",panelX1+250,(panelY2-40),panelX1+500,(panelY2-50),false,true);
if (vRecipe.size() > 0)
{
Renderer::placeColour4a(180,180,180,255,panelX1+250,(panelY2-50)-(selectedRecipe*10),panelX1+600,(panelY2-50)-((selectedRecipe+1)*10));
}
for (int i=0;i<vRecipe.size();++i)
{
font8x8.drawText(vRecipe(i)->getName(),panelX1+250,(panelY2-50)-(i*10),panelX1+500,(panelY2-50)-((i+1)*10),false,true);
}
}
bool /* GUI_Interface */ mouseEvent (Mouse* _mouse)
{
// Scroll up and down interaction select
if (_mouse->isWheelDown)
{
++selectedRecipe;
if (selectedRecipe>=vRecipe.size()) {selectedRecipe=0;}
_mouse->isWheelDown=false;
_mouse->isWheelUp=false;
}
else if (_mouse->isWheelUp)
{
--selectedRecipe;
if (selectedRecipe<0) { selectedRecipe=vRecipe.size()-1; }
_mouse->isWheelDown=false;
_mouse->isWheelUp=false;
}
// MAKE RECIPE
if (_mouse->isLeftClick)
{
recipeManager.makeRecipe(playerCharacter, selectedRecipe);
_mouse->isLeftClick=false;
return true;
}
return false;
}
};
// Finally getting around to breaking the Menu_AdventureMode into some submenus.
// Currently interactions are 1:1. I want an item to have multiple possible interactions with an object.
// For example log->ground could be "build campfire" or "build wall".
// This should also allow us to more easily sort interactions by priority.
class InteractManager: public GUI_Interface
{
int selectedInteraction;
Wildcat::Font* font;
struct Interaction /* Stores the description of the interaction and all indexing */
{
std::string description;
int vType; /* 0 = generic, 1 = Item, 2 = Character, 3 = Creature, 4 = terrain */
int vIndex; /* Index in the vector of the object. */
int interactID; /* Indicates the subtype of interaction (stab/slash/etc). */
Interaction( std::string _description, int _vType, int _vIndex, int _interactID )
{
description=_description;
vType = _vType;
vIndex = _vIndex;
interactID = _interactID;
}
};
public:
unsigned long int x,y; /* Tile which the player wants to interact on */
LocalTile* localSelected;
Static* objStaticSelected; /* If the tile has a Static on it */
Item * sourceItem; /* Item the player is using. 0 = unarmed */
// All interactions need to be kept sorted into their object categories.
Vector <WorldObject*> vGeneric;
Vector <Item*> vItem;
Vector <Character*> vCharacter;
Vector <Creature*> vCreature;
Vector <Interaction*> vInteraction;
//Index lookup.
InteractManager()
{
x=ABSOLUTE_COORDINATE_NULL;
y=ABSOLUTE_COORDINATE_NULL;
localSelected=0;
sourceItem=0;
selectedInteraction = 0;
font = &font8x8;
}
void clear()
{
x=ABSOLUTE_COORDINATE_NULL;
y=ABSOLUTE_COORDINATE_NULL;
//localSelected=0;
//sourceItem=0;
selectedInteraction = 0;
}
bool /* GUI_Interface */ keyboardEvent (Keyboard* _keyboard)
{
if ( _keyboard->isPressed(Keyboard::UP) )
{
--selectedInteraction;
if (selectedInteraction<0) { selectedInteraction=vInteraction.size()-1; }
return true;
}
else if ( _keyboard->isPressed(Keyboard::DOWN) )
{
++selectedInteraction;
if (selectedInteraction>=vInteraction.size()) {selectedInteraction=0;}
return true;
}
return false;
}
// GUI INTERFACE
bool /* GUI_Interface */ mouseEvent (Mouse* _mouse)
{
// Scroll up and down interaction select
if (_mouse->isWheelDown)
{
++selectedInteraction;
if (selectedInteraction>=vInteraction.size()) {selectedInteraction=0;}
_mouse->isWheelDown=false;
_mouse->isWheelUp=false;
}
else if (_mouse->isWheelUp)
{
--selectedInteraction;
if (selectedInteraction<0) { selectedInteraction=vInteraction.size()-1; }
_mouse->isWheelDown=false;
_mouse->isWheelUp=false;
}
else if (_mouse->isLeftClick)
{
if (sourceItem==0)
{
sourceItem = &itemHand;
itemHand.owner = playerCharacter;
}
std::cout<<"Using interaction: "<<vInteraction(selectedInteraction)->description<<".\n";
std::cout<<"Using item: "<<sourceItem->getName()<<".\n";
Interaction* _interaction = vInteraction(selectedInteraction);
int selectedVector = _interaction->vType;
int selectedIndex = _interaction->vIndex;
int interactionType = _interaction->interactID;
if (localSelected == 0 )
{
consoleMessage("Error: No local selected");
}
if ( selectedVector == 0 ) /* generic */
{
sourceItem->interact(vGeneric(selectedIndex),interactionType);
}
else if ( selectedVector == 1 ) /* Item */
{
sourceItem->interact(vItem(selectedIndex),interactionType);
}
else if ( selectedVector == 2 ) /* Character */
{
sourceItem->interact(vCharacter(selectedIndex),interactionType);
}
else if ( selectedVector == 3 ) /* Creature */
{
sourceItem->interact(vCreature(selectedIndex),interactionType);
}
else if ( selectedVector == 4 ) /* Terrain */
{
//std::cout<<"Terrain interaction\n";
sourceItem->interact(localSelected,interactionType);
}
_mouse->isLeftClick=false;
return true;
}
return false;
}
// Take the current tile and copy all objects
// Return false if there's nothing to interact with.
bool build(Item* _sourceItem, unsigned long int _x, unsigned long int _y)
{
if (playerCharacter == 0)
{
return false;
}
vGeneric.clear();
vItem.clear();
vCharacter.clear();
vCreature.clear();
vInteraction.deleteAll();
x=_x;
y=_y;
localSelected=world(x,y,playerCharacter->isUnderground);
// if (playerCharacter->isUnderground)
// {
// }
sourceItem = _sourceItem;
std::cout<<"Building interactions for: "<<x<<", "<<y<<".\n";
if (sourceItem ==0 ) // HAND INTERACTIONS
{
// ADD TERRAIN INTERACTION
vInteraction.push( new Interaction ("Punch ground",4,0,0) );
for (int i=0; i<localSelected->vObjectGeneric.size();++i)
{
auto vInteract = itemHand.getInteractNames(localSelected->vObjectGeneric(i));
if ( vInteract !=0 )
{
for (int i2=0;i2<vInteract->size();++i2)
{
vGeneric.push(localSelected->vObjectGeneric(i2));
vInteraction.push( new Interaction ((*vInteract)(i2),0,i,i2) );
}
}
}
for (int i=0; i<localSelected->vItem.size();++i)
{
vGeneric.push(localSelected->vItem(i));
vInteraction.push( new Interaction ("Punch "+localSelected->vItem(i)->getName(),0,i,0) );
}
for (int i=0; i<localSelected->vCharacter.size();++i)
{
vGeneric.push(localSelected->vCharacter(i));
vInteraction.push( new Interaction ("Punch "+localSelected->vCharacter(i)->getName(),0,i,0) );
}
for (int i=0; i<localSelected->vCreature.size();++i)
{
vGeneric.push(localSelected->vCreature(i));
vInteraction.push( new Interaction ("Punch "+localSelected->vCreature(i)->getName(),0,i,0) );
}
if(localSelected->objStatic)
{
std::cout<<"STATIC\n";
vInteraction.push( new Interaction ("Pick "+localSelected->objStatic->getName(),0,0,0) );
}
else
{
std::cout<<"NO STATIC\n";
}
}
else
{
// ADD TERRAIN INTERACTION
auto vInteractTerrain = sourceItem->getInteractNames(localSelected);
if ( vInteractTerrain !=0 )
{
for (int i2=0;i2<vInteractTerrain->size();++i2)
{
vInteraction.push( new Interaction ((*vInteractTerrain)(i2),4,0,i2) );
}
}
for (int i=0; i<localSelected->vObjectGeneric.size();++i)
{
auto vInteract = sourceItem->getInteractNames(localSelected->vObjectGeneric(i));
auto target = localSelected->vObjectGeneric(i);
if ( vInteract !=0 )
{
for (int i2=0;i2<vInteract->size();++i2)
{
vGeneric.push(localSelected->vObjectGeneric(i2));
vInteraction.push( new Interaction ((*vInteract)(i2),0,i,i2) );
}
}
}
for (int i=0; i<localSelected->vItem.size();++i)
{
auto vInteract = sourceItem->getInteractNames(localSelected->vItem(i));
if ( vInteract !=0 )
{
for (int i2=0;i2<vInteract->size();++i2)
{
vItem.push(localSelected->vItem(i2));
vInteraction.push( new Interaction ((*vInteract)(i2),1,i,i2) );
}
}
}
for (int i=0; i<localSelected->vCharacter.size();++i)
{
auto vInteract = sourceItem->getInteractNames(localSelected->vCharacter(i));
if ( vInteract !=0 )
{
for (int i2=0;i2<vInteract->size();++i2)
{
vCharacter.push(localSelected->vCharacter(i2));
vInteraction.push( new Interaction ((*vInteract)(i2),2,i,i2) );
}
}
}
for (int i=0; i<localSelected->vCreature.size();++i)
{
auto vInteract = sourceItem->getInteractNames(localSelected->vCreature(i));
if ( vInteract !=0 )
{
for (int i2=0;i2<vInteract->size();++i2)
{
vCreature.push(localSelected->vCreature(i2));
vInteraction.push( new Interaction ((*vInteract)(i2),3,i,i2) );
}
}
}
if(localSelected->objStatic)
{
std::cout<<"STATIC\n";
auto vInteract = sourceItem->getInteractNames(localSelected->objStatic);
if ( vInteract !=0 )
{
for (int i2=0;i2<vInteract->size();++i2)
{
vInteraction.push( new Interaction ((*vInteract)(i2),3,0,i2) );
}
}
}
else
{
std::cout<<"NO STATIC\n";
}
}
return (vInteraction.size() > 0);
}
void /* GUI_Interface */ render()
{
// Render background and selection panels.
Renderer::placeColour4a(120,120,120,255,panelX1+250,panelY2,panelX1+600,(panelY2)-(vInteraction.size()*10));
Renderer::placeColour4a(180,180,180,255,panelX1+250,panelY2-(selectedInteraction*10),panelX1+600,panelY2-((selectedInteraction+1)*10));
for (int i=0;i<vInteraction.size();++i)
{
font8x8.drawText(vInteraction(i)->description,panelX1+250,(panelY2)-(i*10),panelX1+500,(panelY2)-(i*10)-10,false,true);
//font8x8.drawText("("+DataTools::toString(useItem->interactTime(localTileSelected->vItem(i)))+" sec)",panelX1+500,(panelY2)-((i+j)*10),panelX1+600,(panelY2)-((i+j)*10)-10,false,true);
}
}
};
InteractManager interactManager;
class Menu_AdventureMode: public GUI_Interface
{
private:
GUI_Manager guiManager;
/* Colours / theme. */
ColourRGB <unsigned char> cNormal;
ColourRGB <unsigned char> cSelected;
ColourRGB <unsigned char> cDropPanel;
ColourRGB <unsigned char> cHighlight;
Wildcat::Font* font;
/* Texture to draw in the background of this menu. */
Texture* backgroundTexture;
/* Button to center camera on current player */
GUI_Button buttonCenterCamera;
/* Button to toggle sneaking - SNK */
GUI_Button buttonSneak;
/* Button to view inventory */
GUI_Button buttonInventory;
/* Button to reveal map (debug) */
GUI_Button buttonRevealMap;
/* Button to view manual */
// Very basic manual for now. Future manual should have stuff like bestiary, alchemy instructions,
// crafting instructions, etc.
GUI_Button buttonManual;
bool manualActive;
/* Button to view character sheet - CHR */
GUI_Button buttonCharacterSheet;
/* Button to view craftomg menu - CFT */
GUI_Button buttonCrafting;
bool craftingMenuActive;
Menu_Crafting menuCrafting;
// Render conversation menu
bool conversationActive;
Character* conversationCharacter;
// Render character sheet
bool characterSheetActive;
//Render inventory menu
bool inventoryActive;
int clickedItemSlot;
Vector <Item*> vItemsOnFloor;
// Carried item is an item selected by the mouse. The item will follow the cursor.
Item* carriedItem;
int selectedHotbar;
int hoveredInventoryX, hoveredInventoryY;
//Render item selection
bool itemSelectionActive;
unsigned long int tileSelectAbsoluteX, tileSelectAbsoluteY;
LocalTile* localTileSelected; /* LocalTile that the player last selected */
int nInteractions; /* number of interactions currently in the menu */
// Vectors of each object on selected tile, broken down by type.
//Vector <Item*> vSelectedTileItems;
//Vector <Character*> vSelectedTileCharacter;
int selectedItemSlot; /* 0 = interact with terrain */
bool subItemSelectionActive;
Item* useItem; /* Item to use on target */
// CTRL is modifier for inventory menu. Will add 1 of item to inventory, or transfer 1 of item to storage. Or
// drop 1 of item.
bool holdingCTRL;
int mouseX, mouseY;
Vector <HasXY2 <unsigned long int> * > * vLineOfFire; /* Vector of tiles to highlight for line of fire overlay */
public:
Menu_AdventureMode()
{
backgroundTexture=&TEX_NEW_GAME_BACKGROUND;
font = &font8x8;
vLineOfFire=0;
}
void clearMenus()
{
if ( conversationActive )
{ world.incrementTicksBacklog(5); }
manualActive=false;
conversationActive=false;
characterSheetActive=false;
inventoryActive=false;
itemSelectionActive=false;
// Reset the interact menu.
subItemSelectionActive=false;
itemSelectionActive=false;
worldViewer.showHoveredTile = false;
localTileSelected=0;
selectedItemSlot=0;
// Clear previous overlay tiles.
for ( int i=0;i<vLineOfFire->size();++i)
{
world((*vLineOfFire)(i))->shotOverlay=false;
}
vLineOfFire->deleteAll();
delete vLineOfFire;
vLineOfFire=new Vector <HasXY2 <unsigned long int> * >;
craftingMenuActive=false;
worldViewer.showHoveredTile = false;
}
void init()
{
/* Initialise theme. */
cNormal.set(200,200,200);
cSelected.set(180,180,180);
cDropPanel.set(170,170,170);
cHighlight.set(170,170,170);
buttonCenterCamera.text="";
buttonSneak.text="SNK";
buttonSneak.font = font;
buttonCenterCamera.setColours(cNormal,cHighlight,0);
buttonSneak.setColours(cNormal,cHighlight,0);
guiManager.add(&buttonCenterCamera);
guiManager.add(&buttonSneak);
buttonCenterCamera.active=true;
buttonSneak.active=true;
buttonCenterCamera.texture = &TEX_GUI_CENTER_CAMERA;
buttonInventory.active = true;
buttonInventory.text = "INV";
buttonInventory.font = font;
buttonInventory.setColours(cNormal,cHighlight,0);
guiManager.add(&buttonInventory);
buttonRevealMap.active = true;
buttonRevealMap.text = "RVL";
buttonRevealMap.font = font;
buttonRevealMap.setColours(cNormal,cHighlight,0);
guiManager.add(&buttonRevealMap);
buttonManual.active = true;
buttonManual.text = "MAN";
buttonManual.font = font;
buttonManual.setColours(cNormal,cHighlight,0);
guiManager.add(&buttonManual);
buttonCharacterSheet.active = true;
buttonCharacterSheet.text = "CHR";
buttonCharacterSheet.font = font;
buttonCharacterSheet.setColours(cNormal,cHighlight,0);
guiManager.add(&buttonCharacterSheet);
buttonCrafting.active = true;
buttonCrafting.text = "CFT";
buttonCrafting.font = font;
buttonCrafting.setColours(cNormal,cHighlight,0);
guiManager.add(&buttonCrafting);
craftingMenuActive=false;
itemSelectionActive=false;
tileSelectAbsoluteX=-1;
tileSelectAbsoluteY=-1;
localTileSelected=0;
selectedItemSlot=0;
subItemSelectionActive=false;
useItem=0;
nInteractions=0;
characterSheetActive=false;
manualActive=false;
conversationActive = false;
conversationCharacter=0;
inventoryActive=false;
clickedItemSlot=-1;
carriedItem=0;
hoveredInventoryX=-1;
hoveredInventoryY=-1;
holdingCTRL = false;
mouseX=0;
mouseY=0;
selectedHotbar=0;
delete vLineOfFire;
vLineOfFire= new Vector <HasXY2 <unsigned long int> * >;
//Initialise inventory grid.
for (int _y=0;_y<10;++_y)
{
for (int _x=0;_x<10;++_x)
{
inventoryGrid[_x][_y]=0;
}
}
eventResize();
}
void render()
{
if (playerCharacter==0)
{ return; }
/* Render adventure mode interface.
Yes it is very messy at the moment, however it works fine and is just a GUI
so it doesn't matter too much. */
/* Preview world view. */
worldViewer.render();
// MESSAGE CONSOLE
const int nY = panelY2-panelY1;
Renderer::placeColour4a(200,200,250,125,panelX1,panelY1+120,panelX1+220,panelY2);
int currentY = panelY2-2;
int iMessage = vConsoleMessage.size()-1;
int linesDrawn = 0;
while (currentY>panelY1+120 && iMessage>=0 && iMessage<vConsoleMessage.size() )
{
linesDrawn = font8x8.drawText(vConsoleMessage(iMessage),panelX1,currentY,panelX1+220,currentY-38,false,false);
--iMessage;
currentY-=linesDrawn*9;
currentY-=2;
}
// minimap will give better situational awareness for the player
Renderer::placeColour4a(200,200,250,250,panelX1,panelY1,panelX1+220,panelY1+220);
font8x8.drawText("Minimap",panelX1,panelY1,panelX1+220,panelY1+220,true,true);
// action menu contains all actions which otherwise have hotkeys
Renderer::placeColour4a(150,150,150,250,panelX1,panelY1+220,panelX1+220,panelY1+320);
font8x8.drawText("Action Menu",panelX1,panelY1+220,panelX1+220,panelY1+320,true,true);
// tile info panel outputs information about whatever the player is hovering mouse over
Renderer::placeColour4a(150,150,150,250,panelX1,panelY1+320,panelX1+220,panelY1+420);
// font8x8.drawText("Tile info",panelX1,panelY1+320,panelX1+220,panelY1+420,true,true);
// HOVERED TILE COORDINATES. BOTH ABSOLUTE AND RELATIVE. FOR DEBUGGING.
font8x8.drawText(DataTools::toString(worldViewer.hoveredXTile) + ", " +
DataTools::toString(worldViewer.hoveredYTile),panelX1,panelY1+210,panelX1+220,panelY1+220,false,true);
font8x8.drawText(DataTools::toString(worldViewer.hoveredXTileLocal) + ", " +
DataTools::toString(worldViewer.hoveredYTileLocal),panelX1,panelY1+200,panelX1+220,panelY1+210,false,true);
font8x8.drawText(DataTools::toString(worldViewer.hoveredAbsoluteX) + ", " +
DataTools::toString(worldViewer.hoveredAbsoluteY),panelX1,panelY1+190,panelX1+220,panelY1+200,false,true);
// PRINT STUFF ON HOVERED TILE
if (world.isGenerated (worldViewer.hoveredAbsoluteX,worldViewer.hoveredAbsoluteY) )
{
LocalTile* localSelected=world(worldViewer.hoveredAbsoluteX,worldViewer.hoveredAbsoluteY,playerCharacter->isUnderground);
if (localSelected)
{
// output terrain type
font8x8.drawText(localSelected->getAll(10),panelX1,panelY1+420,panelX1+220,panelY1+320,false,false,false,0,0,0,255,1);
}
}
else
{
//LocalTile* localSelected=world(worldViewer.hoveredAbsoluteX,worldViewer.hoveredAbsoluteY,playerCharacter->isUnderground);
font8x8.drawText("OOB",panelX1,panelY1+410,panelX1+220,panelY1+420,false,true);
}
if (playerCharacter->thirst > MAX_THIRST - 100)
{
font8x8.drawText("THIRSTY",panelX1+230,panelY1+230,panelX1+400,panelY1+240,false,true,255,0,0);
}
if (playerCharacter->hunger > MAX_HUNGER - 100)
{
font8x8.drawText("HUNGRY",panelX1+230,panelY1+220,panelX1+400,panelY1+230,false,true,255,0,0);
}
if (playerCharacter->isAlive == false)
{
font8x8.drawText("RIP (TAB TO EXIT)",panelX1+230,panelY1+210,panelX1+500,panelY1+220,false,true,255,0,0);
}
//BARS: Health, Stamina, Hunger, Thirst, Energy
double barWidth = 220;
double hungerWidth = (MAX_HUNGER-playerCharacter->hunger)*(barWidth/MAX_HUNGER);
double thirstWidth = (MAX_THIRST-playerCharacter->thirst)*(barWidth/MAX_THIRST);
double healthWidth = barWidth-(playerCharacter->maxHealth-playerCharacter->health)*(barWidth/playerCharacter->maxHealth);
Renderer::placeColour4a(255,0,0,255,panelX1,panelY1+232,panelX1+healthWidth,panelY1+234);
Renderer::placeColour4a(0,0,255,255,panelX1,panelY1+229,panelX1+thirstWidth,panelY1+231);
Renderer::placeColour4a(128,64,0,255,panelX1,panelY1+226,panelX1+hungerWidth,panelY1+228);
Renderer::placeColour4a(128,128,255,255,panelX1,panelY1+223,panelX1+220,panelY1+225);
Renderer::placeColour4a(255,128,0,255,panelX1,panelY1+220,panelX1+220,panelY1+222);
guiManager.render();
// DATE
//Renderer::placeColour4a(150,150,150,255,panelX2-208,panelY2-20,panelX2,panelY2-10);
std::string strDate = globalCalendar.toString();
font8x8.drawText("DATE: "+strDate,panelX1,panelY1+235,panelX1+220,panelY1+245, true, true);
//Draw hotbar
int currentX2 = panelX1 + 240;
for (int i=0;i<10;++i)
{ Renderer::placeColour4a(120,120,120,250,currentX2,panelY1+5,currentX2+32,panelY1+37);
if ( inventoryGrid[i][0] != 0 )
{ Renderer::placeTexture4(currentX2,panelY1+5,currentX2+32,panelY1+37, inventoryGrid[i][0]->currentTexture(), false);
}
if ( i==selectedHotbar )
{ Renderer::placeTexture4(currentX2,panelY1+5,currentX2+32,panelY1+37, &TEX_GUI_TILE_SELECTION, false);
}
currentX2+=34;
}
// Render item selection
if (itemSelectionActive && localTileSelected != 0)
{
// New system: interactManager
interactManager.render();
nInteractions = localTileSelected->vItem.size() + localTileSelected->vCharacter.size() + localTileSelected->vCreature.size() + localTileSelected->vObjectGeneric.size() + 1;
}
// Render manual page
if (manualActive)
{
Renderer::placeColour4a(150,150,250,250,panelX1+240,panelY1+40,panelX2-20,panelY2-20);
linesDrawn = font8x8.drawText(ADVENTURE_MODE_MANUAL,panelX1+250,panelY1+45,panelX2-25,panelY2-25,false,false);
}
// Render crafting menu
if (craftingMenuActive)
{
menuCrafting.render();
}
//Render character sheet
if (characterSheetActive)
{
Renderer::placeColour4a(150,150,250,250,panelX1+240,panelY1+40,panelX2-20,panelY2-20);
linesDrawn = font8x8.drawText("CHARACTER SHEET\nSkills:\nFishing: "+DataTools::toString((int)playerCharacter->skillFishing),panelX1+250,panelY1+45,panelX2-25,panelY2-25,false,false);
}
// Render conversation menu
if (conversationActive && conversationCharacter != 0)
{
Renderer::placeColour4a(30,140,40,250,panelX1+235,panelY1+40,panelX2-15,panelY2-10);
Renderer::placeColour4a(150,150,250,250,panelX1+240,panelY1+40,panelX2-162,panelY2-220);
linesDrawn = font8x8.drawText(playerCharacter->getFullName()+" talks to "+conversationCharacter->getFullName()+".\n\n["+playerCharacter->getFullName()+"]: COLONEL, WHAT'S A CONVERSATION SYSTEM DOING HERE?\n["+conversationCharacter->getFullName()+"]: Snake, remember what De Gaulle said \"The graveyards are full of indispensable men.\" Snake, you're all alone and surrounded by bad guys. Try to be careful and avoid getting into a fight whenever you can.\n["+playerCharacter->getFullName()+"]: I FEEL ASLEEP.\n\n(Press ESC to exit)",panelX1+242,panelY1+42,panelX2-164,panelY2-222,false,false);
Renderer::placeColour4a(150,150,250,250,panelX2-160,panelY1+40,panelX2-20,panelY2-220);
linesDrawn = font8x8.drawText("WE\nMORROWIND\nNOW",panelX2-158,panelY1+42,panelX2-22,panelY2-222,false,false);
Renderer::placeColour4a(150,150,250,250,panelX1+350,panelY2-210,panelX2-130,panelY2-20);
linesDrawn = font8x8.drawText("Disposition: Solid",panelX1+355,panelY2-215,panelX2-135,panelY2-25,false,false);
Renderer::placeTexture4(panelX1+240, panelY2-160, panelX1+340, panelY2-60, &TEX_PORTRAIT_SNEK, true);
Renderer::placeTexture4(panelX2-120, panelY2-160, panelX2-20, panelY2-60, &TEX_PORTRAIT_LING, true);
}
// Render inventory menu
// Yes this will need to be moved into its own file at some point,
// but hey who cares as long as it works.
if (inventoryActive)
{
// background panels for inventory menu.
Renderer::placeColour4a(30,140,40,250,panelX1+235,panelY1+35,panelX2-15,panelY2-10);
Renderer::placeColour4a(150,150,250,250,panelX1+240,panelY1+40,panelX2-20,panelY2-220);
Renderer::placeColour4a(150,150,250,250,panelX1+350,panelY2-210,panelX2-130,panelY2-20);
// Put items on player to interact
Renderer::placeTexture4(panelX1+350,panelY2-210,panelX2-130,panelY2-20, &TEX_NPC, false);
hoveredInventoryX=-1;
hoveredInventoryY=-1;
// render inventory slots
int inventoryY = panelY2-250;
int currentFloorItem = 0;
for (int row = 0;row<12;++row)
{ int currentX = panelX1+250;
for (int i=0;i<10;++i)
{
Renderer::placeColour4a(120,120,120,250,currentX,inventoryY,currentX+32,inventoryY-32);
if (mouseX >= currentX && mouseX <= currentX+32
&& mouseY >=inventoryY-32 && mouseY <= inventoryY)
{
hoveredInventoryX = i;
hoveredInventoryY = row;
}
if (row < 10 && i < 10 && inventoryGrid[i][row]!=0)
{
//Renderer::placeColour4a(120,120,120,250,currentX,inventoryY,currentX+32,inventoryY-32);
Renderer::placeTexture4(currentX,inventoryY-32,currentX+32,inventoryY, inventoryGrid[i][row]->currentTexture(), false);
}
// floor inventory
if (row == 10 || row == 11 )
{
if ( currentFloorItem < vItemsOnFloor.size() && vItemsOnFloor(currentFloorItem) != carriedItem )
{
Renderer::placeTexture4(currentX,inventoryY-32,currentX+32,inventoryY, vItemsOnFloor(currentFloorItem)->currentTexture(), false);
++currentFloorItem;
}
}
if ( row==0 )
{
font8x8.drawText(DataTools::toString(i),currentX,inventoryY,currentX+32,inventoryY-32,true,true);
}
currentX += 34;
}
inventoryY -= 34;
// make a gap for floor inventory
if ( row == 9) {inventoryY -= 5;}
}
inventoryY = panelY2-250;
for (int row = 0;row<12;++row)
{ int currentX = panelX1+650;
for (int i=0;i<10;++i)
{
Renderer::placeColour4a(120,120,120,250,currentX,inventoryY,currentX+32,inventoryY-32);
if ( row==0 )
{
font8x8.drawText(DataTools::toString(i),currentX,inventoryY,currentX+32,inventoryY-32,true,true);
}
currentX += 34;
}
inventoryY -= 34;
if ( row == 9) {inventoryY -= 5;}
}
// Render text
// We render the stats for 2 items: The item the player has selected,
// and the item the player is hovering over. This allow easy comparison
// of 2 items.
std::string carriedItemStats = "";
if ( carriedItem )
{
carriedItemStats = carriedItem->getName();
}
std::string hoveredItemStats = "";
if ( hoveredInventoryX >= 0 && hoveredInventoryX < 10
&& hoveredInventoryY >= 0 && hoveredInventoryY < 10)
{
if (inventoryGrid[hoveredInventoryX][hoveredInventoryY] )
{
hoveredItemStats = inventoryGrid[hoveredInventoryX][hoveredInventoryY]->getName();
}
}
font8x8.drawText("Inventory", panelX1 + 250,panelY2-230,panelX1 + 450,panelY2-250,true,true);
font8x8.drawText("Storage", panelX1 + 650,panelY2-230,panelX1 + 850,panelY2-250,true,true);
font8x8.drawText("Carried stats:\n "+carriedItemStats, panelX1+350,panelY2-210,panelX1+(panelNX/2) ,panelY2-25,false,false);
font8x8.drawText("Hovered stats\n "+hoveredItemStats, panelX1+(panelNX/2),panelY2-210,panelX2-130,panelY2-25,false,false);
// Render carried item
if ( carriedItem != 0)
{
Renderer::placeTexture4(mouseX,mouseY-32,mouseX+32,mouseY, carriedItem->currentTexture(), false);
}
}
// Draw a line of fire overlay so the player can see the path his missile will take.
if ( itemSelectionActive && world.isSafe(worldViewer.hoveredAbsoluteX,worldViewer.hoveredAbsoluteY) )
{
// Clear previous overlay tiles.
for ( int i=0;i<vLineOfFire->size();++i)
{
world((*vLineOfFire)(i))->shotOverlay=false;
}
vLineOfFire->deleteAll();
delete vLineOfFire;
vLineOfFire=new Vector <HasXY2 <unsigned long int> * >;
//Build new line of sight overlay.
// Diagonals are allowed for the first move, but not for subsequent moves.
unsigned long int shootDistance = DataTools::chebyshevDistance(playerCharacter->fullX, playerCharacter->fullY, worldViewer.hoveredAbsoluteX, worldViewer.hoveredAbsoluteY);
//Only draw the overlay if the player is hovering the mouse more than 1 tile away, but not too far away.
if ( shootDistance > 1 && shootDistance <= MAX_VIEW_RANGE )
{
// Raytrace
world.rayTrace(playerCharacter->fullX, playerCharacter->fullY,worldViewer.hoveredAbsoluteX, worldViewer.hoveredAbsoluteY,vLineOfFire,playerCharacter->isUnderground);
for ( int i=0;i<vLineOfFire->size();++i)
{
world((*vLineOfFire)(i))->shotOverlay=true;
}
}
}
}
void logicTick()
{
return;
}
bool keyboardEvent (Keyboard* _keyboard)
{
// ESCAPE - Close all submenus and go back to main game.
// If all submenus are already closed, bring up main menu.